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In the rapidly shifting landscape of EA FC 26, finding a formation that delivers stability, creativity, and defensive security has become a serious challenge-especially after numerous gameplay patches have changed how defending works. Today's spotlight falls on one of the most effective and surprisingly consistent setups currently circulating in the community: the 3-5-2 custom tactic, popularized through a Reddit breakdown by a user named Wahoos and further tested extensively in Elite Division gameplay
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. With that out of the way, let's break down why the 3-5-2 has quietly re-emerged as one of the strongest formations in FC 26, how it performs after the defensive nerfs, and how each individual role contributes to a fluid, modern attacking playstyle. The State of Defending in EA FC 26 One of the most important contexts for understanding why certain formations thrive in FC 26 is the state of manual defending. What was once praised as one of the best aspects of early-year gameplay has deteriorated through multiple patches. Interceptions bounce off feet, possession tackles don't feel possession-based, and switching between players lacks the responsiveness players became accustomed to. Even elite defenders-like the expensive and overly hyped Kundai-struggle when the mechanics behind defending feel inconsistent. Because defending is harder and less predictable, players are gravitating toward formations that support them with better defensive shape, more automated moments of AI coverage, and fluid transitions. This is where the 3-5-2 quietly thrives. Why the 3-5-2 Works in FC 26 The 3-back meta is delicate. While three-defender formations were nearly extinct in previous years due to aggressive through-ball meta play, the 3-5-2 has resurfaced thanks to clever positioning, midfield overloads, and improved counter-pressing behavior. Even with the risk of through-balls to the wings, the benefits outweigh the drawbacks when set up correctly. The 3-5-2 provides: Consistent central overloads Strong possession structure Excellent counterattacking width Options for both direct and fluid buildup Natural triangles in every area of the pitch And most importantly, it gives players the ability to compensate for bad AI defending by keeping more bodies behind the ball and limiting risky isolated duels. The Full 3-5-2 Custom Tactic Breakdown This tactic was thoroughly tested in Elite Division while conducting multiple player reviews. Despite the high difficulty and unforgiving meta, it performed extremely well. Defensive Tactics Defensive Style: Balanced Width: 50 Depth: 50 Approach: Counter Even at a depth of 50, players will still notice opponents exploiting side-space through-balls. This is simply part of the meta-not a flaw of the formation. The goal is to remain compact enough to intercept central passing lanes while still having a stable line for transitions. Keeper Instructions Sweeper Keeper: Balanced A sweeper keeper helps cover the dangerous through-balls, but balanced keeps him from overcommitting. Defender Instructions The defensive line is the heartbeat of this formation, and their roles differ significantly. Middle Center Back Role: Defender (Defend) This CB is your anchor-your most stable defensive presence, holding position and providing necessary central strength.Left & Right Center Back Role: Wide Back This is the key innovation of the tactic. Instead of acting as static CBs, these players behave almost like hybrid fullbacks, drifting wider during buildup and defending transitions on the flanks. In a game where wide transitions dominate, having these CBs step out to intercept makes the 3-5-2 surprisingly resilient. Midfield Roles: The Engine of the System The two CDMs and two wide mids carry enormous responsibility.Right CDM Instruction: Holding (Defend) This player remains conservative, screening the back line and providing controlled defensive protection. Left CDM Instruction: Deep Lying Playmaker (Defend) Acts like a regista-initiates buildup, spreads possession, and adds composure. Ideal for players with good passing traits.Left Mid & Right Mid Instruction: Wide Midfielder (Support)These are not fullbacks. They are not pure wingers. They are hybrid outlets that support both attack and defense. You'll notice missing certain "plus" player roles on the wings in some situations, but for a three-back, this setup is essential. Attacking Trio: Creative, Structured, Lethal Central CAM Instruction: Shadow Striker This role pushes the CAM aggressively into the box, linking play and making timed secondary runs that break defensive lines. Perfect for goal-scoring midfielders. Right Striker Instruction: False Nine (Attack) Dropping deeper helps create passing lanes and drag defenders out of shape, making room for the shadow striker or wide mids. Left Striker Instruction: False Nine (Build-Up) Similar to the right striker, but focused more on buildup-an intelligent link-up attacker who helps recycle possession and spark counters. How the Formation Performs In-Game Across multiple matches-some against extremely competitive opponents in Elite Division-the 3-5-2 consistently: Created smart attacking AI movements Produced fluid passing sequences nearly impossible in 4-back formations Delivered fast transitions through the CAM and strikers Generated more opportunities for finesse shots and near-post finishes Provided midfield dominance against most meta formations In gameplay highlights, this tactic showcased: Clean finesse shots Quick counterattacks Intelligent AI overlaps Strong defensive collapses in the midfield Opportunistic finishing Players like Pina and Netal benefited immensely from the space created by the false nines and shadow striker roles. Even when opponents moved their keeper or tried to exploit wide lanes, the 3-5-2 held up remarkably well-especially with disciplined manual positioning. The Biggest Weakness: The Through-Ball Meta The reason most people avoid three-back formations is simple: through-balls to the wing are disgustingly strong right now. You can play perfect defense for 80 minutes and still concede one cheap goal from a simple diagonal. Until EA adjusts this meta, using a 3-back formation requires discipline and awareness. But despite this drawback, the 3-5-2 is absolutely viable in high-level play when piloted correctly. Should You Use the 3-5-2 in EA FC 26? If you enjoy: Central dominance Fluid attacking movement Midfield overloads Controlled possession Creative buildup play Then yes-the 3-5-2 might become your new favorite formation. If you rely heavily on sprint-defending, deep-line blocks, or wide isolation defending, you may struggle until you adjust. But the formation rewards smart positional play and patience. For Elite Division players, it's a refreshing tactical alternative to the overused 4-2-3-1 or 4-4-2 systems. Final Thoughts
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Despite the current defensive inconsistencies and frustrating through-ball meta, the 3-5-2 custom tactic remains one of the most enjoyable and surprisingly strong systems in EA FC 26. Its layered buildup structure, dynamic attacking movement, and disciplined defensive shape make it stand out-even in the most competitive lobbies. If you're looking to refresh your tactical play, challenge yourself with a more modern shape, or simply enjoy a formation that feels good on the pitch, the 3-5-2 is absolutely worth trying.
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If you've played Path of Exile long enough, you've heard every league start promise: "This is the cheapest farm ever, you'll print currency, trust me." Most of the time it's cope. But this time, it isn't. Hive Brain Glands are the real deal-absurdly cheap, incredibly consistent, instantly accessible, and compatible with almost any Atlas strategy already in your rotation
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. Today we break down exactly how this overlooked mechanic turns every map into guaranteed loot, why Worm Gifts are about to skyrocket in price, and how you can run this setup in under 20 seconds per map without ever touching the painfully slow boss encounter. Let's get into it. What Is the Hive Brain Gland? Hive Brain Glands function exactly like scarabs: you slot them into your Map Device, spend less than 2 chaos for each, and instantly get a guaranteed Hive Colony encounter inside your map. This encounter is basically a Breach-themed mini-zone, but instead of slogging through waves, you simply: Enter colony Open 5-8 chests Leave That's it. No mechanics. No timer. No killing required. Just pure loot. The main value? Worm Gifts. These reward containers drop consistently and scale in price depending on type. The big one-Ancient Worm Gifts-is already expensive and will continue to rise as the league approaches its end and players chase fullborn uniques and endgame double-corruption setups. Why This Works (and Why It's So Cheap) At the time of recording, Hive Brain Glands cost under 2 chaos each. That means each map investment is less than a Vaal Orb. For that cost, you can hit: Fullborn unique items Divines Mageblood (yes, fullborn Mageblood possible) Tattoos Valuable Worm Gifts Most maps return profit before you've even cracked chest #3. The return-per-minute is genuinely insane, especially if you skip the Hive boss. How to Run the Strategy The only requirement: one free Map Device slot. If you're running Ultimatum, Delirium, Beyond, Harvest, Expedition, Legion-you name it-you simply swap out one scarab and plug in the Hive Gland. Basic Setup 1.Add Hive Brain Gland to Map Device 2.Add your usual farming setup (Ex: Ultimatum) 3.Run map as usual 4.Locate Hive Colony 5.Enter, open all chests (5-
6.Leave Time added: 20-25 seconds per map. This is faster than: Legion clear Sanctum prep Expedition detonations Metamorph building Blight tower placements It's literal click-and-collect. Tier 16 vs. Tier 17 Testing A key question for advanced players is whether item level in Hive Colony scales with map tier. Testing confirms: Hive Colony is a separate instance, capped at item level 83 Tier 17 maps do not increase item level drops Profit difference between T16 and T17: negligible Conclusion: There is zero reason to run this beyond T16. It's cheaper, faster, and no rewards scale beyond that threshold. Boss Fight: Waste of Time Yes, the Hive boss exists. Yes, it drops loot. No, you should not bother. When timed: Opening chests only: ~20 seconds Boss kill + scripting: 70-90 seconds extra That means the boss adds 4-5× the time without matching returns. The loot is nowhere near the value of just chain-running the next map. Verdict: Skip the boss. Why Rewards Will Spike Soon As the league matures: Fullborn uniques become luxury chase items Standard build crafting peaks Ancient Worm Gifts will become legacy-priced Players will want: Fullborn Headhunters with Culling Strike Double-corrupted Magebloods Premium unique variants That means demand increases while supply dries up.If you're smart, you hoard now. Run Efficiency Example Let's assume a realistic loop: 20 seconds added per map 100 maps per session ~700 Worm Gifts collected (average 7 per map) Ancient Gift average market: 23-40 chaos Even at low-end averages, you're blasting past multiple Divine Orbs per hour, for pennies in cost. Strategy Compatibility The beauty of Hive Glands is how they slip into virtually every atlas strategy: Works With: Ultimatum Legion Beyond Ritual Breach stacking Expedition Delirium Strongbox Harvest Anywhere you have one slot, you profit. Doesn't Work With: Strategies requiring all 4 scarabs Hyper-polished Delirium 100% uptime builds But for 99% of players, this fits perfectly. Final Thoughts Hive Brain Glands are the kind of strategy that sits ignored for weeks because everyone assumes cheap = useless. But when something costs less than 2 chaos and generates jackpot-tier loot, it doesn't stay secret for long. If you incorporate it now, you get: Guaranteed profit per map No RNG gating No mechanical skill requirement Zero kill requirement Zero boss obligationIt's literally click → open → leave. Expect prices to soar now that the method is circulating. The smart move? Stock up before everyone else realizes Ancient Gifts are late-league gold. TL;DR Hive Brain Glands = under 2c Guaranteed Hive Colony each map Open 5-8 chests and leave Worm Gifts are your core profit
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Skip boss-time sink, bad returns T16 is optimal (T17 offers nothing extra) If you want currency with zero effort, zero investment, and zero build dependency, this is the time.
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With only two weeks left until the launch of Diablo 4 Season 11, Blizzard is framing this update not as a normal seasonal refresh-but as a near-complete redesign of how the game functions. Everything from survivability to item progression to monster behavior is being rebuilt, and the result is a season that feels less like an expansion and more like a systems reboot
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. If Season 10 was defined by "chaos"-Chaos Rifts, Chaos Armor, Infernal Hordes, and explosive power spikes-Season 11 moves in the opposite direction, emphasizing structure, clarity, and long-term item progression. The questions on everyone's mind are simple: What actually changed? How does it compare to Season 10? And will it save Diablo 4 or complicate it again? Let's break down everything you need to know. Season 10 vs. Season 11: Two Opposite Design PhilosophiesSeason 10 was all about mayhem. Chaos Rifts spawned everywhere, Infernal Tides surged with relentless demons, and Chaos Armor gave players wild stat options in rare item slots. Chaos Perks altered abilities in dramatic ways, and Bartuc became a seasonal boss centerpiece. It wasn't subtle-it was loud, fiery, and focused on farming as fast and aggressively as possible. Season 11 couldn't be more different. Instead of pushing player power, Season 11 emphasizes reward optimization. The new seasonal mechanic, Divine Favors, doesn't boost damage-it boosts loot. These modifiers let players increase rewards from specific activities like Pits, Nightmare Dungeons, or world events. It's a strategic system rather than a power system. Season 11 also introduces: A complete redesign of defensive systems A new monster AI and affix overhaul Four new "Lesser Evil" bosses invading the world A revamped itemization path featuring tempering, maximization, and sanctification Where Season 10 was chaotic, Season 11 is deliberate-almost surgical. The Defense Rework: Toughness, Fortify, and Potions Reinvented This is the biggest change of Season 11-and it's a full rewrite of how defense works. Season 10 Defense: Simplified but FunctionalYou had: Armor Resistances Fortify for passive damage reduction If you stacked enough armor and resistances, you could tank almost anything. It wasn't deep, but it worked. Season 11 Defense: Complex, Tactical, and More PunishingBlizzard is replacing that simplicity with a more layered system: Toughness A new visible stat that shows your actual effective health versus each damage type. It's meant to reduce confusion-but ironically, may feel more complex for some players. Armor Now mitigates all damage types, not just physical. This merges the concept of armor and resistances into a tighter, more mathematical system. Fortify Completely reworked. It is now: A second health bar Regenerates automatically every 30 seconds Acts like a time-gated potion This dramatically changes how you manage survivability. Potions Potions have been standardized: Everyone has four Each heals 35% of max life No more renown-based scaling The result? Combat becomes more tactical, less spammy, and more punishing. Does It Feel Better? The honest answer: it depends on the player. Some will love the tactical depth, while others may find the changes confusing or unnecessary. It's clear Blizzard is planning for long-term gameplay where difficulty spikes matter more-and where players can't face-tank everything. Still, the question remains: why this big redesign now? Blizzard hasn't answered that clearly, and many players speculate future endgame challenges may require this new system. Season 11's Activity Loop: More Variety, More Structure, More "Bureaucracy" Season 10 Activity Loop Run Chaos Rifts Farm Infernal Tides Farm Infernal Hordes Kill Bartuc Repeat It was repetitive, but it had momentum. You filled bars, gained progress, and always felt close to an upgrade. Season 11 Activity Loop Now you must: Activate Divine Favors Choose which activity to boost Target specific bosses invading Sanctuary Track which rewards you're optimizing It's more varied-and more complicated. The Four Lesser Evils These bosses invade Sanctuary dynamically: Duriel → Infernal Tides Baal/Belial → The Pits Andariel → Kehjistan Asmodan → World Boss rotations Each drops its own currency (Teeth, Eyes, etc.), adding structured boss hunting to the season. Overall, Season 11 broadens Diablo 4's activity mix and cuts down on monotony, but requires more planning and menu management.Itemization Rebuilt: Tempering, Maximizing, and SanctifyingSeason 11's item overhaul is arguably the most impactful redesign since launch. Season 10 Itemization Tempering was a gamble. You clicked, prayed, and hoped RNG blessed the affix you needed. Maximization felt equally random. Players chasing perfect gear were often frustrated. Season 11 Itemization Blizzard finally said: Enough RNG. Tempering You choose exactly which temper to apply Only one per item Can be changed infinitely This kills the "slot machine" complaint entirely. Maximization Items now have 20 ranks. Every level grants: More armor More damage More resistances At level 20, the item rolls a Great Affix, replacing one normal affix. This creates a linear, predictable path to power. Sanctification (Seasonal) The final upgrade that locks an item forever. Offers major bonuses like: Adding an extra aspect Making an item indestructible Converting a Great Affix into a fixed affix It's powerful-but temporary. Does the New Itemization Feel Good? In many ways, yes. It's cleaner, more logical, and far less frustrating. But it also feels a bit flat. Maximization lacks flair-no visual reward, no cosmetic impact. Some players feel it's "extra steps without extra excitement." Still, the direction is positive, and tempering is unquestionably better. Redesigned Monsters: Smarter, Stronger, and More DangerousOne of the quiet strengths of Season 11 is the monster overhaul.Season 10 Monsters Predictable, easy to kite, tightly packed, and rarely lethal. Players knew exactly how mobs behaved and often wiped them out with simple AoE rotations. Season 11 Monsters Blizzard has: Added 20 new affixes Redesigned elite packs Increased damage and health Spread out enemy formations Allowed minions to inherit leader powers Sharpened AI responses Enemies no longer spawn in tight clumps that instantly melt. Packs coordinate, spread out, and attack more intelligently. The result is a combat experience that feels more strategic and less "spin to win." Certain meta builds-especially glass cannons-will be hit hard. Survivability and layered defenses matter more than ever. Which Season Was Better? Season 10 or Season 11? Season 10 Strengths Chaos Armor was one of the best systems ever added Build variety exploded Sorcerer and Druid were incredibly fun Rogues struggled, but many classes hit peak power The season felt rewarding, fast-paced, and satisfying Players built loadouts previously impossible due to slot restrictions, leading to one of the most creative seasons in Diablo 4's history. Season 11 Strengths Cleaner itemization Better long-term systems A structured progression path Smarter monsters and more dynamic combat More activities and better activity variety But it's also more complicated. More menus, more management, more tracking. The system is better-but also more bureaucratic. Final Verdict: Season 11 Is a Soft Reboot-and a Step Forward
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Season 11 isn't perfect. It's not the magical patch that instantly fixes the game's flaws. But it is the most ambitious attempt Blizzard has made to refine the core systems of Diablo 4. Season 10 may still be more fun moment-to-moment, but Season 11 is laying the foundation for a healthier long-term game. If you love deep systems, structured progression, and tougher enemies, Season 11 may be the best season yet. If you loved the chaos and raw power of Season 10, the slower pace may feel strange at first.
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BeAIM is now BumbleBe.For that reason,I released a new version 1.8.0 that contains the new branding (but no difference in functionality).As...BeAIM is now BumbleBe.For that reason,I released a new version 1.8.0 that contains the new branding (but no difference in functionality).As always,you can download it from Codeberg releases at codeberg.org/nikisoft/BumbleBe/releases/tag/1.8.0 or from the Downloads area on this site,or build it from source by cloning the Git repository and running "make package".Note that it doesn't automatically replace BeAIM,so make sure to uninstall BeAIM after installing BumbleBe. Show more
Loading content, please wait.The alarming tank camper is a accepted bout breaker in Battlefield 6. A distinct tank can lock bottomward an cold and force teams to stall. The botheration is not alone firepower but position. A tank that is dug in on aerial arena or abaft adamantine awning becomes actual adamantine to shift. Convenance and safe drills in a
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advice adapt squads for these fights afterwards the burden of alive players. Controlled convenance improves timing for anti-tank shots and teaches routes for safe approaches.
Tanks accept bright anemic credibility admitting blubbery aboveboard armor. The rear and the top are usually best vulnerable. Anti-tank rockets and committed anti-vehicle grenades are the primary accoutrement for stripping bloom from a tank. Aim for agent decks, the turret base, and rear panels. Close-range options like C4 placed on the roof or a well-placed array of anti-tank mines forth acceptable escape paths can bound force a reposition or a kill. A distinct adapted C4 access on the rear can about-face a arresting ballast into atom metal.
Coordinated aggregation comedy changes the algebraic adjoin a camper. A abandoned infantry assemblage rarely brings bottomward a accurate tank. Squads should amalgamate roles: one specialist plants software or accessories to dark optics, addition carries abiding anti-tank rockets, and a third lays bottomward smoke or abolishment to affectation movement. Support-class accessories that block sightlines or jam targeting can abate a tank crew’s situational awareness. Flanking is capital because tanks usually face advanced and abridgement abounding rear coverage. Use ancillary routes, low walls, and area folds to access from off angles.
Forward operating setups advice sustain burden on a tank. A respawn alarm placed in a covered but advanced area creates a connected beck of attackers. That abiding burden armament the tank disciplinarian to break absorption and accident exposure. A deployed alarm abreast awning additionally shortens the time amid advance waves, which allows squads to alike timed strikes and allurement the tank into a lane with mines or crossfire. Connected respawns abolish the safe window a camper relies on and accomplish abandoned camping far beneath viable.
Timing and absorption of force are decisive. Multiple anti-tank specialists arresting calm account the aggregate of the accident afore aliment or accretion can arrive. A accumulated advance that times rockets, affray C4 bursts, and mines will beat adjustment cycles and aggregation response. Use spotting and comms to mark the exact moment to blaze so hits acreage simultaneously. If available, arms strikes or air abutment should be layered into the advance to bisect the tank crew’s absorption and to block retreat routes.
A
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is a advantageous abode to rehearse these access afterwards bout pressure. Convenance aiming at the turret abject and agent accouter from accepted access angles. Run several drills that simulate a beacon-based push, alternating positions afterwards anniversary beachcomber to alternation avenue routes. Test altered anti-tank loadouts and the timing of C4 drops, again agenda which setups aftermath the quickest disables. These repetitions advice squads lock in the allocation bare to break a tank camper beneath alive conditions.
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Season 1 of Black Ops 7 brings new guns and a new early meta. The Kogot-7 SMG looks like the must-have pick for close fights. It fires fast, lets you move quickly, and its recoil is easier to manage than you might expect. If you like quick fights or want to test things out in a
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, the Kogot-7 is one you will want soon.
There are a few clear ways to get the Kogot-7. The main way is the free Battle Pass track. The weapon sits on Page 3 of the Season 1 Battle Pass. You earn Battle Pass Tokens by playing and finishing challenges. You must unlock enough items on Pages 1 and 2 so Page 3 opens. When Page 3 is unlocked, spend the token that claims the Kogot-7 and it becomes yours. This method takes time but it costs no money.
If you want the weapon right away, use Tier Skips. The Vault Edition and some Battle Pass bundles give Tier Skips. You can apply these skips to jump past Pages 1 and 2 and land straight on Page 3. Players who bought those editions or bundles can skip the grind and start using the Kogot-7 on Day 1. This is the fastest, effort-free way to have the base gun in your loadout.
Another instant route is the store blueprint. Activision often sells weapon blueprints in seasonal bundles. If a Kogot-7 blueprint appears in the store, buying that bundle unlocks the base weapon and a cosmetic variant at the same time. This option costs real money but it lets you skip the Battle Pass entirely. It also gives you a skin and sometimes extra cosmetics that the free unlock does not include.
Get to Page 3 faster by stacking XP efficiently. Play objective modes and finish daily and weekly tasks. Use double XP items when you can. Focus on match actions that give high XP, like captures, assists, and streaks. Some players use external services that supply a
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to speed token gain. Those bot lobbies let you finish matches quickly and rack up Battle Pass Tokens much faster than normal play. If you try that route, pick a trusted provider and understand the risks and rules.
The Kogot-7 changes how the early season feels. Its speed rewards close fights and fast movement. New maps and modes that favor quick trades will make this SMG shine. Whether you grind the Battle Pass, use skips, buy a blueprint, or speed things up in a CoD BO7 Bot Lobby, getting the Kogot-7 early will change how you play and may give you the upper hand in many lobbies. Jump in, test loadouts, and pick the method that fits how you like to play.
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When a big patch lands, loadouts change fast and you charge adapt. Black Ops 7 aloof had updates that about-face what perks feel strong. Mobility and stealth perks are added advantageous appropriate now because movement tweaks and audio changes fabricated them amount added in fights. If you appetite to analysis setups after pressure, try them aboriginal in a
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so you can apprentice how anniversary advantage feels in absolute time.
The Stealth Operative — Ghost, Ninja, and Lightweight
If you like crabbed and demography ascendancy of the map, run Ghost, Ninja, and Lightweight. Ghost keeps you off adversary alarm back UAVs go up, so you can move concealed and grab objectives. Ninja silences your footsteps so enemies who await on complete will absence you. Lightweight speeds you up so you can abutting gaps and escape back needed. This leash works able-bodied back you appetite to appear, strike, and vanish. Many players and analysts now rank these perks as top picks for map control.
The Aggressive Rusher — Fast Hands and Dexterity
If you appetite to win abutting fights by out-speeding foes, aces Fast Hands and Dexterity, additional a arresting third if you like. Fast Hands cuts reload and bandy time so you accumulate burden in bound rooms. Dexterity lets you aim faster after sprinting, sliding, or diving, which agency you breeze on targets instantly. Add Toughness or addition anti-flinch advantage if you booty a lot of hits while pushing. This set turns sprint-and-shot comedy into a constant advantage in short-range duels.
The Balanced Hybrid — Ghost, Fast Hands, and Dexterity
For best players, a alloyed body gives the best results. Ghost additional Fast Hands and Dexterity keeps you hidden and makes your weapon administration sharp. You can abut quietly, again win the contiguous action because your gun is ready. This loadout fits about every map and approach back it covers stealth, speed, and handling. Many bank lists and pro discussions abode this admixture abreast the top because it reduces accepted weaknesses.
How to Convenance and Tune Your Perks
To get the best from any advantage set, convenance and analysis attachments. Use cold modes to aerate XP and apprentice how anniversary advantage interacts with drive and apparatus use. If you adopt a low-stress abode to try new combos, a
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is advantageous for repeating scenarios until your timing is right. Use that convenance time to analysis reload timing, slide-ADS speed, and how Ghost interacts with accepted UAV usage. Adjust one advantage at a time so you can see the absolute difference.
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Patch 3.27 made scarabs a central part of mapping value. Scarab limits, stack sizes, and some mechanics changed, so scarab choices now shape what maps produce and how fast
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is gained. The core idea is simple: pick scarabs that force the map to spawn the monsters and mechanics that drop the items or currency that matter for the chosen farm. When maps and atlas passives line up with the right scarabs, the returns scale very quickly.
High-rarity unique farms run on density and rarity stacking. For unique-focused runs, the most common setup mixes multiple Nemesis scarabs with Divinity and a rarity or abundance scarab. The Nemesis stacks increase rare spawn counts, Divinity raises unique chances, and a rarity/abundance slot pushes drops toward higher tiers. This stack trades raw quantity for a better shot at high-value uniques, so clear speed and pack control are essential to keep time per map low. Community tests and creator runs show this combo yields the biggest unique spikes in high-tier maps.
Acquisition and supply matter as much as setup. Farming scarabs cheaply and keeping a steady supply is critical to avoid downtime. Target map crafts and atlas passive nodes that increase scarab drops or the occurrence of the mechanics that drop scarabs. Some atlas nodes boost quantity or rarity for specific monster types, and those nodes should be prioritized to match the scarabs in use. Players who skip this step often run out of scarabs and lose the loop’s efficiency. Advice from high-volume farmers emphasizes rolling maps with the right crafts and using passive support to feed the scarab loop.
Allflame and fortress-style stacking still perform well when done right, but the returns depend on layout and map tier. Ethereal Allflame methods remain a top choice for many players because they substitute more monster packs and scale very well with density scarabs. The effective setup there commonly uses multiple Allflames plus a Bloodlines or Betrayal-type scarab to push pack quality and quantity. Testing by established creators shows these stacks can be highly profitable in T16-level maps if clear speed is kept high and the atlas supports the encounter density.
Practical rules for a scarab plan are straightforward. First, pick the end goal: uniques,
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, or a specific mechanic. Second, choose scarabs that force the map toward that goal: Nemesis and Divinity for uniques, mechanic-specific scarabs for currency streams. Third, align atlas passives and map crafts so the map layout and spawn types favor the scarabs. Fourth, keep a supply of scarabs by farming chest/rare nodes or crafting maps that drop them, and avoid over-investing in setups that take too long to run. Finally, always test a few maps in a row to measure profit per hour rather than one-off drops; the best scarab loops prove themselves through repeatable value.
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Translation support in Item is now ready,and to try that everything works as expected,I already created a complete German translation.Now the...Translation support in Item is now ready,and to try that everything works as expected,I already created a complete German translation.Now the integrated viewer/editor is the last missing puzzle piece to finally publish a first release.It may happen next week.No promises yet,but I'm slightly optimistic. Show more
I'm making good progress with Item,my Usenet newsreader project,lately.It does now use the Layout Kit for everything,which fixes various UI glitches...I'm making good progress with Item,my Usenet newsreader project,lately.It does now use the Layout Kit for everything,which fixes various UI glitches and adds support for HiDPI screens.Besides that,I removed support for custom colors and instead use system color constants or hardcoded colors that get mixed/tinted based on system colors,resulting in much improved dark mode support.There's still much to do,however.The next step I'm planning to do is integration with the Locale Kit,so that the UI can be translated to everyones native language.Then,we should probably also have an integrated viewer/editor before releasing the first version to the public. Show more




Yesterday I took some time fixing a number of small bugs in Haiku once again. I should do that more often. Yes, it also means less time for my other...Yesterday I took some time fixing a number of small bugs in Haiku once again. I should do that more often. Yes, it also means less time for my other projects, BeAIM and the Usenet client. However, direct Haiku contributions have the biggest impact for all Haiku users and they'll still have impact many years in the future. Can't think of a more useful thing to spend my time on. Show more
I have now uploaded my Usenet newsreader project to Codeberg, so you guys can see the progress I make and try it out yourself. There are no releases...I have now uploaded my Usenet newsreader project to Codeberg, so you guys can see the progress I make and try it out yourself. There are no releases yet and no binaries you can install, because the project is still missing too much functionality to be generally useful. You can compile it from source if you want to try it.
codeberg.org/nikisoft/Item
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Here's a first preview of Item, my Usenet newsreader project. The editor that shows the article content is not part of Item. I plan to add a...Here's a first preview of Item, my Usenet newsreader project. The editor that shows the article content is not part of Item. I plan to add a built-in article viewer and editor, but that will most likely come later, not in the first release. One of the first things I did was add support for decoding RFC2047-style subjects and authors, without that most entries look broken. There's a lot to do to make Item a modern Haiku application, like using system colors, adding translations with the Locale Kit and improve scaling by using the Layout Kit. Don't expect too much from the first version, but I try to release one soon that at least allows you to read some content. Show more


If you want to chat with other Haiku fans sign up at haikumail.online and then add your new account to the XMPP/Jabber client of choice... If you...If you want to chat with other Haiku fans sign up at haikumail.online and then add your new account to the XMPP/Jabber client of choice... If you need any help just let me know! Show more
Loading content, please wait.Today I started work on a new project, a native Usenet Newsreader for Haiku. There are two different ones in HaikuArchives, NewsBe:...Today I started work on a new project, a native Usenet Newsreader for Haiku. There are two different ones in HaikuArchives, NewsBe: github.com/HaikuArchives/NewsBe and Item: github.com/HaikuArchives/Item - I found NewsBe a few months earlier and planned to base my work on it, but it crashes frequently and I didn't make a successful network connection with it so far. Item, on the other hand, works without major issues and connects to my newsserver just fine. That it only shows the logged-out content should be rather easy to fix. The major missing puzzle piece is a built-in article viewer and editor, it uses a external text editor that isn't optimized for this task currently. Anyway, I decided for Item to be the base for my modernization efforts, so that Haiku will hopefully soon have a first-class native Usenet experience. Show more
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For a long time I've been looking for a BASIC dialect to extend for Haiku. Not to replace yab, but to act as a lower-tier tool to produce quick CLI...For a long time I've been looking for a BASIC dialect to extend for Haiku. Not to replace yab, but to act as a lower-tier tool to produce quick CLI utilities that still have access to Haiku-specific tools like alert, filepanel and extended attributes. I had some success with bas and yabasic, but it's increasingly looking like BaCon is going to be the one. Show more






I've just released BeAIM 1.7.1 which fixes several bugs and small annoyances. The most notable changes are that you can now see the profile message...I've just released BeAIM 1.7.1 which fixes several bugs and small annoyances. The most notable changes are that you can now see the profile message and away message of other people (which never worked before), and that I added two small links for registering a new account or resetting a password, so you don't need to find that website yourself. You can download the packages from codeberg.org/nikisoft/BeAIM/releases/tag/1.7.1 or build your own by cloning the repository and running "make package". Have fun! Show more
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Bugs that only happen randomly sometimes without a way to reliably reproduce them can be really hard to fix.I have now already collected three BeAIM...Bugs that only happen randomly sometimes without a way to reliably reproduce them can be really hard to fix.I have now already collected three BeAIM bugs that I can't reproduce.Unfortunately,they all happened in a release build.Had they happened in the debug build,I could probably have read some details what happened in the Debugger.
- If you close BeAIM with multiple chat windows open,it can sometimes crash with a segmentation fault.
- I had BeAIM just randomly crash,also while multiple windows were open but I wasn't doing anything in that moment.
- The settings file can contain window positions for the same chat multiple,but during my test,it was cleaning up the old entries correctly (maybe my entries were still there from a older version,not sure about that).
Anyway,I'm making good progress towards releasing the next version of BeAIM.Some small annoyances have been fixed already.Maybe I'll finish it in the coming week.
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