Guiding Hazard
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Language: English
5.0
1 votes
Language: English
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Synopsis
You’re always in my memories! Lee Taegun is a S-Class Esper who refuses to be guided due to trauma. His new guide, Seo Eun-seong, tries a gentler guiding that he’s never done before. This soft approach of Seo Eun-Seong, who never crosses boundaries, only increases Lee Taegun's suspicions. This leads to Lee Taegun's provocation to reveal his true feelings. Will the romance between the two, "Sexy Provocation VS. Iron Wall Defense," Who met as a guide and Esper while keeping a differently remembered past, begin...?
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Myramillan
Myramillan
Jan 12, 2025
Rather, the method that has the exceptional blend of safety and achievement for both solo and squad gamers has to be sticking around the 'part' of the circle always. There are a couple of key motives why this tactic is the most surefire one:

Players hardly ever run into the zone in any respect in standard, despite the fact that the regular damage it deals is quite forgiving. Therefore, eagle-eyed gamers who spot a Blue Headstone out inside the quarter can without problems just chug a Health Potion, run in there, and tank the harm whilst they spawn an smooth Extract. These Headstones inside the region location are almost always uncontested besides.

Sticking around the threshold of the circle avoids all of the gamers who ran toward the center as quickly as they spawned, which usually only leaves different gamers using this method or gamers who're escaping from the region with low health or their guards down. Because the player base has a tendency not to hang around in the region lots at all, gamers can loot and discover whilst having a popular notion of what path fighters can be coming from. If the region is covering two out of 3 exits in a room, it's possibly that if everyone suggests up, it will be from the exposed one.

And, in the rare occasions wherein this method would not paintings and players don't stumble throughout any Blue Headstones, their chances handiest growth the longer the sport goes on. After all, as the circle gets smaller and smaller, fewer people are in the game as most have already extracted. So, greater often than now not, the handiest humans remaining near the give up are overly grasping players who looted for too lengthy, other patient players looking forward to their uncontested Blue Headstone, or the rare bloodthirsty player who stuck round for just one more hazard at PvP combat.

Out of the 6 instructions presently available within the closing couple of Dark and Darker alpha tests (with the next one arising), there are some that paintings great in a team and others that shine particularly vivid as a solo man or woman.

To be honest, all of the lessons on this dungeon-crawling battle royale-kind recreation can work for solo players as long as they recognize the pros and the cons of every class as well as what conditions to appearance out for. But, on average, these are the classes that generally tend to work first-class for solo gamers simply seeking to get out with their loot.

The Wizard: The Hardest Yet Best Class To Master
Starting with the magnificence that in all likelihood has the very best ordinary ability ceiling, the Wizard. The Wizard might not appear like a great solo class thinking about it has to continuously meditate to recharge spell casts, is pretty squishy, and would not have any herbal restoration gear, however this is a fallacious assumption.

The Wizard, at least within the fingers of a seasoned, is one of the satisfactory solo classes actually as it has alternatives for everything thanks to its spells. The Wizard has AoE spells for combating teams along with Fireball or Chain Lightning, they have Haste so they're always able to live at a distance, Invisibility for sneak assaults, and even slowing spells like Ice Bolt or Slow to forestall any fast-approaching Rogues.

It's obvious at a glance the difference between a veteran and newbie Wizard player in-game, as one will maintain trying to land the best Fireball and nothing else at the same time as the alternative sneaks up with Invisibility, receives a sneaky hit with Chain Lightning, creates distance with Haste, and then makes use of Magic Missile to save you each person from getting close.
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Myramillan
Myramillan
13 hours ago
Why Not Barbarian Or Rogue?
And ultimately, it need to be stated that each Barbarian and Rogue can work in solo play, they can even dominate in the proper hands. In fact, with how regularly players see Rogues jogging round by themselves, it'd appear peculiar not to have them on here. But, in phrases of their standard playstyle and available Skills/Perks, Barbarians and Rogues simply war more in solo vs squad play than the other instructions do.

A Barbarian's slow interaction velocity, sluggish motion speed, and overall awkward weapon hitboxes make it hard to chase or break out enemy gamers. Meanwhile, the Rogue can sneak up on a player without difficulty or even melt them before they have a hazard to react relying on what number of stabs they get in, but in the event that they get hit even as soon as, they're essentially completed for. They're just lessons that shine so much extra in a group scenario that it would be a chunk silly to simplest use them in solo play.

The Fighter in Dark in Darker is largely the Mario-type person in Super Smash Bros Ultimate of this recreation if that makes sense. It's the elegance alternative gamers select to analyze the game earlier than moving directly to the extra robotically unique training. Or, rather, they grow to be sticking with it and coming across the man or woman or class' internal complexities. It's the Ryu from Street Fighter or the Sol Badguy of Guilty Gear, just to provide a few different examples.

But, as absolutely everyone who has 'principal'ed' any of those characters in fighting video games will say, just because it's the 'starter' man or woman does not mean that it's horrific, simple, or clean to grasp. So, allow's smash down the Fighter in Dark and Darker and pass over its standard construct.

Where Is The Fighter At Their Best & Worst?
The Fighter is the frontline man or woman in Dark and Darker that gamers choose in the event that they need to tank for their squad, be inside the thick of warfare, or put on traditional plate armor that knights are iconically visible in. It's a sword and protect elegance (with the aid of default) that has lots of options to make it tankier, deliver it extra weapon choices, or any kind of different options. But, in which precisely does the Fighter excel, and what are its shortcomings? Let's examine their pros and cons:

Pros The Fighter has an alternative for each situation, as a minimum if the participant in control of them has prepared for it. They can use ranged guns, -handed weapons, daggers, one-handed weapons, and more. They're the best man or woman with a quick-cooldown movement pace potential, AKA Sprint. It has one of the fine healing Skills with Second Wind.

The Fighter is one of the tankiest characters, 2nd simplest to the Barbarian, and can even beat their defense depending at the armor worn. Is top if no longer remarkable in most areas. Cons Because the Fighter is as a minimum 'right' at everything, it is not the 'pleasant' in any department. Their Skills are useful but quite boring to apply ordinary, which makes the magnificence feel a chunk flat. Is unable to apply Spells of any type. With the way blocking off works in the modern-day kingdom of Dark and Darker, using a Shield isn't a surefire defensive alternative.

When blanketed in armor the Fighter is one of the slowest instructions in movement velocity and one of the loudest so their stealth potential is pretty low. Has one of the weakest default weapons in the game, and essentially needs a constant deliver of higher weapons from looting or from the Weaponsmith merchant. The Fighter's Best Skill Options.

As cited within the Fighter's cons, this magnificence doesn't have a ton of awesome Skill options. It has 6 alternatives, and handiest two of them are universally useful, even as the rest are pretty situational. Those two recommended choices are Second Wind and Sprint, and that is why:

Second Wind is a 50 percentage HP Heal and also cancels out the facet consequences from Adrenaline Rush. The only drawback is it's miles a one-time use in step with suit. Sprint will increase the Fighter's motion speed by way of 50 percentage for about 5 seconds or so. The Fighter is sort of as gradual as the Barbarian whilst wearing armor, so having this feature in reality gives them the danger to shut in on enemies..
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Myramillan
Myramillan
Jan 17, 2025
Rather, the method that has the exceptional blend of safety and achievement for both solo and squad gamers has to be sticking around the 'part' of the circle always. There are a couple of key motives why this tactic is the most surefire one:

Players hardly ever run into the zone in any respect in standard, despite the fact that the regular damage it deals is quite forgiving. Therefore, eagle-eyed gamers who spot a Blue Headstone out inside the quarter can without problems just chug a Health Potion, run in there, and tank the harm whilst they spawn an smooth Extract. These Headstones inside the region location are almost always uncontested besides.

Sticking around the threshold of the circle avoids all of the gamers who ran toward the center as quickly as they spawned, which usually only leaves different gamers using this method or gamers who're escaping from the region with low health or their guards down. Because the player base has a tendency not to hang around in the region lots at all, gamers can loot and discover whilst having a popular notion of what path fighters can be coming from. If the region is covering two out of 3 exits in a room, it's possibly that if everyone suggests up, it will be from the exposed one.

And, in the rare occasions wherein this method would not paintings and players don't stumble throughout any Blue Headstones, their chances handiest growth the longer the sport goes on. After all, as the circle gets smaller and smaller, fewer people are in the game as most have already extracted. So, greater often than now not, the handiest humans remaining near the give up are overly grasping players who looted for too lengthy, other patient players looking forward to their uncontested Blue Headstone, or the rare bloodthirsty player who stuck round for just one more hazard at PvP combat.

Out of the 6 instructions presently available within the closing couple of Dark and Darker alpha tests (with the next one arising), there are some that paintings great in a team and others that shine particularly vivid as a solo man or woman.

To be honest, all of the lessons on this dungeon-crawling battle royale-kind recreation can work for solo players as long as they recognize the pros and the cons of every class as well as what conditions to appearance out for. But, on average, these are the classes that generally tend to work first-class for solo gamers simply seeking to get out with their loot.

The Wizard: The Hardest Yet Best Class To Master
Starting with the magnificence that in all likelihood has the very best ordinary ability ceiling, the Wizard. The Wizard might not appear like a great solo class thinking about it has to continuously meditate to recharge spell casts, is pretty squishy, and would not have any herbal restoration gear, however this is a fallacious assumption.

The Wizard, at least within the fingers of a seasoned, is one of the satisfactory solo classes actually as it has alternatives for everything thanks to its spells. The Wizard has AoE spells for combating teams along with Fireball or Chain Lightning, they have Haste so they're always able to live at a distance, Invisibility for sneak assaults, and even slowing spells like Ice Bolt or Slow to forestall any fast-approaching Rogues.

It's obvious at a glance the difference between a veteran and newbie Wizard player in-game, as one will maintain trying to land the best Fireball and nothing else at the same time as the alternative sneaks up with Invisibility, receives a sneaky hit with Chain Lightning, creates distance with Haste, and then makes use of Magic Missile to save you each person from getting close.
All servers of Dark and Darker Gold Coins on MMOexp.com
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Myramillan
Myramillan
Jan 12, 2025
Rather, the method that has the exceptional blend of safety and achievement for both solo and squad gamers has to be sticking around the 'part' of the circle always. There are a couple of key motives why this tactic is the most surefire one:

Players hardly ever run into the zone in any respect in standard, despite the fact that the regular damage it deals is quite forgiving. Therefore, eagle-eyed gamers who spot a Blue Headstone out inside the quarter can without problems just chug a Health Potion, run in there, and tank the harm whilst they spawn an smooth Extract. These Headstones inside the region location are almost always uncontested besides.

Sticking around the threshold of the circle avoids all of the gamers who ran toward the center as quickly as they spawned, which usually only leaves different gamers using this method or gamers who're escaping from the region with low health or their guards down. Because the player base has a tendency not to hang around in the region lots at all, gamers can loot and discover whilst having a popular notion of what path fighters can be coming from. If the region is covering two out of 3 exits in a room, it's possibly that if everyone suggests up, it will be from the exposed one.

And, in the rare occasions wherein this method would not paintings and players don't stumble throughout any Blue Headstones, their chances handiest growth the longer the sport goes on. After all, as the circle gets smaller and smaller, fewer people are in the game as most have already extracted. So, greater often than now not, the handiest humans remaining near the give up are overly grasping players who looted for too lengthy, other patient players looking forward to their uncontested Blue Headstone, or the rare bloodthirsty player who stuck round for just one more hazard at PvP combat.

Out of the 6 instructions presently available within the closing couple of Dark and Darker alpha tests (with the next one arising), there are some that paintings great in a team and others that shine particularly vivid as a solo man or woman.

To be honest, all of the lessons on this dungeon-crawling battle royale-kind recreation can work for solo players as long as they recognize the pros and the cons of every class as well as what conditions to appearance out for. But, on average, these are the classes that generally tend to work first-class for solo gamers simply seeking to get out with their loot.

The Wizard: The Hardest Yet Best Class To Master
Starting with the magnificence that in all likelihood has the very best ordinary ability ceiling, the Wizard. The Wizard might not appear like a great solo class thinking about it has to continuously meditate to recharge spell casts, is pretty squishy, and would not have any herbal restoration gear, however this is a fallacious assumption.

The Wizard, at least within the fingers of a seasoned, is one of the satisfactory solo classes actually as it has alternatives for everything thanks to its spells. The Wizard has AoE spells for combating teams along with Fireball or Chain Lightning, they have Haste so they're always able to live at a distance, Invisibility for sneak assaults, and even slowing spells like Ice Bolt or Slow to forestall any fast-approaching Rogues.

It's obvious at a glance the difference between a veteran and newbie Wizard player in-game, as one will maintain trying to land the best Fireball and nothing else at the same time as the alternative sneaks up with Invisibility, receives a sneaky hit with Chain Lightning, creates distance with Haste, and then makes use of Magic Missile to save you each person from getting close.
All servers of Dark and Darker Gold Coins on MMOexp.com.
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Myramillan
Myramillan
Jan 17, 2025
Rather, the method that has the exceptional blend of safety and achievement for both solo and squad gamers has to be sticking around the 'part' of the circle always. There are a couple of key motives why this tactic is the most surefire one:

Players hardly ever run into the zone in any respect in standard, despite the fact that the regular damage it deals is quite forgiving. Therefore, eagle-eyed gamers who spot a Blue Headstone out inside the quarter can without problems just chug a Health Potion, run in there, and tank the harm whilst they spawn an smooth Extract. These Headstones inside the region location are almost always uncontested besides.

Sticking around the threshold of the circle avoids all of the gamers who ran toward the center as quickly as they spawned, which usually only leaves different gamers using this method or gamers who're escaping from the region with low health or their guards down. Because the player base has a tendency not to hang around in the region lots at all, gamers can loot and discover whilst having a popular notion of what path fighters can be coming from. If the region is covering two out of 3 exits in a room, it's possibly that if everyone suggests up, it will be from the exposed one.

And, in the rare occasions wherein this method would not paintings and players don't stumble throughout any Blue Headstones, their chances handiest growth the longer the sport goes on. After all, as the circle gets smaller and smaller, fewer people are in the game as most have already extracted. So, greater often than now not, the handiest humans remaining near the give up are overly grasping players who looted for too lengthy, other patient players looking forward to their uncontested Blue Headstone, or the rare bloodthirsty player who stuck round for just one more hazard at PvP combat.

Out of the 6 instructions presently available within the closing couple of Dark and Darker alpha tests (with the next one arising), there are some that paintings great in a team and others that shine particularly vivid as a solo man or woman.

To be honest, all of the lessons on this dungeon-crawling battle royale-kind recreation can work for solo players as long as they recognize the pros and the cons of every class as well as what conditions to appearance out for. But, on average, these are the classes that generally tend to work first-class for solo gamers simply seeking to get out with their loot.

The Wizard: The Hardest Yet Best Class To Master
Starting with the magnificence that in all likelihood has the very best ordinary ability ceiling, the Wizard. The Wizard might not appear like a great solo class thinking about it has to continuously meditate to recharge spell casts, is pretty squishy, and would not have any herbal restoration gear, however this is a fallacious assumption.

The Wizard, at least within the fingers of a seasoned, is one of the satisfactory solo classes actually as it has alternatives for everything thanks to its spells. The Wizard has AoE spells for combating teams along with Fireball or Chain Lightning, they have Haste so they're always able to live at a distance, Invisibility for sneak assaults, and even slowing spells like Ice Bolt or Slow to forestall any fast-approaching Rogues.

It's obvious at a glance the difference between a veteran and newbie Wizard player in-game, as one will maintain trying to land the best Fireball and nothing else at the same time as the alternative sneaks up with Invisibility, receives a sneaky hit with Chain Lightning, creates distance with Haste, and then makes use of Magic Missile to save you each person from getting close.
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