Nexon America's Dragon Nest has released its newest content update, "Chapter 6: The Astral Coven" that includes the new town map, Lotus Marsh, increases the level cap to 50, giving players a variety of new challenges and action-packed adventures.


The Lotus Marsh is a humid, moss covered zone where humans and its native inhabitants, the Dromaji, maintain a strained coexistence. The Lotus Marsh is also the home of the Astral Coven.


Accessible through Lotus Marsh are the danger-filled Titan Nest and Arch Bishop Nest. The Titan Nest is a maze filled with inanimate objects inhabited by evil spirits that can come alive and to menace adventurers. The Arch Bishop Nest is lorded over by the evil and greedy Archbishop Kazalman. Guarded by an army of undead, cursed warriors, the risks of taking on Kazalman are great.
Along with the increased level cap, Dragon Nest's new update also includes a host of new specializations and powers for every class available in the game. The new specializations and skills will be fully tested in the Lotus Marsh map.


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It’s not been long since the UK-based game developer Jagex acquired its Californian studio, but this new studio already has a new title to offer.
Carnage Racing is an upcoming fast-paced racing game where you can compete against a maximum of seven other players or just relish single-player challenges in Campaign mode.
What kind of racing game it would be if there were no racing car purchases and enhancements? Of course Carnage Racing does incorporate those things. And the racing itself is not just about simple starting, accelerating, and outpacing. Players have to deal with attacks from their competitors. I’m not talking about deliberately bumping into anyone’s car – some serious weapons are involved. You can equip your car with the most compelling weapon you can afford and deal as many damages as you like.
The best thing about Carnage Racing is that it offers the best racing experience, which is previously available only on console devices, on the highly accessible social network Facebook. The quality 3d pictures are destined to feast our eyes and multiply the fun.
Developers behind Carnage Racing are the veterans who made the successful Midnight Club series, and that definitely brings more attention to this new title, which will land exclusively on Facebook in November
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Getting married in Skyrim though a rather brisk courtship and ceremony, can be a major benefit to players who complete this easy task especially in the early stages of the game. To get married in Skyrim you must first visit the Temple of Mara in the city of Riften and talk to the high priest Maramal and buy the Amulet of Mara and be wearing it when you have a conversation with your potential spouse.

Once you have found your potential lifetime partner there is a better chance of being able to marry them if you have completed a quest for them, like for example reclaiming the Golden Claw from Bleak Falls Barrow and returning it to Lucan Valerius and Camilla Valerius at the Riverwood Trader shop in Riverwood. You then simply have to enter into conversation with Camilla wearing the Amulet of Mara and the appropriate get married in Skyrim dialogue will appear for you to ask her to marry you.

Getting married in Skyrim has some nice benefits

Once you have asked someone about getting married in Skyrim, you will need to speak to Maramal to arrange your wedding then you will have a simple mission which involves you attending the actual wedding ceremony at Riften the next day. The wedding itself is a very brief affair with a couple of simple "I do, now and forever's" and that is it you are married, and you will receive the Band of Matrimony which makes your restoration spells cost 10% less magicka to cast.

If you then speak to your new betrothed when married in Skyrim you can talk about living together, and if you do not own a home yourself then you will be given a key to your spouses home and a small mission to visit your spouse's house will appear for you to complete.

When you have visited your spouse's house this is when some nice further benefits can be taken advantage of.

Level up skills quicker by getting married in Skyrim

Once you are married in Skyrim you can then simply talk to your spouse in your marital home, to receive some special benefits only available to adventurers who are married. First of all you can get your spouse to cook you a home-cooked meal which increases the recovery of your health, magicka and stamina.

You can also share in any profits made in the shop your spouse creates to keep them occupied while you are out adventuring, and even buy and sell any items in their shop just by asking them when you come home to visit.

Finally if you sleep in a bed inside your marital home for at least eight hours during night time hours, you will receive the Lover's Comfort which will make your skills improve 15% faster for eight hours, which can really help you level up quicker.

So getting married in Skyrim can be quite a lucrative step in improving your adventurer quickly when playing the role playing game Skyrim.

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Like the other classes, the wizard is also seeing a lot of tuning improvements to help promote build diversity. Rather than focus on those minor adjustments, though (which you'll be able to learn more about in the 1.0.4 patch notes), I’m going focus the majority of this preview on Hydra.

Here are the major points I'll cover:
- Skill design philosophy for Diablo as a whole
- What makes Venom Hydra as strong as it is
- Why, rather than nerfing Venom Hydra, we're simply going to buff all the other Hydra variants

Nature of the Beast
From a development standpoint, we love Hydra and put a lot of effort into its design. In fact, Hydra took many times more development time to create than an average skill.  There are more art variants, more spell effects, and more lines of code associated with Hydra than almost any other wizard skill in the game (except potentially Archon).  We did this because Hydra is an iconic skill in the wizard’s arsenal and we wanted it to stand out.  When you’re in a multiplayer game and you see that Hydra spawn, it’s instantly recognizable.  And for those who are familiar with the class, you can also immediately tell which rune variant a wizard is running with.
Our goal for Hydra is to not just have each rune variant be visually distinct, but also for it to be better at something than the others. Specifically:
- Arcane Hydra: Best at AoE
- Lightning Hydra: Good against targets that move a lot
- Venom Hydra: Good against targets that stand still
- Frost Hydra: Good for snaring
- Mammoth Hydra: Best in hallways

[img]http://us.media5.battle.net/cms/gallery/HIWO5OJM6K1S1344972147199.png?v=0[/img][img]http://us.media3.battle.net/cms/gallery/C7ECVQX7SCB51344972147168.png?v=0[/img] [img]http://us.media2.battle.net/cms/gallery/AQ9QH8FN09A51344972147191.png?v=0[/img][img]http://us.media1.battle.net/cms/gallery/RAX4UX5AP2GH1344972147336.png?v=0[/img]
New Tristram, We Have a Problem
Despite these goals, it doesn’t take long to figure out that Venom Hydra is simply the best Hydra to use, regardless of the situation.  This is mostly to do with its very high damage output.  Although (technically) against fast-moving targets the Lightning Hydra does slightly more damage, Venom Hydra does three times more damage if you get the target to stand still, and that difference is simply too big to pass up.
The other rune variants have similar issues. The range on the Frost Hydra is too short to be useful.  The DPS loss Arcane Hydra takes for being good at AoE makes it too weak versus single targets (especially when you consider that most of the hard fights are against high health Elites).  The niche for Mammoth Hydra is very narrow and, if you can get a target to stand still, Venom Hydra does more damage in hallways than Mammoth Hydra anyways.

Five Heads Are Better Than One
To address these issues, we’ve decided to boost the damage of Lightning, Frost, Arcane, and Mammoth Hydra. Venom Hydra will remain the best against stationary targets, but if the targets are moving in any way, Lightning should be a clear winner.  The range of Frost Hydra has been more than doubled as well, which should allow it to fill the intended role of snaring.  Arcane Hydra will do less damage than Venom Hydra versus a single target, but rather than doing approximately 60% less damage, choosing it should only cause about a 15-20% DPS hit against single targets -- and you should be much better against groups.  Mammoth Hydra will be getting a modest bump, but ultimately "good in hallways" just doesn't seem like a very good specialty. We're going to keep an eye on this one for now, but down the road we’d like to find something much cooler for the Mammoth Hydra -- like giving it the ability to move around the battlefield without needing to be recast (just as an example).


Skill Diversity
One concern is how this change will affect skill diversity.  If our goal is to promote a large variety of builds, why are we taking one of the most powerful wizard runes and then bumping all of the variants to match it rather than simply nerfing Venom Hydra?
From our point of view, it's okay for Venom Hydra to be extremely powerful.  One of the trickiest things throughout our design process has been creating lots of appealing skills.  You only have six skill slots, so the more appealing skills we can make, the more significant your choice becomes of which skills earn a spot on your bar.  If a Signature skill is on the strong side, it starts to trump the other Signature skills.  If a Signature skill is way too strong then it starts to trump your Arcane Power spenders as well.  This hurts build diversity.  Similar situations exist for Arcane Power spenders, many defensive skills, and the trio of Armor skills (Ice Armor, Storm Armor, and Energy Armor).
However, in the case of Hydra, the risk of trumping other skills is much lower.  It’s totally okay for Hydra to be one of the most used skills because there’s still a lot of flexibility beyond making it your only source of DPS.  If you can spare the skill slot, you’ll almost certainly want to combine it with a Signature skill to cast while the Hydra is out.  If you can spare two skill slots, you can do even more damage by adding a secondary Arcane Power spender.

Trigger-Happy
While patch 1.0.4 has very few nerfs, one of them does affect the wizard. Rather than waiting for players to discover this change in the patch notes or while playing, I wanted to call it out here because it affects a build that I find to be quite cool and enjoy a lot.
Energy Twister is having its proc coefficient reduced from 0.25 to 0.125.  For players who may not know what proc coefficients are: they affect how effectively a skill triggers procs (or effects that have a small chance to activate).  Many skills (like Magic Missile) have a proc coefficient of 1. Skills that hit multiple targets or pulse multiple times have lower proc coefficients.
In the case of Energy Twister, specifically Wicked Wind, the 0.25 proc coefficient causes the skill to generate more procs in a given time period than any other skill.  Currently, this is used in combination with Critical Mass to lower the cooldown on skills like Frost Nova and Diamond Skin.  By reducing the proc coefficient from 0.25 to 0.125, the build still works and remains fairly strong, but it won’t be quite as good as it is now.  (For those with extremely high Crit rates, you may not even notice much difference, but I wanted to call it out anyway. )
Originally, we weren’t going to make this change, but 1.0.4 also brings with it a number of new Legendary items, and many of them have phenomenal new proc effects.  If we left high proc coefficients as they were, then a handful of skills with higher coefficients would become the de facto choice to use with these sexy new items.  We were faced with a choice: we could either reduce the proc coefficient, or we could make it so these skills could not trigger the procs on Legendary items at all.  We opted for the former because it seemed like getting a Legendary with a proc effect but never seeing it trigger would be very disappointing.  Regardless, having well-balanced proc coefficients on all skills is not only better for Legendaries, but also for the game in the long term.


Buffs, Buffs, and More Buffs
The reduced proc coefficient is just a drop in the bucket, and overall wizards are seeing their fair share of buffing.
In addition to the Hydra buffs, we're also increasing the damage of some lesser used Signature skill runes.  A few skills are very popular right now such as Seeker (Magic Missile) and Piercing Orb (Shock Pulse), so we’ll be buffing the other runes to match.  We'll be revisiting all of the other Signature skill runes with much the same philosophy as Hydra.
Meteor and Arcane Torrent are both going to get buffs, as well, since neither of those feel strong enough to justify the Arcane Power expenditure.  Meteor requires the player to correctly predict enemy movement in order to deal maximum damage, and Arcane Torrent requires you to stand still for extended periods of time to do damage.  Since a player is putting in some extra effort to use these skills, some extra damage seems justified.


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