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Adored - Arc Sniper Rifle
Source: “Forging Your Own Path” quest.
  • Rate of Fire: 90
  • Impact: 70
  • Range: 55
  • Stability: 51
  • Handling: 52
  • Reload Speed: 44
  • Mag size: 4
  • Aim Assist: 68
  • Recoil Direction: 77
  • Zoom: 45
Curated Roll:
Adaptive Frame / Hammer-Forged Rifling / Accurized Rounds / Triple Tap - Killing Wind / Vorpal Weapon - Snapshot Sights
Recommended PvE Perks:
  • Sights: Hammer-Forged Rifling
  • Magazine: Accurized Rounds
  • Perk 1: Triple Tap, Killing Wind
  • Perk 2: Vorpal Weapon, Snapshot Sights
  • Masterwork: Stability
Recommended PvP Perks:
  • Sights: Hammer-Forged Rifling
  • Magazine: Accurized Rounds
  • Perk 1: Killing Wind, Triple Tap
  • Perk 2: Snapshot Sights, Vorpal Weapon
  • Masterwork: Stability
The Beloved replacement as everyone is calling it. Adored is a static roll and in PvE leans heavily into boss, major, and ultra beat-downs. Triple tap and vorpal weapon combined with backup mag will give you enough shots to maximize dps within your damage window. If you have a perfect Ikelos_SR_v1.0.2 and can handle the fire rate then the Ikelos is the better dps weapon, but if you’re new, missed out, or just didn’t bother then Adored is honestly a solid option for PvE.
In PvP is where I think Adored will live and die. A 45 zoom is longer than what most people are used to, but certainly not the longest zoom on a sniper. Snapshot sights and killing wind will make for a highly aggressive play style that I am certainly on board for. If you enjoyed Beloved and want a similar, albeit weaker version, for end game activities Adored is the sniper for you.
Stars in Shadow - Solar Pulse Rifle
Source: Complete Crucible matches and earn rank-up packages from Lord Shaxx.
  • Rate of Fire: 340
  • Impact: 33
  • Range: 66
  • Stability: 49
  • Handling: 31
  • Reload Speed: 41
  • Mag size: 27
  • Aim Assist: 28
  • Recoil Direction: 64
Curated Roll:
High-Impact Frame / Smallbore / Alloy Mag / Outlaw / Thresh
Recommended PvE Perks:
  • Sights: Arrowhead Brake, Fluted Barrel, Hammer-Forged Rifling
  • Magazine: Tactical Mag, Appended Mag, Extended Mag
  • Perk 1: Outlaw, Feeding Frenzy, Field Prep
  • Perk 2: Kill Clip, Disruption Break, Demolitionist
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Hammer-Forged Rifling, Extended Barrel, Smallbore
  • Magazine: Accurized Rounds, Tactical Mag
  • Perk 1: Quickdraw, Firmly Planted, Outlaw
  • Perk 2: Kill Clip, Headseeker, Disruption Break
  • Masterwork: Range
I’m honestly excited for this pulse rifle. I really enjoy high-impact pulse rifles and Premonition from Pit of Heresy was sunset. Having a direct replacement from Crucible is fantastic. For PvE you really just want to bump up the abysmal 31 handling. Arrowhead improves the recoil direction a ton but if you find it okay then fluted will be a better handling bump. The next thing we improve is the magazine from 9 bursts to 10, 11, or 12 depending on what mag option you go for. I think 11 is the sweet spot, but you don’t get the stat bonuses that you would from tactical mag. Outlaw and kill clip are the easy choices for best combos, especially for solo play. For group activities I can see disruption break being a top choice, pulse rifles do get anti-barrier so having disruption break could be the difference in grandmaster activities and the new raid.
For Crucible I can see this being a competitor to Vigilance Wing. Stars in Shadow can roll quickdraw completely negating the 31 handling, meaning you can focus on range to duel the 120 hand cannons and slew of 140s now. Hammer-forged rifling is my choice as full bore drops other stats. Extended barrel is a great option as you won’t need handling and you’ll enjoy the recoil direction bonus. As for perks you can either opt for a more consistent kill every time or more ease of use after a kill. Headseeker will give you a very nice 2 burst requiring 1b2c in that order. Kill clip doesn’t change the bursts to kill but will make your shooting experience even better.
Xenoclast IV - Arc Shotgun
Source: Complete strikes and earn rank-up packages from Commander Zavala
  • Rate of Fire: 80
  • Impact: 65
  • Range: 50
  • Stability: 40
  • Handling: 69
  • Reload Speed: 59
  • Mag size: 6
  • Aim Assist: 44
  • Recoil Direction: 43
Curated Roll:
Lightweight Frame / Smallbore / Steady Rounds / Clown Cartridge / Unrelenting
Recommended PvE Perks:
  • Sights: Barrel Shroud, Smallbore, Corkscrew Rifling
  • Magazine: Assault Mag, Tactical Mag, Appended Mag
  • Perk 1: Auto-Loading Holster, Field Prep, Grave Robber
  • Perk 2: Trench Barrel, Vorpal Weapon, One-Two Punch
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Full Choke, Rifled Barrel
  • Magazine: Assault Mag, Accurized Rounds
  • Perk 1: Surplus, Slideshot, Slideways
  • Perk 2: Killing Wind, Vorpal Weapon, Eye of the Storm
  • Masterwork: Handling
I’m happy we get another lightweight shotgun to play with but I do wish it was kinetic. I was able to farm so many Seventh Seraph CQC-12’s my vault could be filled twice over. However the only kinetic lightweight was sunset. For PvE this is kind of a perk monster, similar to the other two vender weapons. Meaning you’ll be hard pressed to get your favorite roll, but you do have all season, if not longer. For PvE I really like a snappy shotgun. Since range isn’t ideal on PvE shotguns (you’re more than likely barrel-stuffing anyway) barrel shroud just improves your guns' snappiness. In terms of mags you can go one of a few different ways. If you want pure burst damage then the best choice is assault mag to really empty your magazine. For more general play I’d recommend tactical mag or appended mag. Both increase your magazine to the 7 cap without any downsides, meaning you can slot a boss or major spec in your mod slot. For trait perks it’s really hard to decide which is best. As a “primary” grave robber easily becomes the best in slot, with any of the melee focused perks. For more DPS heavy shotgun auto-loading holster combined with vorpal weapon is easily the best major buster. Whichever you choose there’s plenty of personalization for this shotgun.
For PvP this will not beat the Seventh Seraph CQC-12. Surplus combined with higher handling and assault mag could be close but actually having quickdraw beats a pseudo-quickdraw. Especially if you use your abilities a lot as that drastically reduces the handling from surplus. If you’re okay with a slower shotgun either as a main or if you’re using an exotic like Dragon’s Shadow or Ophidian Aspects then the Xenoclast IV has an incredible final perk slot. Killing wind, eye of the storm, vorpal, demolitionist, thresh, disruption break just to name a few. Killing wind is the obvious best in slot for follow up shotgun shots. Eye of the storm is also helpful for the ever present pellet RNG making the accuracy cone that much tighter. There’s a lot of customization on the vendor weapons this season. So you can really fine-tune this shotgun for you.
Crowd Pleaser - Void Grenade Launcher
Source: Complete Gambit matches and earn rank-up packages from the Drifter.
  • Rate of Fire: 120
  • Blast Radius: 30
  • Velocity: 39
  • Stability: 47
  • Handling: 46
  • Reload Speed: 47
  • Mag size: 5
  • Aim Assist: 58
  • Recoil Direction: 70
Curated Roll:
Adaptive Frame / Volatile Launch / Mini Frags / Genesis / Thresh
Recommended PvE Perks:
  • Sights: Quick Launch, Linear Compensator, Countermass
  • Magazine: Spike Grenades, Alloy Casing
  • Perk 1: Clown Cartridge, Field Prep
  • Perk 2: Chain Reaction, Demolitionist
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Volatile Launch, Confined Launch, Linear Compensator
  • Magazine: Proximity Grenades
  • Perk 1: Killing Wind, Threat Detector
  • Perk 2: Quickdraw, Rampage, Demolitionist
  • Masterwork: Blast Radius
I’m very interested to test out chain reaction more. A firefly effect on an explosion? More explosions? Heck yeah! It’s like a better Oxygen SR3 with so many less shots. If it works the way I think it does you can set up your loadout to have this in your heavy slot for add-clear, and have a specialized long and short range major and boss killer. You really won’t need a primary with this, but I do need to test this perk a LOT more. So more details hopefully soon.
In PvP I can’t really justify this being better than a Play of the Game, you could opt for a similar roll with both proxy grenades and killing wind for ease of use and better mobility after a kill, respectively. Overall much more of a PvE gun.

Season Pass Rewards

Royal Chase - Void Scout Rifle
Source: Season pass reward.
  • Rate of Fire: 180
  • Impact: 62
  • Range: 44
  • Stability: 44
  • Handling: 47
  • Reload Speed: 46
  • Mag size: 16
  • Aim Assist: 63
  • Recoil Direction: 63
Curated Roll:
Precision Frame / Arrowhead Brake / Flared Magwell / Auto-Loading Holster / Dragonfly
Recommended PvE Perks:
  • Sights: Fluted Barrel, Corkscrew Rifling, Smallbore
  • Magazine: Tactical Mag, Appended Mag, Flared Magwell
  • Perk 1: Field Prep, Auto-Loading Holster
  • Perk 2: Multikill Clip, Dragonfly, Thresh
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Fluted Barrel, Smallbore, Hammer-Forged Rifling
  • Magazine: Accurized Rounds, Tactical Mag
  • Perk 1: No Distractions, Full Auto Trigger System
  • Perk 2: Quickdraw, Multikill Clip
  • Masterwork: Range
I personally have never liked this archetype of scout rifle. The original Nameless Midnight was a workhorse for me back in year 1 before I got my hands on Midnight Coup. But even during year 1 I never fully enjoyed using Nameless Midnight, I just did because there wasn’t any better option. When Distant Relation dropped I really enjoyed the sights but the frame kept me from loving it. With all that said, I’m not impressed with Royal Chase. It looks almost like a carbon copy of Distant Relation. The lack of outlaw or feeding frenzy really puts a limit on how much I’ll enjoy using it for daily PvE activities. You can definitely make a case for this weapon as multikill clip is an amazing perk with insane uptime. Field prep is basically outlaw on command with a crouch at the start but there’s nothing that stands out to me as this weapon being a “must have.”
For PvP you can make this scout work, but a 4 shot kill with really low handling and pretty high zoom will make it hard to justify over an auto, smg, sidearm, hand cannon, or even Jade Rabbit. To make this work you’re going to want to push out your engagement ranges (hard to do on most maps, I know) just to give this as much breathing room as possible. No distractions will help with incoming flinch, and quickdraw really mitigates one of the prior cons I have with Royal Chase. Best of luck if you do try to use this in PvP.
Blast Battue - Arc Grenade Launcher
Source: Season pass reward.
  • Rate of Fire: 120
  • Blast Radius: 30
  • Velocity: 44
  • Stability: 44
  • Handling: 47
  • Reload Speed: 46
  • Mag size: 6
  • Aim Assist: 63
  • Recoil Direction: 63
Curated Roll:
Adaptive Frame / Quick Launch / High-Velocity Rounds / Moving Target / Rampage
Recommended PvE Perks:
  • Sights: Quick Launch, Linear Compensator, Countermass
  • Magazine: Spike Grenades, Alloy Casing
  • Perk 1: Clown Cartridge
  • Perk 2: Chain Reaction, Wellspring, Auto-Loading Holster
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Volatile Launch, Confined Launch, Linear Compensator
  • Magazine: Proximity Grenades
  • Perk 1: Quickdraw, Killing Wind
  • Perk 2: Wellspring, Disruption Break, Rampage
  • Masterwork: Blast Radius
Did someone say more explosions? Blast Battue says more explosions. Comparing Crowd Pleaser to Blast Battue is an easy one. Crowd Pleaser has more perks to choose from, making the loot pool harder to get your preferred roll, but it also has better perks to choose from than Blast Battue. If you’re looking for a quick GL to use and don’t really care then this GL will serve you very well. Having access via the season pass and levelling that up to give you more of these from any activity will just make this GL more enticing for people who dislike Gambit.
For PvP you know the drill. Proximity grenades for ease of use. High blast radius to counteract the drop from proxy and make the AoE even bigger. Quickdraw for hot swaps after picking up power ammo. Wellspring or disruption break could be interesting plays. Wellspring is great for ability uptime, and if you don’t net the kill disruption break will make your kinetic do 50% more damage. Great for cleanups.
submitted by pandapaxxy to sharditkeepit

How to take a beating. A Guide to Shield Tanks

Edit; updated Nov 2020 for TU11.1.
My preferred builds in this game have been shield tanks. No surprise since my main build in Div1 was D3FNC. They do a good job on heroics and legendaries, but they suffer without an ability to draw and hold NPC aggression. There is a TL/DR at the bottom.

Your Core and Primary Attributes;

In order to successfully take a beating with a shield you need to focus on more than just shield health. A shield with 13.5M-17.8M health means nothing when it evaporates and breaks under fire. The self healing it has while active and holstered isn’t good enough. The shield needs to be repaired by the artificer hive if you want it to last. This will require the technician specialization. The artificer hive (at tier 1, which you will have from the technician specialization’s free skill tier) has a base skill repair of 20% every ~10 seconds. In our case that is 20% of your shield’s health every ~10 seconds. There are two ways to increase this repair;
  • Skill tier rolls will increase the base value, 10% for each skill tier added. So the base value is equivalent to: 10 x (skill tier + 1)
  • Repair skills will amplify your base value (ie// multiply it)
The amount of shield health repaired by the artificer hive for us every ~10 seconds is given by the calculation:
(10 x (skill tier + 1)) x (1 + sum of repair skills)
For instance a tier 1 hive and 20% repair skills (10% from your SHD watch and 10% from the technician tree) heals (10 x (1+ 1)) x (1 + 0.2) = 24% of your shield every ~10 seconds.
Note that another agent in the community, CoolheadedBrit, clearly tested that incoming repairs does NOT improve the artificer hives ability to repair your shield in this post.
If played correctly, your shield is taking the significant portion of the beating in combat. As such, it needs to be repaired continually. In my experience 40-50% shield repair is good enough for heroics if you are smart about your positioning. It is not enough for legendaries or being reckless in heroics.
An all blue armour core shield build would need 100% repair skills to get a 40% repair on their shield health (the base hive repair would be 20% shield health). Your SHD watch with max repair skill and the technician tree give you a combined 20% repair skills, so you would need another 80% repair skills to reach a total of 100% repair skills (resulting in the 40% shield repair). That is 4 perfect gear attribute rolls or 5-6 mediocre rolls. Alternatively, running with 2 yellow skill tier core attributes has a base hive repair of 40%. With the 10% from your SHD watch and 10% from the technician tree this becomes 40x(1+0.1+0.1) = 48% of your shield repaired every ~10 seconds. Either way you prefer to build, welcome to good enough for heroics with smart play.
Personally, I like to set up my core attributes one of two ways that I find work really well for legendary runs;
  1. 4 blue armour rolls and 2 yellow skill tier rolls with a minimum of 75% repair skills to a maximum of 150% repair skills (from all possible sources).
  2. 5 blue armour rolls and 1 yellow skill tier roll with a minimum of 140% repair skills to a maximum of 233% repair skills (from all possible sources).
Either option will give your agent enough armour to take some punishment and an artificer hive the ability to repair between 70% and 100% of your shield health every ~10 seconds, depending on the total repair skills you’ve got. You can certainly go all 6 core attributes as armour, but you’ll need far more repair skill to achieve what I would consider a viable shield repair (it would take 300% repair skill to get an 80% shield repair from a tier 1 hive which would need to use improvised gear to gain more mod slots). I would not go any less than 1 yellow core to have a tier 2 hive (remember that technician gives a free skill tier), and I would only do this if I could get repair skills up to a minimum of 140% in total (resulting in a 72% shield repair).
There are 6 yellow skill tier options I feel fit in really well, which are much better than rolling blue armour cores to skill tier. In no particular order;
  1. The named KARD-45 pistol, TDI “Kard” Custom. Having this weapon drawn grants a skill tier. Since you’re using a pistol as a primary this should be an auto include. Between it and the technician tier you’re already skill tier 2. Roll the talent as you see fit, Reformation is a decent choice for an easy 30% repair skills adding to the technician 10% and SHD watch 10% for 50% total. That makes the hive start at 45% shield repair every ~10 seconds before any other yellow skill tier or repair skills are included. Do note that if you use this pistol, you can (but don’t need to) change the set ups I suggested above by increasing your core blue armour count by 1 and decreasing your core yellow skill tier count by 1.
  2. The Murakami named knee pads, Emperor’s Guard. They give you a skill tier and 1% armour / sec (you “eat” the brand bonus skill duration as it is useless for this build). You can then recalibrate the second attribute to suit your liking (more on this later). This requires farming the DZ on Murakami or knee day.
  3. The Alps named glove, Motherly Love. This adds a skill tier, 20% repair skills (brand bonus) and a multiplicative boost to shield health. You can recalibrate the second attribute as desired. The blueprint for it is a reward for the second level technician specialization field research.
  4. The R&K named holster, Forge. This adds a skill tier, shield health (effectively another skill tier) and incoming repairs (brand bonus) if you run with a medic. You can recalibrate the second attribute to your liking.
  5. The Wyvern named holster, Claws Out. This adds a skill tier, pistol damage (your primary weapon) and melee damage (you “eat” the skill damage brand bonus as you don’t deal skill damage). You can recalibrate the third attribute to your liking. This is a DZ drop only, like Emperor knees. Farm for it on Wyvern or holster days.
  6. An Alps piece. This gives you a skill tier and repair skills (brand bonus). For a bag it also allows you to have a talent of choice.
Pick as many yellow skill tier core pieces as you want, if any, as well as your desired amount of repair skills to suit what you want out of your shield build.

Your Secondary Attribute;

Secondary to enough skill tier and repair skill for your liking is your agents' defensive options. I’ve played around a lot with hazard protection, explosive resistance and armour regen.
Armour Regen (regen) means your agent can take a better beating because you’ll recover a lot of it while the shield takes the brunt of the damage and any team medic can prioritized dps / skill builds over you. You can wait a bit for a heal since you are taking care of it yourself. This also lets you be a little more aggressive in pushing / pulling NPC’s into dps kill zones as well as extending yourself from the team. Since armour is your life bar, armour regen is literally a life saver.
Explosive resistance reduces the damage taken and the amount you are staggered by explosions. That can be quite handy, especially on legendary difficulty where there aren’t as many other hazards. It isn’t a waste to have this, as I have previously thought. White tusk mini tanks spam their grenades which seem to do more damage than other grenade sources. I find that most of the time you can usually get out of a grenade's way or let the shield take the explosion. Having said that, explosions you aren’t ready for are often what will take you down. Armour regen won’t save you if it doesn’t have time to worm. So explosive resistance is a viable option.
Hazard protection (HZP) will shorten the duration of any status inflicted to you as well as reduce the chance it will even be applied. It is very useful to avoid being stuck (foam, napalm, shock) or have your movement / awareness hindered (blind/deaf, bleed, burn). Both of these mean that you get out positioned and/or flanked which can be problematic. But these hazards are a mere annoyance, disrupt is the one to fear. It is the deadliest of all statuses you can face, it is your kryptonite. It will knock your shield down and leave you very vulnerable, especially if you aren’t near any safe cover to duck into while the effect wears off and you await the return of your shield. But any amount of disrupt resistance below its immunity threshold won’t save you from its effects. Disrupt immunity is all or nothing. Do note that the Hunters on floor 100 of summit require 100% disrupt immunity vs the 95.8% needed elsewhere.
HZP is useful and it CAN be a lifesaver. The same is true of explosive resistance. Regen IS a life saver. You’ll recover the damage from status effects in no time at all with high regen. A big problem can be mobility issues. But the shield stays up while under the effects of a hazard (unless you were hit with a disrupt effect). That means the shield keeps taking the majority of the beating for you. You can also learn to play around and through the different status effects as well as explosions.
DPS teammates can cleanse the field of the NPC’s that create status effects while they apply those effects on you. Call them out to be targeted while you take a beating. After all, you can take it. If your agent doesn’t walk to where you want while under an effect, stand still and pivot the shield where it can protect you the most. You can recover any lost armour quickly enough. As deadly as disruption can be, it can also be avoided in most cases. If it’s a warhound that’s blowing up you’re close to, holster your shield and roll away a couple of times. You’ve got the time to escape the range. Same for disrupt based grenades. EMP fields and EMP special ammo are more of a nuisance. The field is manageable by staying on its edge and drawing NPC’s out to melee you. On a side note, we really need a taunt, agro or threat mechanic in this game for shields. EMP ammo can’t be stopped unless you’re at or above 95.8% disrupt resistance or you use the trick below.
Edit; Agent swift4010 reminded me of another trick I’d forgotten in the initial write up to avoid being hit with an EMP. Drop your artificer hive and stay close to it. Your technician tree has a perk that protects you and your skills from disrupt if you’re within range of a *deployed** skill. You’ll know if you’re in range if there is a line connecting you to your artificer hive. It’s just too bad the shield itself doesn’t count as a deployed skill. It would make Companion a viable talent choice for damage oriented shield users.*
Up to you on which way to lean as all work well. But I would highly recommend regen before the other two (unless you build your tank using 4 pieces of Foundry Bulwark, more on that below).

Brand and Gear Set Choices

If you choose to focus on HZP, then the brand sets and gear sets that support this are;
  • 5.11 Tactical (3 piece bonus)
  • Ceska Vyroba (2 piece bonus)
  • Yaahl (1 piece bonus)
  • Eclipse Protocol (3 piece bonus)
Interestingly enough, the 3 piece Eclipse bonus gives the same bonus to HZP as three 5.11, 2 Ceska and 1 Yaahl pieces do together. It also grants 3 yellow skill tier core attributes for a base shield repair of 50% (60% with the named pistol). The skill tier of these 3 pieces, named pistol, technician skill tier, SHD watch repair skill maxed out to 10%, 10% repair skill from the technician tree and 3 repair skill mods results in your hive with a 108% shield repair (wasting 8%). Using these (but not chest or bag) allows for other core blue armour options in your other 3 slots. Like choosing from the options from below for more sustain.
If you choose to focus on armour regen, then the brand sets and gear sets that support this are;
  • Gila Guard (3 piece bonus)
  • Golan Gear (2 piece bonus)
  • Belstone Armory (1 piece bonus)
  • Emperor Guard Knees (unique attribute)
  • Foundry Bulwark (3 piece bonus)
Each of these options provide 1% of your total armour in armour regen per second (note that Foundry provided 3% until TU10.1).
The advantage of Foundry is that for its 3 piece bonus you will get more armour (which means more armour per second in regen as well) and more shield health (about 1.3M more shield health). It also has a 4 piece bonus you can go for that provides regen for you and the shield based on damage taken. This, based on the math and my experiences, can get to really high values of regen. You’re usually taking around 1M damage a second (or more) while tanking on legendary. That leads to 1,000,000 x 0.20 / 15 = 13,333 armour / second for the next 15 seconds. This can stack up to 15 times which is ~200K armour / second. Your shield gets this healing too, so it can now sustain more damage which means more healing, which means more damage sustained which means… This number is consistent with the time I’ve seen my agents armour take to refill to full from empty. Brand sets cannot match this level of repair. You don’t need the armour regen attribute with 4 piece Foundry, it’s that good. Your attributes can go to repair skills, HZP or explosive resistance.
Note that Foundry was previously bugged. The 4 piece bonus wouldn’t activate when you equipped your loadout. To fix this you needed to un-equip a FB piece for something that isn’t FB, then re-equip the FB piece. You also needed to do this after getting downed or killed. It was really annoying! This seems to have been addressed though, but I’m leaving this here in case you find you aren’t seeing amazing armour regen while under heavy fire on your shield.
The advantage of the brand sets is that you get 3 or 4 more attributes to play with (skill repair for instance - which effectively is shield health, just over time) and you can have them on the chest and back with “normal” talents. You can also use multiple brands (and Emperor knees) to stack up to 3% regen that is always on (Foundry can do this too if you have either the back pack or chest from the raid).
As for exotic gear, in my opinion, Tardigrade is the front runner. You will likely have the highest or one of the highest armour values on your team. Wearing this chest gives you and everyone on your team a second life on a 45 sec cool down. Division 1 vets will recall how useful Recovery Link was as an ultimate skill. Now it’s a chest talent which activates and cool downs on an individual player basis. Yes the armour is temporary, but it’s enough for whoever it goes off for to get to safety and heal up or be healed up by a medic. You can also reset all cool downs for it on the team by getting a kill with your rocket launcher.
Edit: Agent Skiree also brought up that Sawyer’s Kneepad is also a useful option as it prevents you from being staggered, which is very helpful while picking up teammates.
A note on shield health;
Foundry Bulwark and Forge both have 50% shield health as bonuses to wearing them. This is additive with skill tier and shield health mods. So without Motherly Love gloves, we currently get to about 13.5M shield health with two 5% shield health mods. With both of the FB and Forge bonuses plus two 5% shield health mods that gets to 16.2M. Not insignificant, but also not a must have to me. Remember the earlier comment? Shield health isn’t everything. One of these bonuses may be good enough. Previously 13.5M was good enough on legendaries with high repair skills.

Gear Talents

If you aren’t going for the 4 piece Foundry Bulwark build with its chest and bag, then you have some choices to make. Team support talents are awesome. Just remember that your primary role isn’t a medic. Bonus armour can only go so far and you still need to be able to take a beating.
The talents you can most rely on for the chest are:
  • Vanguard
  • Unbreakable
  • Intimidate
  • Ablative Nano-Plating (Tardigrade’s exotic talent)
Of these, I’d say that your dps is low or non-existent anyways (though you can certainly build to have good dps rather than take a beating), so I would drop Intimidate (even though you play in range for it). Unbreakable is a nice self save, but I’d rather be more team oriented and use Tardigrade which has a similar save. So, the top two choices in my opinion are Vanguard (perfect or regular) and Ablative Nano-Plating.
My team and I prefer Tardigrade. They get the bonus armour the exact moment THEY need it. It’s enough armour and lasts long enough so that they can get to safety to heal up or let a medic heal them. There are two advantages of this talent over Vanguard. First, you don’t have to do anything to manage it. It’s an automatic reactionary save to whoever on the team needs it right when they need it. You are already managing your positioning, the NPC’s positions and spawns, what the NPC’s are doing relative to your teammates and what your teammates are doing. That’s a lot of micromanaging to do. Less micromanaging in game is a good thing, especially under heavy fire. Secondly you actually benefit from it. Vanguards’ short immunity is not worth it to me. 5 seconds of immunity every 25 seconds IF I am able to proc it that often? No thanks. I’d rather have an extra life for me and my team when we each need it. You also heal up a lot of your armour if you have a lot of regen in the build during the time the bonus armour is active. Basically the bonus armour lets you heal yourself or buys a medic time to heal you. Tardigrade is a free “I’ve got you” + fake heal without having to actually go get your teammate and “heal” them.
Vanguard is an excellent talent. It has two advantages as well. The first is that it is capable of pushing out far more armour over time to your team than Tardigrade is. In my experience, the bonus armour you hand out rarely lasts the 20 sec it could. You also need to reactivate it precisely to maximize the amount of armour handed out. This isn’t always the case. Under optimal conditions you can hand out 100% of your armour (with Perfect Vanguard, which conveniently is on a Gila chest) during a 50 sec window. Vanguard has a 25 second cool down and a minimum 5 seconds of no bonus. Teammates often wait more than 5 seconds to get new bonus armour. They could go down in this time where Tardigrade could save them (well, in this hypothetical they’d have likely gone down sooner). Secondly it is a managed talent, which means you can be proactive with it and proc it when you see the right moment for it. You can use it to start an engagement so dps sees a ton of armour and just does their thing longer or the moment before you notice a teammate is about to be pummeled by an explosion.
Edit 1: Agent MyFianceMadeMeJoin brings up the points that Vanguard does give you armour in the raid plus the other 7 players and that Tardigrade can save all 8 of you.
Edit 2: Agent swift4010 notes that you can quickly enter and exit your menu while in combat (double tap ESC for PC users). The shield is then holstered and immediately redeployed which procs Vanguard’s bonus. This allows for much quicker use of it. You can now use it as and when you and your team need it as a preventative method to over stack armour or quick save before it’s blown off of teammates. Check out their posted video demonstrating this.
To summarize, Tardigrade gives out 80% of your armour but has a 45 sec cool down (which is often longer between applications). It requires no management from you and it gives team wide second lives. It does not give out anywhere near the amount of armour that Vanguard can (its longer cool down and it doesn’t usually go off as often) nor can it be used for anything more than a save like Vanguard can be.
Vanguard (perfect or regular) vs Tardigrade is a personal choice in my opinion. They are the premier chest talents for a shield tank. It depends on the user and the team’s preference, proactive and flexible or reactive and automatic respectively. My Preference is to team saves that require no management over a talent which requires management. But that isn’t everyone’s preference and that’s okay. You don’t go wrong with either talent.
For the backpack there are two talents that I think really stand out. Protector and Adrenaline Rush.
Protector gives you a very small amount of bonus armour for 3 seconds. It then needs to be triggered again. It gives your team some free armour for 3 seconds as well. My teammates said it was nice but the armour rarely mattered or lasted long enough to make a difference to them. It is a solid choice if you tank at a distance from the NPC’s.
Since I am already running Tardigrade and you’re likely running that or Vanguard, there is a team support talent in the mix already. So I went with Adrenaline Rush. This gives you a lot more armour for a slightly longer duration than Protector does. Best of all it stacks and can restack. It’s practically never ending as well if you engage close to the NPC’s, which I do. It keeps you alive while you’re out in the danger zone. If you have armour regen in your build, then your agents’ armour continues to regen underneath the bonus armour which keeps stacking. Also, if you’re rushed and/or flanked while picking up a teammate, Adrenaline Rush will proc to help keep you picking them up. Protector is far less likely to save you there.
The choice here depends on whether you want more team support or if you’re feeling a little more selfish. It also depends on the distance you typically engage at. I went the selfish route and picked Adrenaline Rush for all my builds as I tend to play close to the NPC’s. It can seriously makes up for the 2 core yellow skill tier attributes I’ve run with.

Weapon of Choice

TDI “Kard” Custom is a premier choice for the free skill tier. The talent is freely rollable to whatever you want and suits you (since your damage is low and there is no point in maxing that out). I like Reformation if my repair skills total is lower than ideal. It is essentially always on. This choice also allows access to the Sweet Dreams / Lullaby exotic shotgun. One hit melee kills on annoying purples or reds is fantastic (grenadiers, medics, Lt’s and drone/rc spammers anyone?). I’ve also got the armour and Adrenaline Rush plus armour regen to risk dropping the shield for a moment to knock one NPC down every so often. Not everyone’s cup of tea, but it’s fun as hell. Also feels more engaging to kill more NPC’s with a quick bonk from Sweet Dreams / Lullaby.
The only real competition to the TDI “Kard” is the Liberty pistol. It is shield health insurance (repair upwards of 90% of your shield if you have 30 stacks and land a headshot) and good damage if you keep your stacks. It’s a serious pain in the backside to learn to manage, but once you do she’s a great weapon.
Congratulations! If you’ve built with some skill tier and repair skills your shield can take a hell of a beating now (1 million damage a second and it will never break if you’ve got 2 yellows and 100% repair skills).
Just because your shield can take a beating and barely blink an eye doesn’t mean it or you are invincible. Watch it under heavy fire and it’s low on health. Sometimes it’s worth ducking into cover or breaking line of sight with NPC’s if your hive repair won’t kick in on time to save it. Better to duck for a few seconds then have it break and wait 15-20 seconds.

How to be a Spartan / Shield Bro; Tactics to Playing with a Shield

So, now that your build is set up the way you want, how do you use it effectively?
First, let me say this:
Your job is NOT to block damage from hitting teammates.
This often results in YOU blocking their shots. Never put yourself between dps teammates and NPC’s. That usually results in wasting their shots and ammo. It then takes longer to take out the NPC’s and clear the room. It also results in posts on Reddit about how ”shield bro’s” are the bane of all PUG’s.
It is the team medic's job, if there is one, to deal with incoming damage and keep teammates up and active. Not yours. Their entire build is centered on countering incoming damage and buffing the team. Let them do their job, you’re supporting them with your chest talent and possibly bag talent. Let dps kill stuff, they’re really good at it. Waaay better than you are. So get out of their way.
Your job is to do what the rest of the team can’t. Advance without ceasing. Go forward without blocking your teammates' shots. Keep NPC’s from using skills and taking cover by following them. Often when close enough NPC’s will enter a frenzy of sorts where all they want to do is melee you to death. So let them. It’s the only taunt / threat or NPC control mechanic we’ve got. So use it. Then move yourself slowly into the dps line of sight and kill zones. But do so in a manner which exposes the NPC to their line of fire without you blocking it. This usually means pivoting yourself as you walk which can mean exposing yourself to other NPC’s. So watch your armour and call out to a team medic if you’ve got one. You can take a beating but you aren’t immortal.
Draw as much heat as you can away from the dps. That means turn the NPC’s so the attention is off dps and it’s on you. This lets dps do their thing and make short work of everything. You can do this by basically being in the NPC’s faces / flanks.
If there isn’t a sniper or skill user on your team who SHOULD open the engagement, you can open the engagement by rushing in all Leroy Jenkins like, smash someone with Sweet Dream and open up your shield. Then progress to one side of the room. This will turn the NPC’s to your attention while dps hides for a moment and then they can melt the NPC’s once they’re targeting you. I rarely position in the middle of the room. I prefer the sides as it protects a flank from being exposed. I am always moving, making sure I am never between dps and NPC’s.
The mini-map is your BFF for all of this positioning. Learn to read it. Learn to use it. Learn to love it. This combined with knowing the map and spawn points really helps a lot. If you use Vanguard, watch your allies armour bars as well. I’ve got my allies by the mini map so that one quick glance gives me all the info I need.
Keep an eye on your armour. If your armour is low, back off a bit and let it regen. You can always advance easily again. This is especially true if Tardigrade is on cool down. Your team won’t likely be able to get you back up if you go down out in the open away from them.
For specific NPC types;
  • Assault NPC’s will be obsessed with meleeing you to death when you’re really close. This lets you pull them around the field a bit.
  • Skill using NPC’s (drones, cars, medics, LT’s) and snipers will keep running away from you if they don’t become “melee frenzied”. Either way, they aren’t spamming their skills and annoying dps.
  • Place yourself in front of heavy LMG guys to draw the fire and move a different way from dps to turn the fire off of dps so they can kill the gunner.
  • With chungi, they seem to focus on whoever is shooting them. If dps leaves them alone until the end, you can hold the chungi’s attention while dps clean up the adds.
Edit: Agent grrrriggs mentioned that if a medic or Lt has dropped their healing box, you can go try and destroy it or chase them down. Once they’re out of cover call out to a dps to mow them down which destroys the box too.

My “T26E4 Heavy Tank”

  • 4 pieces of Foundry Bulwark (mask, holster, glove and knee)
  • Tardigrade chest
  • Alps bag with Adrenaline Rush
  • Explosive resistance on all pieces
  • TDI “Kard” with Reformation
  • Sweet Dreams
  • 3 x repair skill mods
  • You have about 1.8M armour and regen like a mad man under fire from the 4 piece bonus
  • Bulwark Shield has 14.9M health and is repaired 100% of its health every ~10 seconds with Reformation and perfect repair skills attributes & mods.


Run 1 or 2 yellow skill tier core attributes. Get repair skills to at least 140% or 100% respectively. Then focus on armour regen. If using 4 pieces of Foundry Bulwark replace armour regen with explosive resistance or HZP. Don’t position yourself between DPS players and NPC’s.
Edit: Thanks for the gold :)
submitted by Masenku to thedivision

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