Used Cars for Sale in Des Moines, IA (with Photos ...
Midaswms Review: Legit or Scam? We Provide Answers (Midas ...
Ripoff Report > Midas Auto Service Expe Review - Houston ...
Camrose Auto Repair Brakes Oil Change Tires - Midas
Every D1 Exotic yet to return in D2
So awhile back (probably about a year ago) I made a personal list of Exotic weapons and armor from D1 that had yet to be updated to D2. With the recent announcement of old-new Exotics in Beyond Light, I figured I’d go back and revise/finish it based on what we’ve seen now. Generally, if an Exotic needs a major rework to fit into the D2 sandbox, already has it's design space taken by other weapons, and/or wasn’t all that popular in D1, I consider it unlikely to return. Pretty much every D1 Exotic has been buffed compared to it's original counterpart, and even then some don’t get used much (see Bad Juju, or MIDA post-Y1). I’ve seen suggestions like turning NLB into a heavy sniper, or Plan C into a new Loaded Question, but if a gun needs to stray that far from its original identity, IMO it just warrants making a wholly new weapon. I’m far from an expert game designer though, and this is all personal opinion/general observations, so feel free to tell me I’m wrong in the comments. Also: There may be some unmarked (but still widely-known and official) spoilers by process of elimination, so if you don’t want to know literally anything about future Exotics, best turn back now.
Hand Cannons:
First Curse- Most of its identity is covered by other Exotics. Eriana’s Vow is long-range and has ADS buffs (albeit with special ammo), and Ace of Spades has pseudo-Kill Clip. First Curse was always a bit of a cult Exotic and outclassed by a well-rolled legendary, and there are already plenty of Exotic HCs in game (with at least one more on the way). And between Thorn, LW, Lumina, and Malfeasance, we’ve kinda covered enough of the lore behind it.
Auto Rifles:
Necrochasm- Honestly hoped this would be brought up in Shadowkeep, but it hasn’t. Thus far, Outbreak Prime is the only Raid Exotic from D1 to come back.
Fabian Strategy- Basically an auto with Subsistence and Danger Close, and class-specific Exotic weapons haven’t come back (besides Ace of Spades, which was buffed and made a general Exotic).
Khvostov- The original version was introduced with New Light, so it's not beyond possibility that the Exotic version comes back too. That said, Khvostov was always a ‘cool but useless’ Exotic, so it’d have to be majorly reworked to fit into D2’s higher-power sandbox. Alternative take: Traveller’s Chosen is being made into an Exotic this season, so either the ‘starting weapon as Exotic’ space can be taken by it, or the Khvostov could be the equivalent for New Light players who never got Traveler’s Chosen.
Zhalo Supercell- Replaced by Riskrunner.
Pulse Rifles:
Red Death- Replaced by Crimson. I do like the idea of ‘spiritual successor’ Exotics over straight ports (Gjallarhorn grenade launcher anyone?)
Scout Rifles:
Touch of Malice- Possible with the lore/story direction, but would be a bitch to balance around Well of Radiance/Healing Rift without being either busted or useless. And there’s Tommy’s Matchbook, which has a similar ‘buff weapon but it hurts you back’ perk.
Tlaloc- Possible, but it would probably be made a general-class weapon. Most of it's value came from Warlocks sitting on Radiance for self-res, so I think Nighthawk Hunters would love this.
Boolean Gemini- I think I've literally never seen a request for this gun to be brought back. It could be rebuilt around the ‘alt fire’ mechanics we’ve seen on Cerberus and Symmetry, but I think it’d likely just be a worse Symmetry.
Sidearms:
Dreg’s Promise- Surprised it didn’t return with QBB and LoW, though I guess if Bungie didn’t do it then, then they probably never will. But then, Beyond Light is focused on Eramis and the Fallen, so it's another thematic chance to come back, but we’re already getting 2 D1 Exotics, and it wouldn’t be the first time Bungie’s missed a chance for an old Exotic to match a DLC. coughNecrochasmcough
Trespasser- Loved this gun in RoI and wouldn’t be opposed to a redux, but with burst sidearms being an archetype and Devil’s Ruin having its own super burst perk, I don’t think Trespasser will come back.
Sniper Rifles:
Icebreaker- This was my first non-quest Exotic in D1 that I bought after soloing the Heroic strike for my last batch of Strange Coins to buy it from Xur the first time he sold it in October of 2014. I still keep the original copy in my D1 Vault. Good times.... But I know it’s far too sandbox-breaking to ever reappear.
Patience and Time- I don't recall seeing much of this past vanilla D1. Could be a neat addition, could be another underwhelming Exotic that never gets used over Izanagi’s.
Hereafter- We don’t have a ‘Perfectionist’ sniper like Hereafter or Stillpiercer, but Bungie has been avoiding ammo-printing weapons (though a full mag of precision kills is a strict enough requirement to not be broken). Queensbreaker has a blinding perk. Maybe, maybe not.
No Land Beyond- I think Bungie confirmed NLB won’t be making a return, but I also think they said that in Y1. With the current weapon system, it'd basically be a low-zoom kinetic sniper with a low fire rate. I don’t play D2 Trials, but I could see it being the new Revoker, like how it plagued Trials at the end of D1.
Zen Meteor- Most Xbox players probably never got to really play with this. I think it’d be pretty cool as another Heavy sniper, but focused more on ad control/major sniping, compared to the DPS machines of DARCI/Whisper. But then we got Polaris Lance for ‘chain hits/kills into explosions.’
Fusion Rifles:
Pocket Infinity- Was never even brought to Y2 levels in D1. Merciless is basically meant as the new/’fixed’ version (and it's currently broken)
Plan C- Though it's basically a regular perk for fusions now, it could be brought up as an un-nerfed alternative. Though nerfing something and then selling the original version as Exotic seems kinda shitty.
Vex Mythoclast- Most likely going to be reintroduced with the new Vault of Glass.
Shotguns:
Invective- Like with Icebreaker, I think regenerating ammo is something Bungie would like to avoid.
Universal Remote- Like NLB, the new weapon system would basically make this a well-rolled Dust Rock Blues. But then again, there are legendary slug shotguns and LFRs, yet Chaperone and QBB came back, so it's possible, though it'd need a pretty big rework to make it unique.
Machine Guns:
Nemesis Star- Was always kinda boring compared to SGA and the Thunderlords. Would have to be Gjallarhorn-level OP to dethrone Xenophage.
Super Good Advice- Was always a pretty fun novelty gun, but see previous Xenophage statement.
Abaddon/Nova Mortis- The new Thunderlord focuses much more on it's Firefly ability and chaining together explosions. I think it’d be pretty cool to see Abaddon and Nova Mortis getting similar reworks, maybe differently tuned for Void and Solar damage (Suppression? Burn?) so they aren’t just reskins to fill up the Exotic sandbox. But then, Xenophage...
Swords:
Young Wolf’s Howl- All 3 original Exotic swords basically came back as Legendary frames, leaving Young Wolf’s Howl. With how powerful Swords are now, it’d be cool to have what is basically Oppressive Darkness in Sword form. But that could also be a compelling reason to leave it behind.
Rocket Launchers
Gjallarhorn- confirmed to not come back. All there is to say, really. They’d never let it be strong enough to live up to its legacy.
Dragon’s Breath- Its buffed ‘hold and release’ fire mode also belongs to Deathbringer. That said, Dragon’s Breath’s identity, before and after it got reworked, was AoE burn damage. Nothing else in the game really covers that (except Witherhoard, which wasn't released when I first wrote this), so Dragon’s Breath could find a space in D2.
Armor: Armor is a bit different, as Bungie completely revamped some armor pieces to fit in D2 (RIP Khepri’s Sting), essentially making a whole new Exotic but with a recycled model. Reprised armor also isn’t nearly as common as weapons (likely for that reason)- the last batch was in Opulence last year, and before that all the way back in Warmind. And we didn’t even get any new armor this season, so it seems Exotic Armor is a pretty low priority for Bungie at this point. But here’s what all is still left in D1 by class (not counting class items which were Exotic in name only, the faction ones didn’t even have a unique model):
Hunters
Helmets:
Achylophage Symbiote- If you were to run this on top tree, you’re not really gonna notice the extra shot. It would be good with bottom tree, but having a fourth chained precision shot, on top of the new damage buff perk, could run the risk of encroaching on Nighthawk’s max-damage functionality.
ATS-8 Arachnid- I actually think this would benefit more in D2’s sandbox, since it could help with bottom-tree crits. On it's own though, it's still a pretty boring effect.
Mask of the Third Man- Raiden Flux
Skyburner’s Annex- I kinda liked it's functionality of making Orbs do other things, but we have quite a bit of that now, and plenty more ways of generating both Orbs and Special Ammo.
Chest:
ATS-8 Tarantella- Basically a bunch of resistance/stat mods bundled together.
Crest of Alpha Lupi- Aesthetically one of my favorite Exotics in D1, so not having it back makes me a sad wolfie. This plus Light Beyond Nemesis IMO could make for something like the Aeon Cult Exotics alongside Titan Alpha Lupi- generate extra Super orbs, and have some secondary team support effect.
Arms:
Don’t Touch Me- One of the most popular D1 Exotics (bordering on overrated if you ask me). We’ve got Assassin’s Cowel for a sort of on-demand invisibility, and one that wouldn’t implicitly be hosed by Blackout or being super underlevelled and comes with a healing perk and also works off of charged melee kills- you know what? DTM is overrated.
Legs:
Radiant Dance Machines/Bones of Eao- I'm bundling these together, since St0mp-EE5 are the resident mobility Exotic which kind of combines both ground and air mobility without being as flashy as an extra jump.
Titans
Helmets:
Empyrian Bellicose- Basically Wings of Sacred Dawn, but for Titans. With still no Twilight Garrison in sight, Bungie seems to be avoiding giving Titans any extra in-air mobility.
Helm of Inmost Light- Grants perks that basically don’t exist anymore. We got a similar thing with Hallowfire Heart, though. But then that perk wasn’t intrinsic to a super that’s been totally reworked. Heart of Inmost Light is a thematic replacement, I guess.
The Glasshouse- In its original form, it would just be an extension to Weapons of Light, which probably wouldn't be worth taking over the extra Overshield and blinding effect of Saint-14.
The Taikonaut- We should probably buff Rockets on their own before bringing in Exotics that make Rockets better.
Chest:
Twilight Garrison- It's been requested so much that I’m pretty sure at this point Bungie just doesn’t want it back.
Arms:
Immolation Fists- So this, alongside Graviton Forfeit and Impossible Machines, were introduced in TTK as support for the new subclasses, but were kinda boring in that they just granted a perk from that subclass. Graviton Forfeit thus far is the only one to be brought back, but with a total rework since all subclasses get Dodge Roll now. The other two could be similarly reworked, since Bungie seems to have moved away from ‘Exotics that grant subclass perks.’
No Backup Plans- Disintegrate is still a thing, even if it's not the default melee for Sentinels. It’d be nice to have another top-tree focused Exotic besides Saint-14 (which does technically work on the others).
Ruin Wings- Heavy ammo finders and scavengers are already a thing, and don’t require an Exotic slot. Could’ve been thematically cool for Season of Arrivals, but once again...
Thagomizers- I forgot this one even existed until I did a final proofread of this writeup. Hands On plus extra melee charge. Was pretty similar to Insurmountable Skullfort, which traded the extra charge for instant recharge on kills in D2.
Boots:
None
Warlocks
Helmets:
Light Beyond Nemesis- See Alpha Lupi
Obsidian Mind- Rolled into Skull of Dire Ahamkara.
The Ram- I don’t have much insight on this one since I never used it. To my understanding you could get super tanky in PvP with it. It could possibly find a niche. And it looked badass.
Chests:
Alchemist’s Raiment- I honestly don't remember what this did, and can't even be bothered to look it up. I think something with Glimmer? Since Glimmer is a pickup now maybe it could be something interesting, if not particularly useful.
Heart of the Praxic Fire- Radiance is no longer a thing. But I’d like to see this reworked cause I play a lot of Dark Souls.
Purifier Robes- Again, Radiance is no longer a thing.
Voidfang Vestments- This was basically the Warlock equivalent to Lucky Raspberry. So it could come back with a bit of a rework, but Voidwalker already has a ton of grenade synergy/recharge effects and Exotics.
Arms:
Nothing Manacles- Loved them in D1, but we can already buff Scatters with top tree, and we can get extra recharge from Contraverse/Nezarec/Devour. Maybe having an extra backup charge for Devour could come in handy, though.
Trollygag's Noob Guide to the 1000 Yard AR-15 (Update)
Foreword:
This was originally written in 2017, but I have updated it to be in line with new entries into the market. These opinions are based off my own experiences with my own rifles as a long range, non-competitive shooter. These opinions should be largely uncontroversial to the folks who shoot long range, but this is an attempt to codify it rather than having to repeat on every ask. The guide is targeted for the uninitiated wanted to purchase their first 'long range' rifle and get their feet wet. If you are a competitive shooter, you know more about your sport than I do, and this guide really isn't for you. Prices and ballistics are current as of July 5, 2020.
Good 1000 yard ballistics are hard to get in an AR-15. Even harder if you want it semi-auto as well and want it in a dinky cartridge. You know when you sneeze in a stream of sunlight and dust goes swirling through the air? That's what shooting 223 Rem is like. Semi-auto is worse as you can't use a lot of the 80gr+ class bullets that beat the wind better than the common 77gr SMK. I shoot on a 20" Rock Creek barreled LMT SLK8 at 1000 yards every once in awhile, and it is tough to see impacts, tough to make wind calls, tough to hear hits, just tough in general. The round goes subsonic at about 850 yards. It has to contend with 11 feet of windage for every 10mph of wind/gust. That is brutal. Cost-wise, yea, there are some cheap options out there for brass case plinking ammo, but box match ammo costs over $1/round and isn't any cheaper than other options. Handloading can save money as bullets and powder charges are typically cheap, but to save money with handloading, the 77 SMKs that are super popular in box ammo are out of the running due to cost. Fortunately, you can make up some ground with the cheaper 22 cal ELD-Ms or HPBTs if you can get the seating depth right. I think the newer Hornady bullet options are going to make the 223 Rem/5.56 shine as good as it ever will semi-auto. Then if you want to do some careful load development and shoot single-shot (turn off gas system, for example), then you can really get some decent ballistics.
6.5 Grendel
There are box ammo options like Federal Gold Medal Berger and the Hornady Black that will get you to 1000 yards pretty easily and stay supersonic out to 1150 yards. These cost $1 to $1.25/round depending on how much wind beating you want. Best case, 7.5 feet of windage for every 10 mph of wind/gust. Except for some of the top heavyweight bullets (think ammo at $2.50/round) out there for 308 Win, those 6.5G box options will beat just about any other 308 Win match ammo options. Pretty good. There is also $0.22-0.24/round cheap steel case, steel jacket plinking ammo. There are also $0.70/round brass case ammo options. Unfortunately, there is nothing in-between. There is no FMJ brass case options at $0.35-0.50/round like there are in 308 Win or 5.56. 6.5G is becoming more common in stores, which is great. The box ammo is also really good. However, it has a reputation for being a finicky cartridge for a handloader as the bullets are often longer ogive than the bullets for longer throat cartridges like 6.5x47L or 6.5CM. That longer ogive makes them harder to get seated right and can be sensitive to how the chamber is cut. I believe this is changing, as the new 130 Bergers and ELD-Ms seem to be much more chambethroat friendly, with a ogive that is shorter but more compound and curved than the previous generation of 120s that spawned the finicky 123s. To make a 6.5G AR, you need a different barrel, different bolt (but not bolt carrier), and different magazines. That's it. Companies like Grendel Hunter have made good shooting Grendels much more accessible. It is also legal for hunting while some of the other options, like the .224 Valk, are not in many states. In short, I think 6.5G is good to go.
.224 Valkyrie
This is a new entry on the list from the last guide update. The Valk is a 6.8 SPC-like case necked down to 22 cal. It can push the 90gr SMK to 2700 FPS from a 24” barrel with impressive ballistics, with the trade to the Grendel being in less barrel life and less drop for less recoil. Valk had some growing pains with ammo quality control and throat reamers, but now seems to be pretty well sorted out. However, it is harder to find a well built Valkyrie upper, so you may be rolling your own build.
6 ARC
This is a brand new cartridge from Hornady that you can read about on 6ARC . It is essentially the same cartridge of the now 15+ year old 6AR – 6.5 Grendel necked down to 6mm. One change is that 6ARC has the shoulder pushed back every so slightly vs 6AR, ostensibly for ‘reliability’ (though it isn’t clear how), but more likely so that Hornady can get some claims to inventiveness and to keep you from chambering a Grendel in a 6AR barrel. One shady aspect is that Hornady did their marketing and advertising with promo videos comparing it to the 6.5 Grendel with the 123gr load. That load is what Hornady has chosen to offer the Grendel in, but which is inferior to the 130gr loads used in handloads and offered by some other companies in box ammo. Why Hornady willfully ignored the popular 130gr loadings and doesn’t offer Grendel ammo with their own 130gr ELD-M is anyone’s guess. The ballistics are already very well understood for this cartridge, and it will likely offer performance [somewhere inbetween Grendel and Valk](www.shooterscalculator.com/ballistic-trajectory-chart.php?t=730383ff), with velocities and barrel life to match. In short, they’re all basically the same for external ballistics. We don’t yet know who will be producing brass or what options there will be for ammo, or who will be offering barrels or rifles or uppers for sale, but Odin and CMMG are. 6AR and 6ARC has an advantage over Grendel in that you can buy flat based BR style bullets in 6mm that you can’t find in 6.5mm.
300 BLK/6.8 SPC
These are not long range rounds. Okay, so maybe they perform similarly to the 77 SMK 5.56 on paper or sometimes in practice. But they cost a lot. Ammo that does that is $1.65/pop for 300 BLK and $1.15/pop for 6.8 SPC. Okay, and 6.8 SPC isn't that much more expensive than the 77 SMK BHA ammo. And it's hunting ammo so it probably is pretty effective. But, as you can see, both of those options cost about the same as 6.5G and get crushed. It's going to be tough to get the other logistics worked out. What barrel are you going to use? I like long, high accuracy barrels. Not many of those in either 300 BLK or 6.8. I would not recommend this option, but it would be a fun YOLO build.
Wildcats
There are a lot of these. Some based on the 6.8 case, some based on the PPC case, some in 22 cal for 90gr bullets, some in 6mm... Most of these claim great ballistics but only because they haven't gone through pressure testing and SAAMI hasn't made them figure out bolt thrust numbers. 6.5G went through the same phases, with early data being outrageously hot and good looking on paper, and later data being 'neutered'. You can still get hot loads out of it, but it needs to be in a bolt gun because the AR-15 bolt can't handle that kind of force over and over again. In that way, some of these are better suited for AKs or the newer AR-10 bolt, AR-15 body hybrids. Or just ignore the wildcats. Most of them don't offer much over 6.5G anyways, and the load data and ammo availability is scarce.
Parts Guide
A long range gun needs sufficient barrel length to get the ballistics you want and barrel quality good enough that you can focus on wind and wind calls and not the inaccuracy of your rifle. In the same vein, you want to eliminate the ammo and human mechanics as much as possible, so typically LR shooters use match ammo and guns that are ergonomic, stable, and easy to shoot accurately.
Budget
Long range shooting can be expensive. A 'cheap' entry level build in 5.56 will likely run about $1000. I typically spend ~40% of the cost of the rifle on an optic, and with mount, that may total closer to $1500 for the complete rifle. Gator Grendel started off as a 'budget' 6.5G build before parts were quite so cheap and with a nice Shilen barrel, and was about $2500. Super Grendel was a more indulgent build and is coming pretty close to $4000. An off the shelf LMT SLK8 with a 20" Rock Creek cut rifled barrel set up for long range and with a monolithic upper will cost you around $2800. So get familiar with those kinds of numbers and pick your budget. Typically alternate cartridge LR builds will be a little more expensive (by $100-300) more than the equivalent 5.56 because the barrels tend to be more expensive and often the bolts alone cost as much as a 5.56 BCG.
Barrel
A few names to be familiar with: LaRue, Liberty, Criterion, Bartlein. There are other makes out there, but I feel these present the best rounding out of the options and that are widely available.
For any 5.56 build, the LaRue Stealth has a consistent high performer. ARFCOM has a running competition and it seems LaRues beat out Kriegers, Bartleins, and other high end makes and yet cost 1/2 to 1/3rd as much. Pretty remarkable. This will run you around $260 with options. They don’t claim to be lapped, but if you look at the borescope comparison posted in the intro, you can see the LaRues have very smooth bores. Maybe that is a clue to their secret sauce. They also seem to have some fancy chamber design to aide in extraction and parts longevity. Criterion also makes Hybrid stainless and chrome lined barrels, and HBARs, which are hand-lapped and come in a variety of lengths and configurations. These give you more flexibility than what the LaRues do. White Oak Armory and Compass Lake both offer reasonably priced .223 Wylde chambered Krieger and Bartlein barrels.
For 6.5G, there are a few options people like, but 6.5G is pretty finicky in terms of chambers, throats, and what it likes to eat. I am a super big fan of Criterion. They are known as the 'button rifled Kriegers', and I have three of them on my bolt guns that shoot like a house on fire. I have a Hybrid on my Grendel hunting rifle and it is a very good performer. Lots of people tinkering with accuracy have them on ARs and on bolt guns with consistently good results. $325 before options. An alternative is to go with a cut rifled Satern. Satern is who AA (originator of the cartridge) uses for their high end guns. Downside to Satern is the lead time, and they have had a good record in the AMAX age, and a mixed record in the ELD age. They're also $150 more expensive and I suspect a Criterion will shoot at least as good. Another option is the Liberty barrel – a button rifled Satern that doesn’t appear to be hand lapped, but is what many well reviewed nicer Grendel uppers use as the base for their uppers like Atheris and Grendel Hunter. Another option is Odin Works – which have been in the Grendel game for a while and offer hand-lapped barrels that might be similar in quality to the Criterions.
Criterion also makes .224 Valkyrie barrels, and Odin makes 6ARC barrels.
For 6.5G, Bartlein and Krieger are the premier cut rifled makes, and Lilja is available as a button rifled make. Prepare for sticker shock. The Bartlein I bought to replace the Shilen I had and didn't like... by the time I added a gas tube, block, painting, threading, and a brake... it was over $800. It rocks my world, but boy is it expensive.
Precision Firearms also now offers .224 Valk and 6ARC Bartleins, Kriegers, Liljas, and Criterions.
Triggers
Geissele SSA-E - $250 with LPK and stock included, or $230-240 normally. Sometimes you can get them on sale as cheap as $180 like around Black Friday. This is one of the best triggers in the industry. It's 2 stage, reasonably light, breaks sharp, and is dead reliable. You look at Geissele's product lineup and see an even more expensive, even more trick trigger... the HS NM trigger... and think 'if I'm going to splurge, I should get the best'. Don't. The HS NM is adjustable and can really ruin your day if you fuck it up. Too little engagement, it will double fire. Too much engagement, it will suck. Move it to another receiver, it double fires again and has an inconsistent pull and fucks your shots up.... just don't. It's an expert level trigger.
LaRue MBT-2S - $80. Since the last iteration of this guide, I replaced both my HS NM and my SSA-E with MBT-2S triggers. They’re reliable, feel great, and you don’t feel guilty about them. I have both the straight shoe and the curved shoe versions, and between them, the curved shoe is the way to go. It isn’t a super strong curve – just a slight curve – and just enough to keep the pull weight down and the finger contact good.
Optic Choices
There are lots of good optics on the market. All of these are FFP, and have christmas tree reticles. Keep an eye on the optic sales thread
$400 price point – Liberty Optics has Vortex Diamondback Tactical 4-16x ($315) and 6-24x ($350) optics. FFP, reasonably good tracking, good entry level glass, side focus, backed by Vortex. $400 – Athlon Argos BTR II 6-24x. Refresh of the Argos BTR but with better turrets and a zero stop.
$500 price point – Athlon Helos BTR 6-24x, upgrade in glass over the Argos.
Under $1000 – Athlon Midas TAC 6-24x, head and shoulders upgrade over the Diamondback Tactical glass and the original PST I. Vortex Strike Eagle 5-25x56mm – This is a tactical refresh of the PST II 5-25x and has some feature advantages over the PST II, but the glass is the same as the Diamondback Tactical glass. Athlon Ares BTR II – Refresh of the BTR, feature competitor to the PST II but with a wider magnification range and maybe even better glass. Vortex PST II 5-25x – Great and very popular scope scope, which you can read the reviews of compared to the SIII 6-24x and Bushnell Forge down this review tree. And the new S-TAC 4-20x.
$1500 price point – There is a new king here – it is the Athlon Ares ETR. This is the scope to buy if you are shopping around $1000 or just a little north. Typical street price is $1100-1200 and it is well worth it. Excellent optics, tracking, and features.
$2000 price point – Athlon Cronus BTR – the Athlon flagship optic with similar glass to the Razor HD II and similar features. Street price is around $1600. Vortex Razor HD II 4.5-27x. This is the go-to optic for many competitors. Excellent everything. Used to be around $2700, but nowadays you can pick them up new for around $1700-2000 and used for around $1500-1600.
$2000+ - Kahles K525i, ZCO ZC527, S&B PM II, you should have already been doing homework.
Optic Mounts
You want a single piece cantilever mount. The AR-15 receiver typically does not have enough rail to give good eye relief, so a 1"+ extension is usually good for getting the scope into a usable position. Cheap:
SWFA SSALT
Burris AR PEPR
The SSALT uses sleeves, the PEPR does not and looks like a chunk of aluminum. SSALT is my preference, though both have worked well for me. Not Cheap:
Warne 20 MOA Skeletonized
AD Recon 20 MOA Q/D - American Made, excellent fit/finish, comes canted, good QD.
Vortex Precision 20MOA cantilever mount
LaRue SPR mounts
Spuhr
Furniture
I have played with a few options:
Magpul PRS - This is an okay choice and very popular. It is heavy and a bit pricey, but the cheek riser and the LOP is easy to set. It has an angled toe for adjustability in a bag. Has m-lok slots on the bottom.
LMT DMR – This is very similar to the Magpul PRS Gen II, but more expensive, QD cups, very slightly different ergos, and a wide cheekpiece. It has a flat toe for straight back tracking. Has a shrouded pic-rail on the bottom.
LuthAR MBA-1 – This is a bit different to the other stocks in that it doesn’t have adjustment wheels for LOP and cheek height, but has thumb screws that clamp the adjustments in place. Does not have a pic rail segment for a monopod but some other makers have pic rail segments that attach to the rear and are very effective for holding a monopod.
A2 stock – This is the traditional M16 stock and it is highly effective as a LR rifle stock. To maximize for that usage, you can get a sling-stud rather than a sling loop so that it rides bags better.
Building
I'm not going to go over building an AR. There are lots of resources for this. I will, however, give you some tips. Putting together the AR is pretty cheap and easy... except for the barrel and muzzle device. Both of these have pitfalls. To mount a muzzle device, you should put the torque on the barrel and only on the barrel. That means a Geissele reaction rod, Magpul BEV block, or barrel vise. People often do this by clamping the receiver. I do it too. It's not a great idea. People end up breaking pins and bending receivers and unscrewing the barrel from the extension. To mount a barrel, this is the step that requires the most care, forethought, and tools. It requires a vice, nut compatible wrench depending on your nut design, careful application of specially chosen grease, careful alignment, special action block (or reaction rod from above), knowledge of how torque works, and ideally, headspace gauges. If you aren't careful, you can fuck up the nut, receiver, or barrel (if you're very, very special). That can add up to a good bit of money. You may consider paying a gunsmith to correctly install the barrel and muzzle device. It shouldn't cost much and should be a lot cheaper than doing it yourself, unless your gunsmith is gouging. Good receiver to barrel extension fit is crucial to avoid stringing. This can be achieved by freeze fit a tight extension, shim fitting, or epoxy bedding. It is common for, at a minimum, high temp blue loctite to be used for this purpose. It is also important to improve rigidity of the whole system. Because of the slower lock time on the triggers, ARs can be more difficult to shoot accurately. Rigid handguards, rigid fit to the receiver, and tight fit to the lower are all things that help reduce stringing off a bipod or inconsistent shooting position/pressure.
End
If you want clarification or expansion on a topic, I can add it in post.
Trollygag's Noob Guide to the 1000 Yard AR-15 (Update)
Foreword:
This was originally written in 2017, but I have updated it to be in line with new entries into the market. These opinions are based off my own experiences with my own rifles as a long range, non-competitive shooter. These opinions should be largely uncontroversial to the folks who shoot long range, but this is an attempt to codify it rather than having to repeat on every ask. The guide is targeted for the uninitiated wanted to purchase their first 'long range' rifle and get their feet wet. If you are a competitive shooter, you know more about your sport than I do, and this guide really isn't for you. Prices and ballistics are current as of July 5, 2020.
Good 1000 yard ballistics are hard to get in an AR-15. Even harder if you want it semi-auto as well and want it in a dinky cartridge. You know when you sneeze in a stream of sunlight and dust goes swirling through the air? That's what shooting 223 Rem is like. Semi-auto is worse as you can't use a lot of the 80gr+ class bullets that beat the wind better than the common 77gr SMK. I shoot on a 20" Rock Creek barreled LMT SLK8 at 1000 yards every once in awhile, and it is tough to see impacts, tough to make wind calls, tough to hear hits, just tough in general. The round goes subsonic at about 850 yards. It has to contend with 11 feet of windage for every 10mph of wind/gust. That is brutal. Cost-wise, yea, there are some cheap options out there for brass case plinking ammo, but box match ammo costs over $1/round and isn't any cheaper than other options. Handloading can save money as bullets and powder charges are typically cheap, but to save money with handloading, the 77 SMKs that are super popular in box ammo are out of the running due to cost. Fortunately, you can make up some ground with the cheaper 22 cal ELD-Ms or HPBTs if you can get the seating depth right. I think the newer Hornady bullet options are going to make the 223 Rem/5.56 shine as good as it ever will semi-auto. Then if you want to do some careful load development and shoot single-shot (turn off gas system, for example), then you can really get some decent ballistics.
6.5 Grendel
There are box ammo options like Federal Gold Medal Berger and the Hornady Black that will get you to 1000 yards pretty easily and stay supersonic out to 1150 yards. These cost $1 to $1.25/round depending on how much wind beating you want. Best case, 7.5 feet of windage for every 10 mph of wind/gust. Except for some of the top heavyweight bullets (think ammo at $2.50/round) out there for 308 Win, those 6.5G box options will beat just about any other 308 Win match ammo options. Pretty good. There is also $0.22-0.24/round cheap steel case, steel jacket plinking ammo. There are also $0.70/round brass case ammo options. Unfortunately, there is nothing in-between. There is no FMJ brass case options at $0.35-0.50/round like there are in 308 Win or 5.56. 6.5G is becoming more common in stores, which is great. The box ammo is also really good. However, it has a reputation for being a finicky cartridge for a handloader as the bullets are often longer ogive than the bullets for longer throat cartridges like 6.5x47L or 6.5CM. That longer ogive makes them harder to get seated right and can be sensitive to how the chamber is cut. I believe this is changing, as the new 130 Bergers and ELD-Ms seem to be much more chambethroat friendly, with a ogive that is shorter but more compound and curved than the previous generation of 120s that spawned the finicky 123s. To make a 6.5G AR, you need a different barrel, different bolt (but not bolt carrier), and different magazines. That's it. Companies like Grendel Hunter have made good shooting Grendels much more accessible. It is also legal for hunting while some of the other options, like the .224 Valk, are not in many states. In short, I think 6.5G is good to go.
.224 Valkyrie
This is a new entry on the list from the last guide update. The Valk is a 6.8 SPC-like case necked down to 22 cal. It can push the 90gr SMK to 2700 FPS from a 24” barrel with impressive ballistics, with the trade to the Grendel being in less barrel life and less drop for less recoil. Valk had some growing pains with ammo quality control and throat reamers, but now seems to be pretty well sorted out. However, it is harder to find a well built Valkyrie upper, so you may be rolling your own build.
6 ARC
This is a brand new cartridge from Hornady that you can read about on 6ARC . It is essentially the same cartridge of the now 15+ year old 6AR – 6.5 Grendel necked down to 6mm. One change is that 6ARC has the shoulder pushed back every so slightly vs 6AR, ostensibly for ‘reliability’ (though it isn’t clear how), but more likely so that Hornady can get some claims to inventiveness and to keep you from chambering a Grendel in a 6AR barrel. One shady aspect is that Hornady did their marketing and advertising with promo videos comparing it to the 6.5 Grendel with the 123gr load. That load is what Hornady has chosen to offer the Grendel in, but which is inferior to the 130gr loads used in handloads and offered by some other companies in box ammo. Why Hornady willfully ignored the popular 130gr loadings and doesn’t offer Grendel ammo with their own 130gr ELD-M is anyone’s guess. The ballistics are already very well understood for this cartridge, and it will likely offer performance [somewhere inbetween Grendel and Valk](www.shooterscalculator.com/ballistic-trajectory-chart.php?t=730383ff), with velocities and barrel life to match. In short, they’re all basically the same for external ballistics. We don’t yet know who will be producing brass or what options there will be for ammo, or who will be offering barrels or rifles or uppers for sale, but Odin and CMMG are. 6AR and 6ARC has an advantage over Grendel in that you can buy flat based BR style bullets in 6mm that you can’t find in 6.5mm.
300 BLK/6.8 SPC
These are not long range rounds. Okay, so maybe they perform similarly to the 77 SMK 5.56 on paper or sometimes in practice. But they cost a lot. Ammo that does that is $1.65/pop for 300 BLK and $1.15/pop for 6.8 SPC. Okay, and 6.8 SPC isn't that much more expensive than the 77 SMK BHA ammo. And it's hunting ammo so it probably is pretty effective. But, as you can see, both of those options cost about the same as 6.5G and get crushed. It's going to be tough to get the other logistics worked out. What barrel are you going to use? I like long, high accuracy barrels. Not many of those in either 300 BLK or 6.8. I would not recommend this option, but it would be a fun YOLO build.
Wildcats
There are a lot of these. Some based on the 6.8 case, some based on the PPC case, some in 22 cal for 90gr bullets, some in 6mm... Most of these claim great ballistics but only because they haven't gone through pressure testing and SAAMI hasn't made them figure out bolt thrust numbers. 6.5G went through the same phases, with early data being outrageously hot and good looking on paper, and later data being 'neutered'. You can still get hot loads out of it, but it needs to be in a bolt gun because the AR-15 bolt can't handle that kind of force over and over again. In that way, some of these are better suited for AKs or the newer AR-10 bolt, AR-15 body hybrids. Or just ignore the wildcats. Most of them don't offer much over 6.5G anyways, and the load data and ammo availability is scarce.
Parts Guide
A long range gun needs sufficient barrel length to get the ballistics you want and barrel quality good enough that you can focus on wind and wind calls and not the inaccuracy of your rifle. In the same vein, you want to eliminate the ammo and human mechanics as much as possible, so typically LR shooters use match ammo and guns that are ergonomic, stable, and easy to shoot accurately.
Budget
Long range shooting can be expensive. A 'cheap' entry level build in 5.56 will likely run about $1000. I typically spend ~40% of the cost of the rifle on an optic, and with mount, that may total closer to $1500 for the complete rifle. Gator Grendel started off as a 'budget' 6.5G build before parts were quite so cheap and with a nice Shilen barrel, and was about $2500. Super Grendel was a more indulgent build and is coming pretty close to $4000. An off the shelf LMT SLK8 with a 20" Rock Creek cut rifled barrel set up for long range and with a monolithic upper will cost you around $2800. So get familiar with those kinds of numbers and pick your budget. Typically alternate cartridge LR builds will be a little more expensive (by $100-300) more than the equivalent 5.56 because the barrels tend to be more expensive and often the bolts alone cost as much as a 5.56 BCG.
Barrel
A few names to be familiar with: LaRue, Liberty, Criterion, Bartlein. There are other makes out there, but I feel these present the best rounding out of the options and that are widely available.
For any 5.56 build, the LaRue Stealth has a consistent high performer. ARFCOM has a running competition and it seems LaRues beat out Kriegers, Bartleins, and other high end makes and yet cost 1/2 to 1/3rd as much. Pretty remarkable. This will run you around $260 with options. They don’t claim to be lapped, but if you look at the borescope comparison posted in the intro, you can see the LaRues have very smooth bores. Maybe that is a clue to their secret sauce. They also seem to have some fancy chamber design to aide in extraction and parts longevity. Criterion also makes Hybrid stainless and chrome lined barrels, and HBARs, which are hand-lapped and come in a variety of lengths and configurations. These give you more flexibility than what the LaRues do. White Oak Armory and Compass Lake both offer reasonably priced .223 Wylde chambered Krieger and Bartlein barrels.
For 6.5G, there are a few options people like, but 6.5G is pretty finicky in terms of chambers, throats, and what it likes to eat. I am a super big fan of Criterion. They are known as the 'button rifled Kriegers', and I have three of them on my bolt guns that shoot like a house on fire. I have a Hybrid on my Grendel hunting rifle and it is a very good performer. Lots of people tinkering with accuracy have them on ARs and on bolt guns with consistently good results. $325 before options. An alternative is to go with a cut rifled Satern. Satern is who AA (originator of the cartridge) uses for their high end guns. Downside to Satern is the lead time, and they have had a good record in the AMAX age, and a mixed record in the ELD age. They're also $150 more expensive and I suspect a Criterion will shoot at least as good. Another option is the Liberty barrel – a button rifled Satern that doesn’t appear to be hand lapped, but is what many well reviewed nicer Grendel uppers use as the base for their uppers like Atheris and Grendel Hunter. Another option is Odin Works – which have been in the Grendel game for a while and offer hand-lapped barrels that might be similar in quality to the Criterions.
Criterion also makes .224 Valkyrie barrels, and Odin makes 6ARC barrels.
For 6.5G, Bartlein and Krieger are the premier cut rifled makes, and Lilja is available as a button rifled make. Prepare for sticker shock. The Bartlein I bought to replace the Shilen I had and didn't like... by the time I added a gas tube, block, painting, threading, and a brake... it was over $800. It rocks my world, but boy is it expensive.
Precision Firearms also now offers .224 Valk and 6ARC Bartleins, Kriegers, Liljas, and Criterions.
Triggers
Geissele SSA-E - $250 with LPK and stock included, or $230-240 normally. Sometimes you can get them on sale as cheap as $180 like around Black Friday. This is one of the best triggers in the industry. It's 2 stage, reasonably light, breaks sharp, and is dead reliable. You look at Geissele's product lineup and see an even more expensive, even more trick trigger... the HS NM trigger... and think 'if I'm going to splurge, I should get the best'. Don't. The HS NM is adjustable and can really ruin your day if you fuck it up. Too little engagement, it will double fire. Too much engagement, it will suck. Move it to another receiver, it double fires again and has an inconsistent pull and fucks your shots up.... just don't. It's an expert level trigger.
LaRue MBT-2S - $80. Since the last iteration of this guide, I replaced both my HS NM and my SSA-E with MBT-2S triggers. They’re reliable, feel great, and you don’t feel guilty about them. I have both the straight shoe and the curved shoe versions, and between them, the curved shoe is the way to go. It isn’t a super strong curve – just a slight curve – and just enough to keep the pull weight down and the finger contact good.
Optic Choices
There are lots of good optics on the market. All of these are FFP, and have christmas tree reticles. Keep an eye on the optic sales thread
$400 price point – Liberty Optics has Vortex Diamondback Tactical 4-16x ($315) and 6-24x ($350) optics. FFP, reasonably good tracking, good entry level glass, side focus, backed by Vortex. $400 – Athlon Argos BTR II 6-24x. Refresh of the Argos BTR but with better turrets and a zero stop.
$500 price point – Athlon Helos BTR 6-24x, upgrade in glass over the Argos.
Under $1000 – Athlon Midas TAC 6-24x, head and shoulders upgrade over the Diamondback Tactical glass and the original PST I. Vortex Strike Eagle 5-25x56mm – This is a tactical refresh of the PST II 5-25x and has some feature advantages over the PST II, but the glass is the same as the Diamondback Tactical glass. Athlon Ares BTR II – Refresh of the BTR, feature competitor to the PST II but with a wider magnification range and maybe even better glass. Vortex PST II 5-25x – Great and very popular scope scope, which you can read the reviews of compared to the SIII 6-24x and Bushnell Forge down this review tree. And the new S-TAC 4-20x.
$1500 price point – There is a new king here – it is the Athlon Ares ETR. This is the scope to buy if you are shopping around $1000 or just a little north. Typical street price is $1100-1200 and it is well worth it. Excellent optics, tracking, and features.
$2000 price point – Athlon Cronus BTR – the Athlon flagship optic with similar glass to the Razor HD II and similar features. Street price is around $1600. Vortex Razor HD II 4.5-27x. This is the go-to optic for many competitors. Excellent everything. Used to be around $2700, but nowadays you can pick them up new for around $1700-2000 and used for around $1500-1600.
$2000+ - Kahles K525i, ZCO ZC527, S&B PM II, you should have already been doing homework.
Optic Mounts
You want a single piece cantilever mount. The AR-15 receiver typically does not have enough rail to give good eye relief, so a 1"+ extension is usually good for getting the scope into a usable position. Cheap:
SWFA SSALT
Burris AR PEPR
The SSALT uses sleeves, the PEPR does not and looks like a chunk of aluminum. SSALT is my preference, though both have worked well for me. Not Cheap:
Warne 20 MOA Skeletonized
AD Recon 20 MOA Q/D - American Made, excellent fit/finish, comes canted, good QD.
Vortex Precision 20MOA cantilever mount
LaRue SPR mounts
Spuhr
Furniture
I have played with a few options:
Magpul PRS - This is an okay choice and very popular. It is heavy and a bit pricey, but the cheek riser and the LOP is easy to set. It has an angled toe for adjustability in a bag. Has m-lok slots on the bottom.
LMT DMR – This is very similar to the Magpul PRS Gen II, but more expensive, QD cups, very slightly different ergos, and a wide cheekpiece. It has a flat toe for straight back tracking. Has a shrouded pic-rail on the bottom.
LuthAR MBA-1 – This is a bit different to the other stocks in that it doesn’t have adjustment wheels for LOP and cheek height, but has thumb screws that clamp the adjustments in place. Does not have a pic rail segment for a monopod but some other makers have pic rail segments that attach to the rear and are very effective for holding a monopod.
A2 stock – This is the traditional M16 stock and it is highly effective as a LR rifle stock. To maximize for that usage, you can get a sling-stud rather than a sling loop so that it rides bags better.
Building
I'm not going to go over building an AR. There are lots of resources for this. I will, however, give you some tips. Putting together the AR is pretty cheap and easy... except for the barrel and muzzle device. Both of these have pitfalls. To mount a muzzle device, you should put the torque on the barrel and only on the barrel. That means a Geissele reaction rod, Magpul BEV block, or barrel vise. People often do this by clamping the receiver. I do it too. It's not a great idea. People end up breaking pins and bending receivers and unscrewing the barrel from the extension. To mount a barrel, this is the step that requires the most care, forethought, and tools. It requires a vice, nut compatible wrench depending on your nut design, careful application of specially chosen grease, careful alignment, special action block (or reaction rod from above), knowledge of how torque works, and ideally, headspace gauges. If you aren't careful, you can fuck up the nut, receiver, or barrel (if you're very, very special). That can add up to a good bit of money. You may consider paying a gunsmith to correctly install the barrel and muzzle device. It shouldn't cost much and should be a lot cheaper than doing it yourself, unless your gunsmith is gouging. Good receiver to barrel extension fit is crucial to avoid stringing. This can be achieved by freeze fit a tight extension, shim fitting, or epoxy bedding. It is common for, at a minimum, high temp blue loctite to be used for this purpose. It is also important to improve rigidity of the whole system. Because of the slower lock time on the triggers, ARs can be more difficult to shoot accurately. Rigid handguards, rigid fit to the receiver, and tight fit to the lower are all things that help reduce stringing off a bipod or inconsistent shooting position/pressure.
End
If you want clarification or expansion on a topic, I can add it in post.
Trollygag's Noob Guide to the 1000 Yard AR-15 (Update)
Foreword:
This was originally written in 2017, but I have updated it to be in line with new entries into the market. These opinions are based off my own experiences with my own rifles as a long range, non-competitive shooter. These opinions should be largely uncontroversial to the folks who shoot long range, but this is an attempt to codify it rather than having to repeat on every ask. The guide is targeted for the uninitiated wanted to purchase their first 'long range' rifle and get their feet wet. If you are a competitive shooter, you know more about your sport than I do, and this guide really isn't for you. Prices and ballistics are current as of July 5, 2020.
Good 1000 yard ballistics are hard to get in an AR-15. Even harder if you want it semi-auto as well and want it in a dinky cartridge. You know when you sneeze in a stream of sunlight and dust goes swirling through the air? That's what shooting 223 Rem is like. Semi-auto is worse as you can't use a lot of the 80gr+ class bullets that beat the wind better than the common 77gr SMK. I shoot on a 20" Rock Creek barreled LMT SLK8 at 1000 yards every once in awhile, and it is tough to see impacts, tough to make wind calls, tough to hear hits, just tough in general. The round goes subsonic at about 850 yards. It has to contend with 11 feet of windage for every 10mph of wind/gust. That is brutal. Cost-wise, yea, there are some cheap options out there for brass case plinking ammo, but box match ammo costs over $1/round and isn't any cheaper than other options. Handloading can save money as bullets and powder charges are typically cheap, but to save money with handloading, the 77 SMKs that are super popular in box ammo are out of the running due to cost. Fortunately, you can make up some ground with the cheaper 22 cal ELD-Ms or HPBTs if you can get the seating depth right. I think the newer Hornady bullet options are going to make the 223 Rem/5.56 shine as good as it ever will semi-auto. Then if you want to do some careful load development and shoot single-shot (turn off gas system, for example), then you can really get some decent ballistics.
6.5 Grendel
There are box ammo options like Federal Gold Medal Berger and the Hornady Black that will get you to 1000 yards pretty easily and stay supersonic out to 1150 yards. These cost $1 to $1.25/round depending on how much wind beating you want. Best case, 7.5 feet of windage for every 10 mph of wind/gust. Except for some of the top heavyweight bullets (think ammo at $2.50/round) out there for 308 Win, those 6.5G box options will beat just about any other 308 Win match ammo options. Pretty good. There is also $0.22-0.24/round cheap steel case, steel jacket plinking ammo. There are also $0.70/round brass case ammo options. Unfortunately, there is nothing in-between. There is no FMJ brass case options at $0.35-0.50/round like there are in 308 Win or 5.56. 6.5G is becoming more common in stores, which is great. The box ammo is also really good. However, it has a reputation for being a finicky cartridge for a handloader as the bullets are often longer ogive than the bullets for longer throat cartridges like 6.5x47L or 6.5CM. That longer ogive makes them harder to get seated right and can be sensitive to how the chamber is cut. I believe this is changing, as the new 130 Bergers and ELD-Ms seem to be much more chambethroat friendly, with a ogive that is shorter but more compound and curved than the previous generation of 120s that spawned the finicky 123s. To make a 6.5G AR, you need a different barrel, different bolt (but not bolt carrier), and different magazines. That's it. Companies like Grendel Hunter have made good shooting Grendels much more accessible. It is also legal for hunting while some of the other options, like the .224 Valk, are not in many states. In short, I think 6.5G is good to go.
.224 Valkyrie
This is a new entry on the list from the last guide update. The Valk is a 6.8 SPC-like case necked down to 22 cal. It can push the 90gr SMK to 2700 FPS from a 24” barrel with impressive ballistics, with the trade to the Grendel being in less barrel life and less drop for less recoil. Valk had some growing pains with ammo quality control and throat reamers, but now seems to be pretty well sorted out. However, it is harder to find a well built Valkyrie upper, so you may be rolling your own build.
6 ARC
This is a brand new cartridge from Hornady that you can read about on 6ARC . It is essentially the same cartridge of the now 15+ year old 6AR – 6.5 Grendel necked down to 6mm. One change is that 6ARC has the shoulder pushed back every so slightly vs 6AR, ostensibly for ‘reliability’ (though it isn’t clear how), but more likely so that Hornady can get some claims to inventiveness and to keep you from chambering a Grendel in a 6AR barrel. One shady aspect is that Hornady did their marketing and advertising with promo videos comparing it to the 6.5 Grendel with the 123gr load. That load is what Hornady has chosen to offer the Grendel in, but which is inferior to the 130gr loads used in handloads and offered by some other companies in box ammo. Why Hornady willfully ignored the popular 130gr loadings and doesn’t offer Grendel ammo with their own 130gr ELD-M is anyone’s guess. The ballistics are already very well understood for this cartridge, and it will likely offer performance [somewhere inbetween Grendel and Valk](www.shooterscalculator.com/ballistic-trajectory-chart.php?t=730383ff), with velocities and barrel life to match. In short, they’re all basically the same for external ballistics. We don’t yet know who will be producing brass or what options there will be for ammo, or who will be offering barrels or rifles or uppers for sale, but Odin and CMMG are. 6AR and 6ARC has an advantage over Grendel in that you can buy flat based BR style bullets in 6mm that you can’t find in 6.5mm.
300 BLK/6.8 SPC
These are not long range rounds. Okay, so maybe they perform similarly to the 77 SMK 5.56 on paper or sometimes in practice. But they cost a lot. Ammo that does that is $1.65/pop for 300 BLK and $1.15/pop for 6.8 SPC. Okay, and 6.8 SPC isn't that much more expensive than the 77 SMK BHA ammo. And it's hunting ammo so it probably is pretty effective. But, as you can see, both of those options cost about the same as 6.5G and get crushed. It's going to be tough to get the other logistics worked out. What barrel are you going to use? I like long, high accuracy barrels. Not many of those in either 300 BLK or 6.8. I would not recommend this option, but it would be a fun YOLO build.
Wildcats
There are a lot of these. Some based on the 6.8 case, some based on the PPC case, some in 22 cal for 90gr bullets, some in 6mm... Most of these claim great ballistics but only because they haven't gone through pressure testing and SAAMI hasn't made them figure out bolt thrust numbers. 6.5G went through the same phases, with early data being outrageously hot and good looking on paper, and later data being 'neutered'. You can still get hot loads out of it, but it needs to be in a bolt gun because the AR-15 bolt can't handle that kind of force over and over again. In that way, some of these are better suited for AKs or the newer AR-10 bolt, AR-15 body hybrids. Or just ignore the wildcats. Most of them don't offer much over 6.5G anyways, and the load data and ammo availability is scarce.
Parts Guide
A long range gun needs sufficient barrel length to get the ballistics you want and barrel quality good enough that you can focus on wind and wind calls and not the inaccuracy of your rifle. In the same vein, you want to eliminate the ammo and human mechanics as much as possible, so typically LR shooters use match ammo and guns that are ergonomic, stable, and easy to shoot accurately.
Budget
Long range shooting can be expensive. A 'cheap' entry level build in 5.56 will likely run about $1000. I typically spend ~40% of the cost of the rifle on an optic, and with mount, that may total closer to $1500 for the complete rifle. Gator Grendel started off as a 'budget' 6.5G build before parts were quite so cheap and with a nice Shilen barrel, and was about $2500. Super Grendel was a more indulgent build and is coming pretty close to $4000. An off the shelf LMT SLK8 with a 20" Rock Creek cut rifled barrel set up for long range and with a monolithic upper will cost you around $2800. So get familiar with those kinds of numbers and pick your budget. Typically alternate cartridge LR builds will be a little more expensive (by $100-300) more than the equivalent 5.56 because the barrels tend to be more expensive and often the bolts alone cost as much as a 5.56 BCG.
Barrel
A few names to be familiar with: LaRue, Liberty, Criterion, Bartlein. There are other makes out there, but I feel these present the best rounding out of the options and that are widely available.
For any 5.56 build, the LaRue Stealth has a consistent high performer. ARFCOM has a running competition and it seems LaRues beat out Kriegers, Bartleins, and other high end makes and yet cost 1/2 to 1/3rd as much. Pretty remarkable. This will run you around $260 with options. They don’t claim to be lapped, but if you look at the borescope comparison posted in the intro, you can see the LaRues have very smooth bores. Maybe that is a clue to their secret sauce. They also seem to have some fancy chamber design to aide in extraction and parts longevity. Criterion also makes Hybrid stainless and chrome lined barrels, and HBARs, which are hand-lapped and come in a variety of lengths and configurations. These give you more flexibility than what the LaRues do. White Oak Armory and Compass Lake both offer reasonably priced .223 Wylde chambered Krieger and Bartlein barrels.
For 6.5G, there are a few options people like, but 6.5G is pretty finicky in terms of chambers, throats, and what it likes to eat. I am a super big fan of Criterion. They are known as the 'button rifled Kriegers', and I have three of them on my bolt guns that shoot like a house on fire. I have a Hybrid on my Grendel hunting rifle and it is a very good performer. Lots of people tinkering with accuracy have them on ARs and on bolt guns with consistently good results. $325 before options. An alternative is to go with a cut rifled Satern. Satern is who AA (originator of the cartridge) uses for their high end guns. Downside to Satern is the lead time, and they have had a good record in the AMAX age, and a mixed record in the ELD age. They're also $150 more expensive and I suspect a Criterion will shoot at least as good. Another option is the Liberty barrel – a button rifled Satern that doesn’t appear to be hand lapped, but is what many well reviewed nicer Grendel uppers use as the base for their uppers like Atheris and Grendel Hunter. Another option is Odin Works – which have been in the Grendel game for a while and offer hand-lapped barrels that might be similar in quality to the Criterions.
Criterion also makes .224 Valkyrie barrels, and Odin makes 6ARC barrels.
For 6.5G, Bartlein and Krieger are the premier cut rifled makes, and Lilja is available as a button rifled make. Prepare for sticker shock. The Bartlein I bought to replace the Shilen I had and didn't like... by the time I added a gas tube, block, painting, threading, and a brake... it was over $800. It rocks my world, but boy is it expensive.
Precision Firearms also now offers .224 Valk and 6ARC Bartleins, Kriegers, Liljas, and Criterions.
Triggers
Geissele SSA-E - $250 with LPK and stock included, or $230-240 normally. Sometimes you can get them on sale as cheap as $180 like around Black Friday. This is one of the best triggers in the industry. It's 2 stage, reasonably light, breaks sharp, and is dead reliable. You look at Geissele's product lineup and see an even more expensive, even more trick trigger... the HS NM trigger... and think 'if I'm going to splurge, I should get the best'. Don't. The HS NM is adjustable and can really ruin your day if you fuck it up. Too little engagement, it will double fire. Too much engagement, it will suck. Move it to another receiver, it double fires again and has an inconsistent pull and fucks your shots up.... just don't. It's an expert level trigger.
LaRue MBT-2S - $80. Since the last iteration of this guide, I replaced both my HS NM and my SSA-E with MBT-2S triggers. They’re reliable, feel great, and you don’t feel guilty about them. I have both the straight shoe and the curved shoe versions, and between them, the curved shoe is the way to go. It isn’t a super strong curve – just a slight curve – and just enough to keep the pull weight down and the finger contact good.
Optic Choices
There are lots of good optics on the market. All of these are FFP, and have christmas tree reticles. Keep an eye on the optic sales thread
$400 price point – Liberty Optics has Vortex Diamondback Tactical 4-16x ($315) and 6-24x ($350) optics. FFP, reasonably good tracking, good entry level glass, side focus, backed by Vortex. $400 – Athlon Argos BTR II 6-24x. Refresh of the Argos BTR but with better turrets and a zero stop.
$500 price point – Athlon Helos BTR 6-24x, upgrade in glass over the Argos.
Under $1000 – Athlon Midas TAC 6-24x, head and shoulders upgrade over the Diamondback Tactical glass and the original PST I. Vortex Strike Eagle 5-25x56mm – This is a tactical refresh of the PST II 5-25x and has some feature advantages over the PST II, but the glass is the same as the Diamondback Tactical glass. Athlon Ares BTR II – Refresh of the BTR, feature competitor to the PST II but with a wider magnification range and maybe even better glass. Vortex PST II 5-25x – Great and very popular scope scope, which you can read the reviews of compared to the SIII 6-24x and Bushnell Forge down this review tree. And the new S-TAC 4-20x.
$1500 price point – There is a new king here – it is the Athlon Ares ETR. This is the scope to buy if you are shopping around $1000 or just a little north. Typical street price is $1100-1200 and it is well worth it. Excellent optics, tracking, and features.
$2000 price point – Athlon Cronus BTR – the Athlon flagship optic with similar glass to the Razor HD II and similar features. Street price is around $1600. Vortex Razor HD II 4.5-27x. This is the go-to optic for many competitors. Excellent everything. Used to be around $2700, but nowadays you can pick them up new for around $1700-2000 and used for around $1500-1600.
$2000+ - Kahles K525i, ZCO ZC527, S&B PM II, you should have already been doing homework.
Optic Mounts
You want a single piece cantilever mount. The AR-15 receiver typically does not have enough rail to give good eye relief, so a 1"+ extension is usually good for getting the scope into a usable position. Cheap:
SWFA SSALT
Burris AR PEPR
The SSALT uses sleeves, the PEPR does not and looks like a chunk of aluminum. SSALT is my preference, though both have worked well for me. Not Cheap:
Warne 20 MOA Skeletonized
AD Recon 20 MOA Q/D - American Made, excellent fit/finish, comes canted, good QD.
Vortex Precision 20MOA cantilever mount
LaRue SPR mounts
Spuhr
Furniture
I have played with a few options:
Magpul PRS - This is an okay choice and very popular. It is heavy and a bit pricey, but the cheek riser and the LOP is easy to set. It has an angled toe for adjustability in a bag. Has m-lok slots on the bottom.
LMT DMR – This is very similar to the Magpul PRS Gen II, but more expensive, QD cups, very slightly different ergos, and a wide cheekpiece. It has a flat toe for straight back tracking. Has a shrouded pic-rail on the bottom.
LuthAR MBA-1 – This is a bit different to the other stocks in that it doesn’t have adjustment wheels for LOP and cheek height, but has thumb screws that clamp the adjustments in place. Does not have a pic rail segment for a monopod but some other makers have pic rail segments that attach to the rear and are very effective for holding a monopod.
A2 stock – This is the traditional M16 stock and it is highly effective as a LR rifle stock. To maximize for that usage, you can get a sling-stud rather than a sling loop so that it rides bags better.
Building
I'm not going to go over building an AR. There are lots of resources for this. I will, however, give you some tips. Putting together the AR is pretty cheap and easy... except for the barrel and muzzle device. Both of these have pitfalls. To mount a muzzle device, you should put the torque on the barrel and only on the barrel. That means a Geissele reaction rod, Magpul BEV block, or barrel vise. People often do this by clamping the receiver. I do it too. It's not a great idea. People end up breaking pins and bending receivers and unscrewing the barrel from the extension. To mount a barrel, this is the step that requires the most care, forethought, and tools. It requires a vice, nut compatible wrench depending on your nut design, careful application of specially chosen grease, careful alignment, special action block (or reaction rod from above), knowledge of how torque works, and ideally, headspace gauges. If you aren't careful, you can fuck up the nut, receiver, or barrel (if you're very, very special). That can add up to a good bit of money. You may consider paying a gunsmith to correctly install the barrel and muzzle device. It shouldn't cost much and should be a lot cheaper than doing it yourself, unless your gunsmith is gouging. Good receiver to barrel extension fit is crucial to avoid stringing. This can be achieved by freeze fit a tight extension, shim fitting, or epoxy bedding. It is common for, at a minimum, high temp blue loctite to be used for this purpose. It is also important to improve rigidity of the whole system. Because of the slower lock time on the triggers, ARs can be more difficult to shoot accurately. Rigid handguards, rigid fit to the receiver, and tight fit to the lower are all things that help reduce stringing off a bipod or inconsistent shooting position/pressure.
End
If you want clarification or expansion on a topic, I can add it in post.
The Dota 2 map is divided into the Radiant (green and full of life) and Dire (dark and dying) sides. Summoner's rift has mirrored jungles and symmetric lanes. Dota 2 jungle camps are asymmetric in their arrangement and the lanes are asymmetric in tower positions. There are no bushes to hide in but there are trees to hide behind, but these trees can be cut down. The Radiant offlane is the top lane and the Radiant safe lane is the bottom lane. The Dire offlane is the bottom lane and the Dire safe lane is the top lane. An important thing to note in Dota 2 is that here is a difference in Height. The height of the ground on which you stand also affects yours and your allied wards' line of sight. Your ranged auto attacks don't miss but enemies can avoid them either by disjointing them or building an item that grants evasion.
Lanes and Roles
Role distribution is not the same for every game. In League of Legends, most champs are set into one single role (although a lot more champs are able to flex, Riot tries hard to prevent this). In Dota 2, however, you will see a wide variety of heroes go into a wide variety of roles. To simplify it, Dota divides the roles by farm priority into positions 1 through 5.
Position 1 is generally your hard carry - your most typical win condition. They typically have abilities or stats that scale hard granting them a spike in power later in the game, which means you get the best value for your gold.
You can correlate this role to that of an ADC.
Position 2 is your mid. Mid is usually a more skill based match up since it typically is 1 versus 1. The type of heroes that play mid are ones that can counter the enemy draft or make impactful plays by dictating the tempo of the game. To enable this, it is typically picked last in the draft.
Position 3 is best described as your utility, jack of all trades, and generally goes into the offlane. They are usually picked much earlier and they needs to fit into a game plan. Some drafts need a tanky frontliner or a hero that can enable the team with auras (either items or abilities) or hard CC's to initiate team fights or get picks, etc.,
Position 4 is your "soft" support. Not hard bound to any particular lane, it generally is a hero that doesn't need much experience or gold to get active on the map. This role focuses more on reading the overall movements and progression between the teams and looks for opportunities to kill, save or get objectives. This position compliments the offlaner in building low cost utility and mobility items. In games that go late, you might see them fill some of the original position 3 requirements, while the position 3 tries to scale further.
Position 5 is your "hard" support. The support most focused on securing the lanes for your win condition, the hard carry. There are a lot of things you can do to manipulate a lane that you can't do in other games, and since position 5 will be getting very little xp or gold, that's where they specialize. You usually lane with the position 1. This is most often the most misunderstood role. You don't trade in gold and xp as much as opportunity and information. This is why pro team captains typically play position 5.
Heroes
Just like any MOBA, learning the heroes/champs and their abilities and their ranges takes time. You just need to play more games and get familiarized with them, or demo the heroes you see quite commonly picked in your ELO/MMR. In game, you can click on an enemy hero and your HUD changes to their HUD and you can see their abilities, cooldowns, damages, ranges (hover over the ability to see the range radius), scaling, etc., In Dota 2, Heroes are divided into three categories based on their stats - Strength (STR), Agility (AGI) and Intelligence (INT). Each hero has their own primary attribute. What you need to understand is:
Your primary attribute grants you damage (AD). So increase primary attribute to increase auto attack damage.
However, many heroes may not require high auto attacking (commonly referred to as right clicking in Dota) DPS and therefore may prefer other stats. For example, Nyx Assassin builds INT items such as Eul Scepter of Divinity, Dagon, etc.,
Get items that grant you STR stats to gain more raw HP.
Get items that grant you AGI stats to gain more attack speed.
Get items that grant you INT stats to gain more raw mana.
STR stats also grant you HP regen and Magic Resistance but by extremely tiny amounts
AGI stats also grant you Armor and Movement Speed but by extremely tiny amounts
INT stats also grant you Mana regen and Spell Amp but by extremely tiny amounts
So choose items accordingly to your needs.
Vision
Wards in Dota are a shared resource. Only a few are available in stock and they take a certain amount of time to restock. I don't want to mention numbers because a new patch might either change the cost or stock quantity or restocking duration.
Observer wards provide vision over a large area but the vision can be blocked by trees and does not see terrain higher than the place that you placed it on. So, preferably place them on high ground (there are certain marked locations on the map that are considered ideal warding spots - at least for low MMR). Unlike League, wards have an instant fade time, and you cannot see the enemy placing them unless you have true sight over that area. You may only assume that they have placed a ward based on their movement.
Sentry wards provide true sight to any allied vision over a smaller area than an observer ward (however, they do not provide vision unlike pink wards in League). Allied vision means that if an ally or an ally controlled unit or ally creeps or an allied observer ward has vision over that area, you can see invis units. Similar to observer wards, Unlike League, wards have an instant fade time, and you cannot see the enemy placing them unless you have true sight over that area. You may only assume that they have placed a ward based on their movement.
Dust of Appearance - can be used to reveal invisible units in a radius around its cast point. This is essential when chasing or fighting invisible heroes as it not only reveals them but also slows them down. Make sure to cast this almost instantly when enemies go invisible or if you last saw an enemy turn invisible and might be coming towards you. If they get farther away, they won't be affected by dust.
Smoke of Deceit - you can use this to shroud your allies in invisibility for some duration (a little over a minute). However, if an enemy appears within a certain radius from you, your invisibility breaks. Smoke ganks are used to hunt down an enemy that is farming in the jungle. It can also be used to detect if an invis hero is nearby (will not reveal them but you will get a general idea of their location, similar to Evelynn when she tries to charm you), as the smoke will break if that were to happen as well. However, make sure not to cast it in an area where enemies had vision of you. If they catch you attempting a smoke gank, they'd be wary and you might waste valuable time. It can also be used to tactically disjoint certain targeted projectiles in a pinch (Sniper's ult). An important thing to note is that, once covered in smoke, you are invisible even to sentry wards that you pass through.
Gem of True Sight - this is an item that provides true sight to the holder. It can reveal wards and enemies in a radius around you. However, beware, if you die while holding it, you will drop the item, the item when dropped grants true sight to all units within its radius. Enemies can pick this loot this item and use it for themselves. This cannot be placed in your backpack (backpack - items can be placed in these extra slots but you don't gain any of its stats or effects).
Keeping all these in mind, it would be helpful if you have vision in the areas adjacent to a lane to prepare for an incoming gank or to locate that pesky support laner who is trying to poke you. Ogre Magi has a fairly long range on his DoT ability so, try to stay away from him. However, if you're facing a naturally oppressive laner, try to either play it safe by pulling a side camp to farm safely or trying to poke down the harassing enemy so that he can kindly F off.
Wave Management
Wave management is another beast altogether in Dota. In League, the only wave manipulation is freezing, slow pushing and hard pushing. The only way to achieve this is to either hit minions or don't. In Dota, however, you have a lot more tools at your disposal to either freeze, slow push, hard push, cut waves altogether, etc., Rather than explaining how to freeze, slow push or hard push a wave, I'll explain the different techniques used because you can never achieve one or the other because the enemy laner can also counter it and manipulate the wave to their favour.
Body blocking - unlike League where the minions either ghost through you or teleport back to their position in the wave, in Dota, you can block the path of an allied creep by standing in front of them. When they run into you, they will try to walk around you. With enough practice, it becomes almost second nature for you to do this whenever the game starts. You can also do this to manipulate where the wave will meet for new waves of creeps. In some cases you'd want to not block so that the creeps reach the enemy tower, causing the wave to bounce back to you when the new wave arrives.
Creep Aggro - you can aggro the creeps by right clicking an enemy hero, no matter where they are on the map. If a creep is within a certain aggro radius around you, they will start rushing towards you. If an allied creep is nearby, walk away a bit until it de-aggros.
However, certain heroes have auto cast abilities - Drow Ranger, Clinkz, Viper, Silencer, etc., If you toggle auto cast and then auto attack an enemy, the creeps will aggro onto you. If you cast it as a spell by pressing the key each time, creeps won't aggro you, so you can get free poke on the enemy, although it's mana heavy.
Pulling side lanes - you can aggro an adjacent neutral camp and pull them out all the way into the lane. If timed correctly, the neutral camp will aggro an allied wave and your creeps will fight them. This allows you to cut a wave, and farm neutrals while also denying your own creeps to the enemy laner. However, even the enemy laner can do the same to counter what you are trying to achieve.
Cutting waves (backdoor) - similar to a singed playstyle where you backdoor and farm the enemy waves. This causes your allied wave to push, and prevents the enemy from pushing. This is extremely risky, and will work only for certain heroes like Axe (he's tanky and has good sustain). Enemies can counter this by calling for a gank or rotating to kill you. You can pull the enemy wave onto an adjacent neutral camp too, but you will have to de-aggro the enemy wave to farm them safely.
Courier, Shop and Items
Most people have a hotkey bound to opening the shop, purchasing an item that you have already stickied and getting it delivered to you by your courier. Since a recent major patch, every hero now has their own courier. Your courier can also be controlled as a unit, and you may have to do this sometimes to save your courier from getting sniped by enemies or if you need the courier to go to the secret shop to purchase certain items that can only be purchased from there. In some cases, you can also use your courier to deliver items to a teammate whose courier had been killed. I typically use F2 to select courier, F3 to deliver bought items, F4 to open the shop, F5 to buy the stickied items. You can Shift and Left-Click (default) an item in the shop to sticky it. Whenever you accrue enough gold to buy it, you'll hear an audio effect and you can see a gold outline around the item icon. You can Ctrl + Shift + Left-Click to select multiple items. My basic method is to:
Sticky an item
Buy it when I have enough gold with F5
Press F3 to get the courier to deliver it to me
This should be simple enough for low MMR games. There are four shops on the map, one on each team's fountain, and one secret shop each near a bounty rune spawn location. Certain powerful items or components can only be bought at the secret shop, but almost everything else can only be bought from the main shop at the fountain. Players can purchase from any of these shops (yes, even from enemy's fountain shop). Unless you or your courier is near the secret shop you cannot buy the stickied item with your hotkey. Some general tips for itemization, please take this with a grain of salt and don't use it for every game, this is low MMR thinking:
Boots
You've got low mobility and low armor - take Phase Boots.
Your abilities buffs movement speed (Bloodseeker) or scales with movement speed (Spirit BreakeBara) - take Phase Boots.
You have low mana pool but want to cast your spells quite often or are laning with an ally and want mana restoration - take Arcane Boots.
You want to gank a lot and gain out of combat regeneration and out of combat increased move speed - take Tranquil Boots.
You want raw stats and attack speed - Power Treads.
Power Treads has an active that allows you to switch between gaining STR or AGI or INTt stats. This might come in handy:
switch to INT before casting a spell or to deal more damage if you are an INT hero,
SWITCH to AGI for attack speed or damage if you are an AGI hero, and finally
switch to STR to be able to tank more damage or deal more damage if you are a STR hero.
You want to split push - Boots of Travel.
Please note that some items in Dota can be disassembled, for example, you can get Arcane Boots first, and much later you can disassemble it, and use its components to build Aether Lens (increased spell cast range, mana regen and raw mana) and Tranquil Boots (out of combat health regen and movement speed). A popular strat is to buy Mask of Madness for early to mid game farming, and then disassembling it late game to build Satanic and Butterfly with its components.
Laning Stat items - Bracers, Wraith Bands, Null Talismans
Generally buy these if you're a core player - Offlane, Midlane or Safe lane carry.
Each hero has their own primary attribute, buy the one accordingly - Bracer (STR), Wraith Band (AGI) and Null Talisman (INT).
Certain exceptions are if you are against an annoying spell caster with lots of magic damage, go for Bracers for the MR. Heroes to be wary of are Leshrac, Skywrath Mage, etc.,
Laning Regen Items
Tango - essential for early game health regen
Please note that you can share this with allies, instead of targeting a tree with this item, target your ally to give it to them
Enchanted Mango - if you need mana instantly to cast a spell
Similar to Tango, Mango can also be shared, Ctrl+Left-Click the mango and then Left-Click your ally to give it to them. This is actually quite busted in situations where you know your ally has an important ability that can win you the fight or secure the kill but he or she may not have the mana for it. Enemies may not see this coming.
Faerie Fire - if you need a little bit of health instantly to survive that last auto attack damage
Healing Salve - if you need a significantly larger health regeneration
Please note that if you take damage from either an enemy Hero or their summoned units or Roshan (the one and only raid boss of Dota), the healing stops.
Clarity - if you need an increased mana regen for a prolonged duration
Please note that if you take damage from either an enemy Hero or their summoned units or Roshan, the bonus mana regen stops.
Soul Ring - sacrifice some HP to gain bonus temporary mana
Pick these on spam heavy heroes like Bristleback, Timbersaw, Tinker, etc.,
Pick these on heroes that have low mana pool but are tanky with decent health regen to make up for the health loss incurred when using this item
Magic Stick or upgrade to Magic Wand - gains a charge for each enemy ability cast, activate this at any time to restore HP and Mana per charge (max 20 charges)
If you're laning against said spam heavy champs like the above, this will gain charges really fast and grant you a significant HP and Mana restore, almost as much as the Heal summoner spell in League.
Aura Items
Ring of Basilius - Mana Regen for allies
Buckler - Armor to allies
Headdress - Health Regen to Allies
Vladimir's Offering - AoE lifesteal, mana and armor to allies
Drum of Endurance - similar to Sivir's ult (has six charges) and provides passive attack speed buff to allies
Farming Items
Maelstrom if you've high attack speed or are ranged - similar to Statikk Shiv but uses RNG instead of charge based system
Battle Fury if enemies have illusion heroes or if you have low attack speed and are melee (cannot be used on ranged heroes) - Similar to the Tiamat in League
Mask of Madness - cheaper option and lifesteal, can use components for satanic and butterfly later (however, beware as this item silences you and reduces your armor when you activate it).
Armlet of Mordiggan - if you gain buffs with HP loss or if you have enough sustain (typically picked on STR heroes)
Hand of Midas if you have the damage and sustain or if you don't plan on AFK farming in jungle.
Radiance - if you can get enough gold for it fast enough and have mostly single target damage
Ganking Items
Urn of Shadows - gains a charge for each enemy death around you, consume charge to either heal ally or deal DoT to enemy
Upgrade to Spirit Vessel for increased stats and regen/DoT
Shadow Blade - makes you invisible
Silver Edge - upgrade shadow blade, allowing you to break (disable passives) an enemy when you attack them from invis
Rod of Atos - root an enemy from quite a long distance
Eul Scepter - lift an enemy airborne to prevent them from escaping, you can use this to combo with your abilities to CC them for longer
Orchid Malevolence - to silence an enemy, for those pesky escape enemies or the ones that have some kinda immunity abilities
Upgrade to Bloodthorn for damage and crits.
Scythe of Vyse - hex (polymorphise) an enemy (quite expensive and is considered a late game item and typically picked up by INT heroes)
Nullifier - mute (prevent them from using items) an enemy
Diffusal Blade - this is not exactly a ganking item, but is a chasedown item and is bought on heroes that have either illusions (clones) or high attack speed to burn enemy mana - use active to slow them down greatly
Damage Items
Monkey King Bar - if enemies have evasion or are quite tanky (MKB has a high chance to deal bonus magic damage)
Daedalus - if you want raw damage and fat crits
Abyssal Blade - if you want to bash (mini-stun) enemies or blink CC them (has an active)
Divine Rapier - please don't buy! (jokes aside, if you're confident you will not die when you have this item, go for it. If you die, enemies can pick it up)
Defensive Items
Enemies doing a LOT of burst Physical or Magical damage - Blade Mail (has an active similar to Rammus reflect damage but stronger)
Alternatively, you can go for Aeon Disk that is similar to a Taric ult that instantly procs damage immunity if your health drops below a certain percentage. You gain damage immunity but also deal no damage.
You need AoE damage reduction for your allies - Crimson Guard
You need AoE MR for your allies - Pipe of Insight
You need AoE armor and attack speed for allies - Assault Cuirass
You need CC immunity from most CC spells - BKB (this item is almost essential on a core hero if enemies have a lot of lockdowns or bursty magic damage that do not penetrate spell immunity)
You need targeted spell immunity - Linken's Sphere (similar to Edge of Night or Banshee's Veil but cannot be broken by auto attacks or AoE Spells)
You are a ranged hero and need to instantly kite away from an enemy who jumps onto you - Hurricane Pike
You need immunity from physical damage - Ghost Scepter
Support / Utility Items (not mentioning the basic detection and vision items)
Force Staff - to push an ally or enemy in the direction they're facing
Glimmer Cape - grant yourself or an ally in invisibility for a short duration, disjoints certain projectiles
Solar Crest - grant an ally armor and attack speed or remove armor and attack speed from an enemy
Lotus Orb to reflect targeted spells back to the caster
Aether Lens - increase spell cast range and mana regen
Heaven's Halberd - disarm an enemy
Meteor Hammer - channel to summon a meteor that strikes the targeted location - use it to combo CC an enemy or to push towers
Mekansm - AoE heal
Upgrade along with Arcane Boots to get AoE mana and HP heal
This should get you going in general. The best thing you can do is to actually search for a hero on the Dota 2 Wiki page and go to the counters tab. They will show you which hero counters the selected hero and why or how, which heroes the selected hero counters and why or how, synergies with other heroes and items that counter them. This way, itemisation and drafting becomes so much simpler for targeting a specific enemy pick.
Town Portal Scrolls and Boots of Travel
In Dota 2, you either walk all the way to base or teleport there with either a TP Scroll or Boots of Travel. There are few heroes with some form of teleportation abilities but this section only talks about the 90% of the other heroes that don't, and how they could get around the map. Most of the time, you do not need to go back to your base unless you have very low HP or mana or need to defend the base or if your courier died and you need items. Town Portal Scrolls (TP Scrolls) are items that you can purchase for 50 gold (at the moment). You can cast them for 75 mana, allowing you to channel for 3 seconds to teleport to an allied structure - towers, barracks, other misc structures in base and the Ancient (Nexus). Teleporting to an ally controlled outpost takes a minimum of 6 seconds. Note that multiple units teleporting to the same structure adds a bonus 2 second channel time penalty and 0.5 second for each unit after that. Teleporting cannot be interrupted unless the unit is CC'd in place. Silencing or displacing the unit with Force Staff or Drow Ranger's Gust does not interrupt the teleport. They have a cooldown of 80 seconds and you can purchase as many as you want. These are the most essential mobility items as you can teleport to another lane for a surprise gank. Knowing if your enemy laner is missing and reporting as such is extremely crucial. If your ally in another lane is in a compromising position, you need to teleport there to try and help counter gank or save your ally (usually done by supports, cores usually teleport if securing a kill or saving the ally or tower is worth more than the farm they would get by staying in lane). Boots of Travel is tier 2 boots that allow you to teleport to every location that a TP Scroll can get you to but also to any allied unit that is not a hero (unless you upgrade it). However, unlike League, if the enemy kills the creep that you are teleporting to, your teleportation is interrupted and goes into cooldown. Unlike a TP Scroll, this has a 45 second cooldown but costs the same amount of mana. Boots of Travel's teleportation cooldown is not shared with TP Scrolls. Teleportation also helps if you need to escape in a jiffy. If the enemies have already blown their CC's you can try to immediately teleport back to base by double tapping the TP Scroll or Boots of Travel. Taking damage does not cancel your teleportation unlike League of Legends.
Neutral Items, Jungle Camps and Roshan
Unlike League of Legends, you don't get any buff for killing a specific jungle camp. Each camp has a specific tier and there are a wide variety of neutral creeps that can be spawned inside them. There aren't any fixed Wolves, Krugs, Raptors, Gromp, etc., camps. Unlike in League of Legends where the jungle monsters, drakes, Rift Herald and Baron Nashor will lose Patience if you aggro it out of its camps causing them to quickly restore HP, neutral creeps and Roshan do not lose patience but will de-aggro if they are too far from their camp. They do not restore HP at a rapid rate upon returning to the camp. This makes disengaging from taking Roshan risky because leaving the pit momentarily does not make it harder for an enemy team to slay it as you would have "leashed" it for them. There is an old "bug" or feature, which is considered an essential macro feature in Dota 2 right now called Creep Stacking. Neutral creeps spawn within their camps at the minute mark. Holding Alt shows you the bounds of the jungle camp (holding Alt also shows you the true sight radius of sentry wards and the range of towers). If you can manage to aggro the neutral creeps out of this spawn box, such that, the spawn box is empty (no creeps, no units, no heroes and no wards) at the minute mark, new neutral creeps will spawn. If you have done this perfectly and yet no neutral units spawned, then you can safely assume that there is an enemy ward in that box. This is one way to prevent an enemy from stacking and farming, also called blocking camps. Ideally, with enough skill, you can double stack or even triple stack these camps. Some heroes have abilities that allow you to stack for more (looking at Admiral Bulldog's Kunkka clip, among many other heroes). This allows you to farm more gold and experience in shorter amount of time than you would be able to in League. However this also requires awareness of the in game time and your surroundings. Neutral Items are items looted from jungle camps, you do not pay for them. You have a dedicated item slot for neutral items, and they are shareable with your teammates. There is also a neutral stash in your base, that you can teleport the items to if you do not need it. Your allies can choose from there should they decide to do so. You can only have one neutral item, any extra items will be sent to your backpack and are disabled as all items in the backpack usually are. Neutral items are divided into 5 tiers. Tiers 1, 2, 3, 4 and 5 start spawning from minutes 7, 15, 25, 40 and 60 respectively. These items will drop up to a maximum of four per tier. If you have not obtained 4 neutral items by the time the next tier has started to drop, you will still be able to get the previous tier items, but RNG will prefer to drop higher tier items first. Tier 5 items are extremely powerful and it's a matter of who gets the neutral item first or better neutral item that decides the game. These items are designed to help end the game with this huge item power spike. Roshan is the only main raid boss objective in Dota 2 unlike League where you have the Elemental Drakes, Rift Heralds and Baron Nashor. Roshan drops a few items upon death.
Every time Roshan is slain, the Aegis of the Immortal is dropped
Note that unlike League where only the killing team is able to pick up the eye of the Herald, any hero can pick up or any unit can deny (destroy) the Aegis of Immortal
The second time onwards that Roshan is slain, Cheese is dropped
The third time onwards that Roshan is slain, either the Refresher Shard or Aghanim's Blessing is dropped (equal chance of dropping)
The fourth time onwards that Roshan is slain, all of these above items are dropped
The Aegis of Immortal is not shareable and only the hero that picked it up gains its passive - revive with full HP and Mana upon death. If the holder does not die within ten minutes of picking it up, it will expire restoring the holder's health and mana to full. It also takes up one item slot. This is generally considered essential when you want to seige Tier 3 Towers (similar to Nexus Turrets) as they are on higher ground. Cheese is a shareable item and can be stowed away in the backpack if you want to. You can consume it to instantly restore your health and mana to full. Refresher Shard is another shareable consumable item that can be consumed to refresh all your ability and item cooldowns except Refresher Orb (purchasable item with the same active but costs mana to activate and has a long cooldown). Aghanim's Blessing is another shareable item but it gets consumed immediately when placed in your active inventory granting you your Hero specific Aghanim's Blessing upgrade (IceFrog, still waiting on Void Spirit's and Snapfire's aghs please). The Cheese and Refresher Shard can only be sold by the one who picked them up first for 500 gold each, but the other two item drops cannot be sold.
Abilities and Talent Trees
Heroes in Dota 2 can level up to 30 but most games don't end up there, and you'd have to be really efficient at gaining experience and gold to reach there even in a long 45-60 minute game. There is no 1 passive and 4 active ability template for every Hero in Dota 2. Most heroes in Dota 2 have 4 abilities, some of them are passive and some are active. There are some heroes that have more than 4 ablities or have abilities that grant different effects based on certain conditions. However, for newcomers, go with the easy Heroes. Filter the hero selection page by Level 1 Difficulty Heroes. Most of these have 4 abilities as mentioned. For these typical heroes, you gain a skill point at each level and they can usually be upgraded 4 times. You can unlock your ultimate ability at level 6 and upgrade it twice at levels 12 and 18. At levels 10, 15, 20 and 25, you can choose a talent from your hero specific talent tree. However, at level 30, all the talents that you hadn't selected are also unlocked for free. Unlike League of Legends that has the Runes and Summoner Spell system, Dota 2 has the Talent Tree system that is unique to each Hero. So you are not forced into a certain play style because of your choice of Runes and Summoner Spells. However, you may have to alter your playstyle come mid game based on your choices in the Talent Tree.
Gold, Experience and Outposts
Gold can be obtained through the following ways:
Periodic Gold - gold obtained over time even if you don't do anything (similar to League)
Bounty runes - these spawn at 4 locations on the map every 5 minutes; picking it up grants gold to all allies of your team; the amount of gold obtained increases over time.
Killing and Denying creeps - killing creeps grants full gold; denying a creep causes nearby enemies to gain only a fraction of the experience and grants you an even smaller fraction of the gold
You can deny your own creep by pressing A and then clicking on your own minion (default binding) once its HP is below 50%
Killing summons - summoned units can also be killed to gain a small amount of gold. Some summoned units grant a lot of gold and others don't.
Killing Roshan - the raid boss as mentioned below, grants gold to each ally of the team that killed it and bonus gold to the hero that landed the last hit
Destroying and Denying structures - destroying the enemy's structures grants gold to each ally, but unlike League, securing the last hit on the tower grants you more gold; when you deny your tower there is no last hit bonus gold and the gold bounty is distributed equally to all players on both teams
You can deny your own tower in the same way as denying a creep but only when its HP is below 10%
Killing couriers - killing couriers grants gold equally distributed to each ally
Killing heroes - killing heroes grant you gold (duh) but killing a hero that is on a winning streak grants you an insane bounty (unlike League where the max will be 700 bounty + 300 for the kill)
You can also deny your ally if they have a DoT on them that will surely lead to their death. Doing so denies the enemies gold and experience.
Assisting kills - besides the gold awarded to the killer, extra gold is distributed equally to each hero that assisted in the kill
These are ways to obtain gold. It's also important to understand that gold is divided into Reliable Gold and Unreliable Gold.
Reliable gold is obtained from getting hero kills, assists, towers, Roshan, courier kills.
Unreliable gold is obtained from periodic gold, starting gold, killing killing all kinds of creeps and selling items.
Dying causes you to pay out gold from your unreliable gold pool. You pay for items using unreliable gold first, so it may be advisable to buy items right before you die. There is NO UNDO button in the shop in Dota 2. Once you buy or sell an item, you cannot undo your action. You may, however, sell a bought item within the first 10 seconds if you haven't used it for full price. If you use the item or after 10 seconds of purchasing it, you can only sell them for half the price, which isn't as gold inefficient as League is. Your typical League build for, say an ADC like Ashe, would be:
Doran's Blade / Doran's Shield / Cull -> B F Sword -> Boots -> IE -> Tier 2 boots -> Runaan's -> Essence Reaver / BotRK -> another crit item (RFC, PD) or defensive item (Maw, Merc Scim)
At no point would you sell any of these items except for the ones that are italised (emphasized). This will usually be your late game build. However in Dota 2, your build for a core player like Juggernaut would be (please note, Dota 2 is heavily situational and this will vary drastically):
Mid Game - Mask of Madness or Battle Fury or Maelstrom or two of any of these
Late Game Build
sell Wraith Bands
buy Skull Basher and upgrade to Abyssal Blade
disassemble Mask to make Satanic and Butterfly
upgrade Maelstrom to Mjollnir
buy Black King Bar
This is one extremely specific build that won't work always. However, the point I am trying to emphasize is that you purchase cheaper mid game items to make yourself effective enough in fights and farming so that you can buy the stronger late game items. You need to learn to transition with itemisation and cannot just simply rush for your late game item early on. These items have a significant spike in your ability to either farm or fight at an early game. Not having these mid game items will severely handicap you and will only delay your late game build further. Buyback - buyback is a mechanic in Dota 2 where you can instantly respawn at the fountain upon death by paying some gold. The cost for buying back increases over time. Once you buyback, you cannot buyback again for a prolonged period of time. This may be crucial if you died too early in a teamfight and getting back in the team fight by buying back will actually make a significant difference in the outcome of the fight or if you need to defend your base as a last ditch effort. Please do not use this feature unnecessarily as the dieback (dying shortly after buying back) results in an even longer death time and is generally a huge loss in gold. Yes, death times can go higher than 120 seconds, so try to play safe and defensively in the late game if you are behind or have no vision. Experience can be obtained through the following ways:
Being around a dying enemy creep
Being around a dying neutral creep
Killing Roshan
Killing heroes
Outposts
Comebacks - The formula for hero kills reward (both gold and experience) involves a Comeback Factor, meaning that if a team is quite far behind the enemy team in net worth, the rewards for getting a kill is multiplied per 1000 gold they are behind. So yes, comebacks are way more common in Dota 2 than in League. So make sure to finish the game if you're team is leading and snowballing, before the enemies gain a chance to fight on even ground. Outposts - these are structures present on opposing sides of each jungle that grant experience every 10 minutes to the team that captured it last. This is an objective in Dota 2 that can be captured (similar to capturing the flag games) after 10 minutes into the game. Outposts provide, to the team that captured them last,:
a small area of vision
experience at every 10 minute interval
Note that capturing both outposts grants you experience only for one of them but denies the enemy team from obtaining any
You capture them by right clicking on them and channeling for some duration (similar to Skarner's crystals), and the channel time decreases per extra ally capturing it. Outposts also count towards allied structures that a hero can teleport to with either a teleport scroll or Boots of Travel. For other fundamental mechanics guide and basics of DOTA, you can check out Purge's video series (they're kinda old, and by that I mean the patch he made those on are quite different, but most of the mechanics should work just fine - major things that don't exist in the current patch are Side Shops, each hero has their own courier, the map has changed drastically, new objectives - Outposts). Learn Dota Basics Learn Dota If anybody would like to suggest edits or changes, feel free to do so. I'm not a pro or high MMR player. Edit: Corrected the fade delay misinformation in the post. More edits are on the way. Edit: Added more info (Lanes and Roles, Heroes, Abilities and Talent Trees), corrected some wrong information and removed some of the ambiguity. Edit: Corrected some more information and added some info on how roles are divided into positions, especially in high mmr or pro games. Edit: I've added more sections about the map and the terrain regarding high ground and vision, jungle camps, neutral items, Roshan, outposts, deny mechanic and teleportation. P.S. I plan on rearranging sections to make it more cohesive and sequential. I also need to rewrite parts for brevity while still maintaining clarity, all while maintaining the 40k character limit. Please let me know if you think I have missed on other core game mechanics that you think are important to know for a new player, coming from League. Thank you. Special thanks to u/D3Construct for helping me out with the roles and lanes sections of this guide. Also, thank you to the people who gave me the reddit awards. I am not sure how they work or what to do with them but I appreciate the gesture.
I am not a game designer. My coding experience is limited to SQL, a little PowerShell, and a predictable mix of HTML/CSS/JS. Even that listing sounds much fancier than it really is. What I am is a gamer. It's not uncommon for me to push near 40 hours a week. It's a lot, but between streaming and keeping up on my own gaming, I put a lot of time into my hobby. For the last several years, (D1 beta veteran - didn't have a PS3/4 to join the alpha), Destiny has been a staple in my gaming habit addiction. I've taken breaks when things were rough (D2Y1, Season of the Drifter), but I've always been here. All this to say, I've played a lot of a wide variety of games. I've seen every part of the quality spectrum from every part of the gaming landscape. I understand that games are defined by what they fail to do well just as much as what they do well - and they can sometimes even be better because of their failings. I am not averse to a game with some rough edges. Right now, the franchise is in a very rough place. It's very possibly in the worst place it's ever been. I'm genuinely concerned about the game's future, and... Well, there are a lot of issues. A LOT. Most of them have been discussed to death and back: Possible repercussions of sunsetting. Lackluster rewards from - and general lack of relevancy of - core activities. The artifact/Champions forcing builds and stifling player expression. Technical issues galore. Over-emphasis of Eververse. Stale PvP sandbox. Trials releasing half-baked even when it was in the oven long enough to burn to a crisp. List continues. One that I don't see getting enough attention or suggestions is the endgame. Ladies, gentlemen, and the various valid alternatives... it's bad, people. It's really bad. And I have some ideas that I've been working on for a few weeks now. I'd like to share them.
The Endgame Problem
One raid a year. I could say this is bad and end the post here, but it would just be another rant thread and there's too many of those. We're here to give constructive feedback. And, anyway, that's not the end of the problems. One raid a year. One big, headlining thing to do for 12 months. It's not enough, flat-out. One dungeon a year. See above. It's the same issue. (Stupid simple solution: Release the Dungeon six months later!) Every exotic being handed to us. It's not interesting getting handed everything. Remember D1 when you could get anything from any activity? That was exciting. I've had everything in D2 for over a year. Grandmaster Nightfalls fell flat. I don't need more text here. They just did. Whether we wanted it or not, we've stepped into a mess of an endgame. So let's get to taking out the issues, one by one.
Raid Rewards - The Problem(s)
I already mentioned that one raid a year isn't nearly enough. But there are other problems as well. Namely, the rewards. Now, don't get me wrong, the guns from Garden of Salvation are great. I use the Bow pretty often, the Hand Cannon feels at home in my hand, I have a fun roll on the Auto Rifle... In fact, it's really easy to get great rolls on weapons from the raid because the perk pools are small in each column. There's good and bad about that. It felt amazing in the early days of Shadowkeep, getting new guns and each one held potential to be something special. Thumbs up. But as the year has progressed, there is less and less incentive to run the raid, because we have everything and are just running it for infusion fuel. Thumbs down. Another issue with raid rewards is sunsetting. We don't know anything about how sunsetting affects raid gear, but we know that it's different. We could use some clarification around this, and I suspect we'll get it soon. But with the Last Wish weapons still being viable, that means we're getting a long time with them, maybe. And the last thing for the guns, why should I go for the raid guns? What sets them apart from anything else available to us, even after sunsetting starts? They're not really any different, aside from a unique perk combination here or there. Which, let's be honest, is the same for every legendary in the game. And finally, armor. Aside from pinnacle drops, there's nothing that makes it stand out aside from a slightly higher chance to roll high and spiky. I don't think this is a bad thing, in that armor is fashion as much as it is stats. But it's still boring. So, what can we do about that? What can we do to stretch the grind for god rolls without making it feel unfair? What can we do about making weapons feel like a better investment for the future without making everything else feel like a waste of time? What can we do to make guns from the raid feel like they're rewards from the pinnacle PvE challenge? And what in the world can we do about armor?
Raid Rewards - The Solution
First up: Sunsetting. Everything else last 4 seasons. Give raid gear 6, so there's some overlap from raid to raid, but there's an incentive to trade up once the time comes. That's all I have to say about that. I don't think the armor should be hands down better than any other armor. Like I said above, fashion. High and spiky stat distributions is great in my book. But also, if you want to wear the raid armor, that should be a symbol of your accomplishments in the raid. Just getting the armor isn't a feat in and of itself, so I propose we make it drop a copy of itself as an ornament, so you can have any piece of armor look like the raid armor when you earn it. But additionally, this ornament has a tracker on it that counts your raid completions. As you rack up more and more completions, the armor will become more ornate and impressive. Gilded with gold, emblazoned with glows, studded with spikes, whatever fits the theme. Bungie is good at making pretty things, this should be a slam dunk. Imagine if this was in place for Crown of Sorrow. You're in the Tower, cursing Tess's existence, and a gilded Guardian strolls in, blinding you with his opulent glory. Calls back memories of seeing someone in Chatterwhite or Glowhoo, doesn't it? But if we're going to encourage repeat runs of the raid, we need to reward repeat runs as well, and this is where my raid weapon proposal comes in. My idea to make raid weapons unique, deserving of their pinnacle status, and yet still draw out the hunt for the perfect god roll? Give them a third perk slot. Boom. They are immediately the most desirable weapons in the game, even if that third slot is relegated to only being things like Field Prep, Snapshot, or other things that don't impact the TTK. In GoS, guns have a perk pool of two slots with four possible perks for each. That's 4x4=16 unique variations, not including the different mags and such, which are not as important to the majority of players. Adding another slot is 4x4x4=64 unique combinations. Yes, getting the 'One Roll to Rule Them All' is significantly less likely, but you have a 1/16 chance of getting two of the perks you're looking for. The god roll hunt will be long, but you'll still have a top-tier gun while you keep grinding. So now we have raids in an exciting place, but that's not the only engame PvE activity...
Grandmaster Nightfalls - The Problem(s)
Grandmaster Nightfalls were an opportunity for Bungie to create an endgame activity that we would be excited to aspire to. Instead, the community has responded with disinterested apathy, and the mode has only served to highlight the existing frustrations with the current PvE experience. (Forced builds and playstyles, lackluster rewards, etc.) So they missed the mark. Let's go over the mark they were trying to hit, shall we?
Grandmaster should build on Master difficulty, but be significantly more challenging. Okay, sure, I guess so. I mean, it *is harder.*
Once you reach a certain bar, the challenge should be found completely in perfecting your builds, communication, and execution. They nailed the 'perfecting a build' thing, by one definition... But there's no incentive to keep doing GM Nightfalls.
The primary rewards should be doled out on initial completion. I guess, but they suck.
Completion should be the primary metric for success, rather than score or time or another in-activity metric like ‘killing all Champions’ Pretty much. There's still a 'soft' time limit, but yeah, this was achieved.
Grandmaster should stress the top end of build crafting. It doesn't. It's Eriana's or bust.
Grandmaster should be watchable.
Grandmaster should be watchable
Grandmaster should be watchable
OH, WOW... This could not be further from the truth, and honestly, it points to a very deep misunderstanding of the game. In the world of PvE, there are two things that are very watchable: World's First raids/dungeons/secret quests, and community puzzles. What is it that makes these things watchable? It's not hiding behind a rock taking pot shots at red bars that one shot you, that's for damn sure. Some of it is the challenge, sure. But it's about the novelty, the discovery, the teamwork, and the race. GM Nightfalls are running tired content full of bullet sponges and no rewards. It lacks any of the exhilarating pizzaz of the things that DO pump up the viewer numbers on Twitch.
Novelty and discovery are one-and-done. You'll never accomplish these with a Strike.
Teamwork exists in GM Nightfalls, but not in a way that's engaging - especially for viewers.
Racing doesn't exist at all. Maybe unofficially, but I've never seen it and the game doesn't really support it or reward it, so there's no incentive.
So, how can we fix these issues?
Grandmaster Nightfalls - The Solution
Well, I have an idea, but I'd like to reiterate that I am not a game designer. I'd like to be, but I am not. At least not currently. (Hire me Bungie!) Though I am not a game designer, I have been gaming and following the industry and doing my own development for long enough that I more than understand that things are never as simple to implement as anyone - even seasoned devs - thinks they will be. My suggestion to overhaul GM Nightfalls will never happen in three months, and it might not even be possible in the D2 engine at all. I get that. I'm wishing, and suggesting. And I understand that this suggestion is a doozy. (AKA, you think it'll take 6 months, and it's actually a 2.5 year process. I know how Development Time™ works.) Modular three-man raid encounters. Alright, let's unpack that concept. I propose using the Infinite Forest - it's a huge void you can throw any geometry you want into. Make 5 fairly generic bosses. They can all be Vex, if you want. Giant Minotaur, giant Harpy, giant Hydra, off-brand Aetheon, hell, make a huge Hobgoblin. Then, make 5 arenas. Different enough to feel different, at least. Now, the catch: Make a bunch of mechanics with generic triggers. What do I mean by this? Let's look at one set of three mechanics: The boss does [bossActivation], which gives each player an Arc/SolaVoid attunement. They must navigate to the color-coordinated plates around the arena to activate [phaseOneComplete], which spawns a bunch of goblins and a Hydra with a full shield. The Goblins drop orbs, which break the shield around the Hydra. Killing it activates [phaseTwoComplete], which spawns the Vault of Glass Aegis, which allows nearby teammates to pierce the boss's shield and deal damage. Repeat if the team doesn't one-cycle. Great! We have a working encounter with some light mechanics. It's novel (the first time), there's discovery (as each thing comes up), and teamwork. I'll hold off on explaining how it fulfills being a race for now. But there's still an issue: It's only novel the first time. But... what if there was more than one first time? That's why you have a bunch of mechanics with generic triggers. Maybe the above description is week one on the New Grandmaster Nightfall. But week two is different: The boss does [bossActivation], which spawns the Aegis and a Hydra. Now, the Aegis enables damage against the Hydra. Killing it triggers [phaseOneComplete], which sends out a shockwave giving each player an Arc/SolaVoid attunement. Go to matching plates, [phaseTwoComplete]. The Goblins spawn, killing them drops orbs that damage the boss's shield, enabling damage against it. Repeat if the team doesn't one-cycle. Each week, this system builds a 'new' raid-like encounter out of building blocks. 'Infinite' new content, in a sense. With just 4 of these modules, you have enough to make each week in a season unique from the others. Yes, mechanics will be repeated, but they'll be unique permutations. (Though, maybe have a few more than that.) The real beauty of this system? Add 2-3 more of these mechanic modules every season, and you're creating exponentially more permutations for the same amount of work each time. So we have novelty worked out - the encounter is somewhat different every week. We have discovery worked out - each week brings a new set of mechanics that people will want to figure out and optimize. And we have teamwork worked out by virtue of being raid-like. But what about the race? Well... that brings me to the rewards, actually. Each week has a World's First. Give these fine Guardians a round of applause, a guaranteed exotic, a few upgrade materials, and an emblem with the week number. Immortalize their names on a running list of the first Guardians to rise to the challenge on bungie.net. Celebrate their achievements. And then, challenge them. Each week has a time trial leaderboard. At the end of the week, the fastest X teams get an exotic, a few upgrade materials, and a different-colored emblem with the week number. Immortalize these Guardians on a running list of the paragons of efficiency within our community on bungie.net. Celebrate their achievements. Either way, every first completion for the week on each character grants a pinnacle reward for that character, so it's rewarding for everyone - even the people that don't want to chase WF or a time trial record. There's other problems in PvE, for sure, but the endgame has felt especially bare-bones for the last six months. I've gotten everything worth getting from the Garden, and the Raid, Dungeon, and GM Nightfall are just pinnacles to feed into my existing gear. There's not actually a lack of aspirational activities so much as there is absolutely no reason to do them. Better, unique rewards that are worth a long chase is what will keep us engaged, not spamming Champions and bullshit forced metas and 'kill 20 rats' bounties at us for the entire year. I don't expect this to happen, but man... Destiny needs change, and for that, Bungie needs feedback. Take this as my feedback.
https://preview.redd.it/97bml6kfq9i51.jpg?width=4830&format=pjpg&auto=webp&s=80639e62604a0e511587ae3283a7f818c7bebf45 https://preview.redd.it/tmp2z7kfq9i51.jpg?width=5000&format=pjpg&auto=webp&s=2ac6ff11f7a21186704b586b6b336472354ad85a https://preview.redd.it/61tdk378t9i51.jpg?width=5000&format=pjpg&auto=webp&s=9818157f88a76d7e212e4f3420a12767d9cf773b Name : Matt Eros [ Matthew Midas ] Race: Demi-god Occupation: Student/Part-timer Affiliation: Anti-hero / Villain Villian Alias: Midas Age: 17 Abilities: Superhuman Strength( Godslayer Strength[Mid Rank] )- Inherited mainly from his father, his strength is nowhere near compared to the Godslayer King, Midas but it is enough to subdue demigods and heroes alike. Through tempering and Tribulation his strength will grow, just like his father in ages past. Gold Transmutation - he is able to turn objects he touches to gold at will, however these constructs only remain as gold for as long as they remain in contact with him, or if not, for 15 minutes. He is able to control the time something is transmuted to and may shorten it at will. There is no cool-down for how much times he can use this ability or the mass he can transmute, other than the object must be in physical contact with his flesh in some way. When golden, they function as if time was stopped for the object or body part which was turned. Damage to the limb or golden object is reflected when the effect wears off (if a man's arm is turned gold and it is twisted, the bones will break when he turns back to flesh) The longest he can turn a person to gold is 10 minutes and this varies greatly depending on the amount of Force(God or King) residing in the person. For example, he may be able to make Aqualyn a Statue for 2-3 minutes, but only be able to turn Zilarius's Left arm to gold for 1 - 10 seconds Curse: Gorgon's Golden Eyes - allows him to permanently transmute any object into gold on sight, however in his current state, he cannot use this ability without a harm to his physical body and a cascade of golden, bloody rivers flowing down his frame. One day he may be able to use the ability at will, without self-harm, but that day is long to come. Passively, it he can turn things he stares at to gold, without self-harm, but it requires him to stare at the object for obscene amounts of time. The greatest example of this being, the golden strands of hair which obstruct his vision. Force(God or King) restrictions apply. A larger God or King Force will result in more damage to his body on attempting it. If he were to try to turn Zialrius into a full gold statue, he'd die of blood loss and internal damage. This ability may be able to kill a Demi-God, but the backlash would still be intense depending on their Force. Easier to just clobber them on the head with a WarHammer Bio: In a time long past the formidable King Midas rebelled against the gods and felled a God of Greed. In his action, he ascended his entire kingdom to a realm above the mortal plane. Midas was reborn, the god's power rejuvenated his body, gray hair turned golden blonde and body returning to his Prime. Midas grew arrogant in his success, he attempted to seize all of the God Force at once and, in doing so, made a grave mistake. The God's power ran wild in Midas body, turning all he touched to gold, Midas could not eat, could not drink and could not even embrace his loved ones. He isolated himself in the palace, refusing physical contact till his hubris ran its course and he could once again control himself. He could not die, after all. A lack of death does not mean the absence of its claws nor the marks and scars they leave. Midas grew thin, his skin turned pale from isolation. His blonde hair turned a filthy, dirty black, caked in filth and year by year, the gold around him darkened. Enough time passed and he regained the control his unchained ambition lacked. This King Midas had two sons. The fates had a sense of humor, it seemed. One son embodied his triumph, a glowing baby boy with golden hair and soft blue eyes, though he appeared to inherit none of his father's abilities, save for his strength. He was born of King Midas' Queen. The King's Consort beheld a boy whose existence mocked him, representing his hubris and his lowest point. Sickly pale skin and hair black as bog-mud, yet his piercing golden eyes and touch was unmistakable proof he was Midas' progeny. And also, perhaps, a prodigy. The Queen was furious, the cruel joke played on her son was too much to bear. So she acted. A snake was placed in the death-child's crib, only to join his toys as a new golden figurine. Poison was tried, yet the blasted infant inherited his father's immunity to toxins. An assassination attempt was made, and subsequently, an addition to King Midas' collection of golden statues. The assailant fallen by the boy's accursed gorgonic gaze. In a fit of rage, she threw the infant to the mortal realm below, banishing the infernal creature and securing her son's place as Crown Prince. Wolves take that accursed menace. The boy was found and taken to an orphanage, branded a 'Matt Eros' by the caretaker, a middle aged woman by the name of Silvia Eros, and lived accordingly with the other children. As he grew, however, he began to realize he was much different than his peers. With a single finger he hospitalized a would-be assailant and, similarly, his accursed gaze almost turned his own legs to gold. His goal was to go to school and become accomplished enough to get a job that paid well enough for him to help the orphanage, the place which gave him a chance at life. Alas, the building was seized and the children put out. Their eviction was almost in tandem with Mrs.Sylvia's disappearance. Luckily he had an amount saved to rent an area for them, but part time work wouldn't cover them forever. He tried to apply to become a hero's apprentice, but the job didn't pay at all, in fact, it would appear that being a full-fledged hero wasn't worth much in terms of money. He couldn't even scam people with his gold, it worked a few times but before long, someone somewhere thought him suspicious and lo and behold, he found himself being pursued by the heroes he once attempted to join. So he turned to crime, specifically bank heists and big hits. He was in it for the money, collateral damage be damned, he had scores a' kids depending on him. He'd try to avoid too much destruction it where possible, but those flashy heroes just wouldn't let him. Though secretly, he enjoyed the fights, the thrill of a good, thorough beat-down, the golden blood cascading out of his injuries as he socked JudgeMan right in the jaw with a Morning-star. Or getting a molar knocked out when Light-Chaser suckered him with a speedy hook. Smashing the runner with a building was surprisingly satisfying. The look of abject terror on his face was priceless. Nothing could beat that rush. Absolutely nothing. Fighting Style: -whipping his strands of red cloth in the air and transmuting the ends of them into gold so they build momentum and hit people. -Turns limbs into gold to impair movement and stamina as, Gold is heavy. -Plating parts of their bodies in gold. -Throwing his cape in front of him and transmuting the falling cloth to metal to use as a shield. -Touching air molecules to form golden weapons, Doctor Strange The Cartoon Movie Style[https://youtu.be/NZ9WlV4nEvw?list=PLkLimRXN6NKw7LHsSu2jv3_LfBRJVc9nR 1:32] (This is taxing as it is hard to use his ability on the air itself) (usually makes a hammer or morning star or flail to best take advantage of gold's weight and momentum capabilities) -His style consists of lots of brute force, mostly boxing. The only kick he would ever try is a low kick and that's usually a distraction from the large, heavy chunk of gold about to smack them in the head from above. Personality: Confident, often appearing Pompous to the point of Arrogance. He embodies the "Charismatic Noble" to a T. The 'charismatic' part being quite defined, such as that one time he convinced a crowd of people in the bank he was robbing that bomb-rushing the speedster Hero was a good idea. If you somehow get past his somewhat dramatic behavior, he is actually quite sweet of a person, if, a bit cautious for those around him. He sees the orphan children like small pieces of glass compared to him, given, he's not exactly wrong when comparing durability and comabtiveness, but he still goes a bit overboard with protectiveness. All things considered, he is still just a 17 year old kid himself, case in point, when advanced upon(romantically or otherwise) , he will remain pompous, however he will act suspiciously shy. -His costume is armor inherited from his father, not that he knows this, to him, it simply appeared on his doorstep when he first began contemplating a life of crime. He has no clue of the origins of his costume, nor his heritage. -Decided to use Mercury's Staff as the center chest decoration cause he represented trade, the symbol is primarily Greek and, Trade means gold. -Full costume is the image where the chest piece has the caduceus on the center.
Carvana error = I can now only buy a car from Carvana
Long, long story, with multiple glaring system/customer service issues. TL;DR Carvana:
initially sold me a car that didn't exist
sold me another car with consistent, audibly bad brakes that somehow passed their "rigorous 150pt inspection"
created a situation that has now resulted in an active unpaid car loan showing on my credit despite return(ing the bad-brakes-car weeks ago) that will persist for another 30-90 days, precluding me from qualifying for another auto loan,including one from Carvana
Ok. First time car buyer. Liked Carvana because I'm a startup guy myself, 7d return policy sounded great as someone who really doesn't know cars, and reviews were solid. I was pretty sure I wanted an Audi Q5, but also considering an A5 sportback or a Mercedes GLA. Carvana consistently has plenty of the former and latter in inventory.
The car that didn't exist
I settled on a GLA to start, knowing I can have at least one more test drive. Idea being I'm pretty sure I'll want the Q5 so better to get the GLA, return it, and then get the Q5 because should I keep it that's one less delivery for them.My partner and I were planning on taking a 2d trip to the mountains, so this was perfect to test the vehicle (I'm currently in a Scion TC coupe, and the whole point is to get an SUV for mountain/hike drives). Ordered the GLA I'd want. If I love it, I'll keep it, if I don't, I'll trade for a Q5 and then make the call. If an A5 Sportback became available, even better. Easy peasy. This was a 'partner inventory vehicle' with a disclaimer that they need to confirm the car is still available, but I got the confirmation emails and my Carvana account showed my new car was confirmed for delivery Wednesday, just before we leave for the mountains Fri. Perfect. Orrrrr not. I get an email several days later in HTML (interesting, not from their typical front-end, literally plain text HTML) stating that there's an issue and the car is no longer available in partner inventory. I log in to carvana.com and see the car is showing as still confirmed for Wed delivery. I call in to ask what's going on and how we can remedy (I'm happy to pick a diff vehicle). Agent tells me the car will be delivered Wed. I try to convince them this isn't the case, and read them the email I received (again, plain HTML which stood out from their standard marketing/branded emails). I was told everything was fine, look forward to having my car Wednesday! I had to call back in multiple times to finally convince them to look into the possibility that my car was not actually available and that a disconnect between their partner inventory systems and the systems that populate their internal and customer front-end was likely messed up (I've literally consulted for tech companies to fix things like this).My primary concern was that I would not receive the vehicle in time to test drive for our trip, and I pushed them to reserve another vehicle (there just happened to be the perfect A5 sportback available). They could not do this, as they kept promising the GLA would arrive Wednesday. ...until they came back and said you're right that car was already sold. Also the A5 sportback that you asked us to reserve is now reserved for another customer... Total time spent on hold or on the phone w Carvana: ~6hrs
The "150pt inspected" car with bad brakes
So I reserved a Q5 just in time to get it before our trip. Had to call in a few times as their site became very glitchy and would show inconsistent delivery dates. Q5 got here, handoff went off without a hitch (well, except when the white delivery agent made a racist comment to me, a person of color, while also complaining about wearing a mask...) Partner and drive to the mountains, love the car, decide we're definitely keeping it... until we had the windows down driving through a mountain town. The brakes squealed LOUDLY. I pulled up to the next stop and braked; same thing. 100% consistent every time wailing brakes. Now that we know to look (listen?) for it, we both can hear the brakes even with the windows up. I call in to return the vehicle as soon as we get home (well technically, the day after; we got home from a relaxing short 'lets-not-think-about-how-shitty-the-world*-is-right-now' break only to have a karen call the cops on me for having our small border collie off-leash, held in between my legs while ordering from a food truck 5ft in front of our home... but that's another story). Carvana agent tells me that before he can process the return, I should call Silver Rock, their third-party warranty company, to inspect the vehicle and potentially repair it, for free. I say I'm very concerned that if the 150pt inspection missed audibly bad brakes, I'm not sure I trust that the car is both of quality and safe. He tells me I can have them perform a full inspection. I tell him we're on day 6 of their 7 day return policy and I'm concerned about exceeding the return window; he guarantees me they can be flexible with the policy and he'll be notating my account to ensure it's clear Carvana asked me to go beyond the window. I go to Midas, Silver Rock's partner, and get the full inspection and the brakes repaired. He first charges me $860 and when I bring up I was told this would be $0 out of pocket for me, he instead charges me $60. A 'copay' of sorts. Whatever.He also tells me that based on the 19k miles on this car and the condition of the brake rotors, this car was driven to shit. I have to call Carvana multiple times and talk to multiple agents to get them to take the vehicle back, because it's "outside the 7 day return window." It takes an escalation team listening to the call where I was told this would be fine to have them finally initiate a return for the car. Positive note: Keshawn (sp?) who picked up the car was awesome. \the US. how shitty the united states of america is right now... the world is doing ok in many places...*
The zombie car loan
So great. The car is returned. I give it a few days and check in with Bridgecrest, the loan company, to confirm everything is good. They say they've received the initial info from Carvana and will have everything processed to nullify the loan and return my payment by the end of the week. Carvana says the same. I apply for auto loan pre-approvals because at this point I'm not interested in buying from Carvana. All are rejected. Weird. My credit isn't great right now (~630s... dropped ~100pts because an old credit union I don't actively use reported two late payments for balances on an unused line of credit that were incurred due to system error and without my knowledge; dispute in progress, they admit there's nothing I could have done). This is a long ass post so the short of it is I had to make multiple calls into both Carvana and Bridgecrest and eventually get both on the same phone call (skipping several of my actual work meetings to ensure everyone can stay on the line bc callbacks aren't real)... to discover that the Carvana/Bridgecrest loan shows as still active and unpaid on my credit history. Bridgecrest finally sent me a 'buyback letter' confirming the car has been returned and that they have submitted a request to have the loan removed form my credit report (after I followed up three times after being told it would be sent three times). But this letter doesn't help at all. Car loan approvals are automated and cannot take qualitative information into account. INCLUDING CARVANA'S They won't be able to fix this with the credit bureaus for 30-90 days. Even CARVANA sent me a rejection letter saying I am no longer qualified for a loan. After multiple escalation callback requests I finally got a call back today from Carvana: this situation happened because they pushed me out of the 7d return window; they promised that had I returned the car within the 7d none of this would have happened (who knows, not sure I believe it but I don't see other complaints of Carvana returns resulting in an outstanding loan on your credit history). So Carvana offered me one option: they could try and work with Bridgecrest to secure another loan for me (they couldn't guarantee me the same pre-carvana-fuckup rate), to buy another vehicle from Carvana. They could offer me ...$250 off the admin fees and a check for... $100 for the trouble, and maybe I'll have a car from their inventory (none of which are cars I'm interested in) in... three weeks. Waiting on a call back from their 'executive response team' for some 'creative solutions.' Will update
Basically, try carvana's "7 day return policy" at your own risk of being locked into buying a car from carvana from a limited inventory that they do not properly inspect.
And if you must, **insist\\** that they accept returns rather than push you out of the 7d window with guarantees that everything will be fine. Also it's been 10 days (7 business days) and I still don't have my Midas reimbursement or my down payment back... Also also, don't expect callbacks from Carvana (something they require for escalation) or through their "hit 1 to get a call back instead of waiting on hold" feature. 50% of the time it just doesn't happen and you lose a day.Also, their "an agent will be with you in less than X minutes" thing is entirely off. "five minute" wait times took ~20.
Auto Midas Certified Quality Pre-Owner Vehicle! Extremely Well Maintained By Previous Owner! Original Silver Exterior Paintwork Coupled With Original Beige Leather Interior! Smooth Gearbox Transmission, Responsive And Powerful Engine Yet Fuel Efficient! Flexible Bank / High In-House Loan, Trade In Welcome. Midas Infra Trade Limitedhas informed BSE that the meeting of the Board of Directors of the Company is scheduled on 04/10/2020 ,inter alia, to consider and approve Pursuant to Regulation 29 of the ... See good deals, great deals and more on a Used Cars in Des Moines, IA. Search from 6663 Used cars for sale, including a 2007 Toyota Tacoma 2WD Double Cab PreRunner, a 2008 Jeep Wrangler 4WD Unlimited Rubicon, and a 2014 Ford F150 4x4 Crew Cab SVT Raptor ranging in price from $799 to $102,302. Ripoff Report on: Midas Auto Service Experts - Midas auto service experts blatant violation of texas deceptive trade practices act attempted rip off houston Midas Franchisee means the Midas franchise company named in the Repair Order or otherwise engaged by Customer to provide the Parts and/or Services; ... Customer agrees that where the Parts and/or Services are provided by Midas Franchisee, and acquired by Customer, in trade, then pursuant to section 43 of the Consumer Guarantees Act 1993, the ...
Midas Trend - O que aconteceu? Toda a verdade, veja! - Duration: 9:53. Moedas Virtuais 38,863 views. 9:53. Michael Jackson - Smooth Criminal (Official Video) - Duration: 9:26. The CAR WIZARD 🧙♂️ shares how he ended up getting this 2002 Mazda Millenia and why he truly hates it. 🔮🔧 AMAZON AFFILIATE STORE: https://www.amazon ... http://tinyurl.com/Bitcoin-Trade-2014 = Make Money Trading Bitcoins How To Auto-Trade or Robot Trade Bitcoins Trading Bitcoins BTC Online 2014 - Just foll... Midas Technical Analysis (Market Interpretation Data Analysis System) is a powerful analysis indicator originally developed by Dr. Paul Levine. It provides deep insight into support, resistance ... The Midas Touch App is a typical scam which used fake reviews, fiverr actors and exaggerated claims of financial freedom. Traders be warned and DON'T register or waste you money with the Midas ...