2014 toyota tundra leveling kit

This Day in History: 06/10/2023

2023.06.10 09:58 WWE_Network_Bot This Day in History: 06/10/2023

The following events happened on this day in history!
What event was your favorite in this list?
submitted by WWE_Network_Bot to wwe_network [link] [comments]


2023.06.10 09:52 AutoModerator [Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download

[Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download
➡️ https://www.genkicourses.site/product/ry-schwartz-coaching-the-conversion-ctc-circle-10-2022/⬅️
Get the course here: [Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download

What You Get:

Program #1

CTC Launches

(to master your launch and funnel sequences)
10X Launches is the first copywriting program fully engineered to speed up the execution and amplify your results of your emails no matter what kind of funnel or launch strategy you’re rolling out.
It’s built not only for best-in-class launch copywriters…
But for coaches, consultants, course creators, and ANYONE who stands to benefit from nailing down their launch and funnel copy faster and with more genuine impact.
IN THIS TOP-SELLING PROGRAM, YOU’LL GET ACCESS TO:

2 “Core” Modules

That will initiate you into the “Coaching The Conversion™ method, and how to leverage a new, more empowering definition of “direct response” that opens up the floodgates to greater intimacy, empathy, and conversions.

5 “Launch” Modules

breaking down every single phase of your launch or funnel in full detail (including some you didn’t even know existed). You’ll learn exactly what’s at play during the Segmentation & Confirmation, Pre-Launch, Launch, Sales and Closing phases of your funnel and how to quickly craft the messaging that coaches your prospect into the final conversion in a powerful, non-sleazy way.

25+ Email Templates

None of that BS “plug’n’play” or “swipe and deploy” stuff that shoehorns your message into lifeless boxes that robs it of all life and power.
Instead, you’ll get FULL breakdowns and walkthroughs of the go-to templates I turn to over-and-over again in 6 and 7-figure launch campaigns.
Meaning, you get to craft your OWN high-converting launch emails in about 25 minutes flat and fire them into ConvertKit, ActiveCampaign (or wtv you’re using) while your coffee’s still hot.

Program #2

CTC Sales Pages

(to master your long form sales page)
This is it.
It’s where the best paid copywriters, coaches and course marketers on the planet earn their keep.
It’s where the conversion either happens or it doesn’t. In cold hard numbers that don’t care how many Clif bars you stress-ate in the process.
It’s where the most admired online business owners transform interest, desire, and engagement and into what you actually want: Sales.
So what is “it”?
It’s your long-form sales page.
And the truth is… most copywriters and marketers avoid long-form sales pages like the plague… treating it like a close-talking lepper with coffee breath… instead of the 24/7 salesperson your sales page – that final step in your marketing funnel – should be.
So why do marketers (and even pro-level copywriters) avoid sales pages?
Because writing a long-form sales page is intimidating AF.
It’s the Night King of the Whitewalker army.
It’s the Beef Wellington on Hell’s Kitchen.
It’s the Lord Voldemort of your marketing funnel – aka the funnel asset that shall not be named.
A long-form sales page is where you’ll spend dozens of hours writing THOUSANDS of words that will either confirm your claim as a top player in your space…
Or will tell you with Gordon-Ramsay-esque candor that your marketing wasn’t as good as your business coach told you it was.
There’s real pressure in that.
But there’s even real-er payoff in being able to do it faster – and more profitably – than anyone else in your industry. A payoff that even affords you the right to make up words like real-er
Confronting, yep? Conquerable. Absolutely.
In CTC Sales Pages, you’ll go through the exact process I’ve used to write over twenty 6 and 7-figure sales pages for the likes of Amy Porterfield, Copyhackers, and many more.

Program #3 & #4

Six Figure Emails & Seven Figure Emails

(for even more email conversion badassery)
Welcome to the “Johnnie Walker Blue” of our email template series.
This is the premium blend for more advanced marketing palates.
All pulled straight from my highest-performing launches for industry titans like Amy Porterfield, Todd Herman, Traffic & Funnels, and Copyhackers.
What you’re getting are 13 advanced email templates that you can use in a pinch when you need to write a standalone sales email, a webinar invitation, a post-webinar replay, downsell, or flash sale.
To be clear, these aren’t those sketchy and lifeless “swipe and deploy” templates you may have seen swimming around the shadier parts of the online marketing cesspool.
These are loose, flexible templates that guide you through deep-dive masterclasses teaching you the advanced psychology behind each one.
Meaning, you actually understand WHY they work, and are fully empowered to engineer them to best serve your audience.

Program #5

Minimum Viable Launch 2.0

(to quickly rock profitable and lean email launches)
We’ve taken the single most impactful part of 10x Launches; the part that countless students have credited with producing game-changing ROI in record time…
And given it a fresh-for-2022 facelift.
Not only will you be getting access to a stack of NEW templates that we’ve added to the stack based on repeated tests and real-world results.
But we’ll be offering you the one-click automation uploads to bring the whole sequence straight into your ActiveCampaign to save you and your team about 5+ hours of heavy-duty integration time.

Program #6

Application Funnel Amplifiers

(for creating powerful pre-call enrollment experiences)
Fact: The enrollment experience begins the moment your prospect books a call.
If you mail it in for those 12-72 hours between when they book the call — and show up to it, you’re missing a golden opportunity to begin coaching the necessary transformations.
In this brand new program, you’ll learn how we to consciously engineering your entire application experience to pre-empt objections, create magnetism, and stack the odds in favor of having a successful enrollment conversation
You’ll get practical answers to:
  • When you should be transparent about your pricing BEFORE a sales call
  • How to strategically structure your application questions in a way that actually coaches your pre-customer into your program (yes, the questions are copy)
  • What to put on your booking confirmation page to create incredible momentum and a “point of no return” into your program
  • What tools and systems we use to create a seamless application and booking experience

Program #7

Next-Level Automation & Optimization Stack

(upcoming and ongoing automation tutorials)
As the CTC Membership evolves, our resident Wizard, Philip Powis will be actively adding a library of importable one-click automations (into ActiveCampaign), leveraged software playbooks, and a running list of the most advanced (and cost effective) tools and systems that he recommends for fast-scaling course and coaching businesses.

Courses proof (screenshots for example, or 1 free sample video from the course) are available upon demand, simply Contact us here
submitted by AutoModerator to Genkicourses_Com [link] [comments]


2023.06.10 09:32 Stock_Abbreviations7 Do I pull the trigger on the Golden Gun and sign this guy?

Do I pull the trigger on the Golden Gun and sign this guy? submitted by Stock_Abbreviations7 to footballmanagergames [link] [comments]


2023.06.10 09:22 sixoo6 [4-48] 7-turn clear guide(?)

Noticed people were struggling with the final boss, FYI there are a few ways to cheese it and completely skip the dueling phase / win by beating her and her trees to death. My team, all Level 30-33, passives didn't really matter but R-Ishmael's helped a bit:
bye dongbaek
Tips:
7 turns, is as low as i could go, but i'm pretty sure you could shave it down to 5 or 6
my life has only gone downhill since RR closed
submitted by sixoo6 to limbuscompany [link] [comments]


2023.06.10 09:12 ahmedb03 My changes to Skull Merchant

I have seen a decent amount of people saying that Skull Merchant is awful to go against and while I do agree that sometimes if the the RNG is on her side, she’s obnoxious to go against but I feel like it’s being blown out of proportion.
While she does have her issues, the problem with her is her lack of ways to play her and the only thing her kit is geared towards is defending gens so obviously people are going to lean into that playstyle.
My changes would be:
  1. ⁠Lose a drone but give the remaining drones a slightly bigger radius, maybe 5-10%.
  2. ⁠Make it so her lock on meter can only build while you’re on the same level as the drone so maps with multiple floors aren’t a pain for survivors
  3. ⁠Make Geographical Readout basekit without the haste bonus and make the stealth part of her kit into the new Geographical Readout. Her stealth is pretty much pointless because the moment her terror radius just vanishes you know she’s in a drone.
She’ll no longer be able to 3 gen while at least being able to keep info on at least 2 gens and she’s incentivised to chase people down with her remaining drone.
Any thoughts or changes you guys would make to her?
submitted by ahmedb03 to deadbydaylight [link] [comments]


2023.06.10 09:02 AutoModerator I HAVE Iman Gadzhi Agency Navigator, Biaheza Dropshipping Course, Andrew Tate all Courses Bundle, And OVER 3,000 MORE COURSES. If ANYONE WANTS them (http://smmacourses.site/)

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submitted by AutoModerator to FreeDownload2023 [link] [comments]


2023.06.10 08:59 azimadli97 [REQUEST] Brazil 2014 home, away, third, Goalkeeper kits

submitted by azimadli97 to WEPES_Kits [link] [comments]


2023.06.10 08:55 justinvoelker Silicone mod for MK4?

Having had a MK3 in the past and a Mini right now, I’ve used the silicone mod with great success. While mesh leveling is great, nothing beats a truly flat bed. My MK4 kit should ship in the first batch and I have been thinking about just building it with the silicone mod from the start.
My question is, given the new method of attaching the bed on the MK4, is the silicone mod still possible?
submitted by justinvoelker to prusa3d [link] [comments]


2023.06.10 08:55 RedAyanChakraborty [Request] [Steam] Halo: The Master Chief Collection (-75% Off)

Hello fellow Gifters, i would like to make a request for Halo: MCC . I don't have anything "interesting" to say so here's a brief summary of why i want this game. I've been a Halo fan for quite a long time but i didn't have money back then so i played the pirated version of this game. But about 2 years ago i stopped playing pirated games so i stopped playing MCC as well, I've been wanting to buy it but it was too pricey even during sales. Unfortunately right when it's on a relatively lower price right now, i don't have enough pocket money to buy it because I've already exhausted it. The sale ends rather quickly, before i can gain some more pocket money so i hoped that i could maybe get the game for fellow gifters here on this subreddit.
And that's pretty much all i have to say.
Here's my Steam profile
I guess i have to write a bit more to reach the word limit so here's a little info about Halo: MCC:
Halo: The Master Chief Collection is a compilation of first-person shooter video games in the Halo series. The collection was released in November 2014 for the Xbox One, and later ported to Microsoft Windows and Xbox Series X/S. The collection was developed by 343 Industries in partnership with other studios and was published by Xbox Game Studios. The collection includes Halo: Combat Evolved Anniversary, Halo 2: Anniversary, Halo 3, Halo 3: ODST, Halo: Reach, and Halo 4.
The Master Chief Collection originally consisted of Halo: Combat Evolved Anniversary, Halo 2 Anniversary, Halo 3, and Halo 4, complete with their full catalog of extras, including all multiplayer maps and gameplay modes. There have been no story or gameplay changes to the original releases. The games are first-person shooters with vehicular combat that takes place from a third-person perspective. Each campaign has four difficulty levels and access to gameplay modifiers known as "Skulls".
All four campaign modes can be played alone or cooperatively via split screen or Xbox Live on Xbox One and Series X/S. The Microsoft Windows release does not have split screen capability, but it can be played cooperatively online with Steam friends and Xbox friends.
As in Combat Evolved Anniversary, Halo 2 players can swap between the original and upgraded graphics on the fly. Additions to Halo 2's campaign mode include "Terminals", and new prologue and epilogue cutscenes to link the series for Halo 5's debut. Since only six of the game's multiplayer maps were remastered, there are two Halo 2 multiplayer modes. The Halo 2 anniversary multiplayer mode uses the six remastered maps, while the standard Halo 2 multiplayer mode includes all of the original game's released maps with a full graphical update but no remastering. The Collection multiplayer includes Mission Setlists, curated lists of levels selected from throughout the series.
The Extras menu includes access to live-action video series Halo: Nightfall via the Halo Channel and the Halo 5: Guardians multiplayer beta, until it was removed prior to the game's release. The compilation features new Achievements, and all difficulty and play modes are unlocked from the start. The game launched with a total of 4,000 Gamerscore spread across 400 Achievements—the largest amount of Gamerscore given to a game since its introduction.
submitted by RedAyanChakraborty to GiftofGames [link] [comments]


2023.06.10 08:52 AutoModerator [Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download

[Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download
➡️ https://www.genkicourses.site/product/ry-schwartz-coaching-the-conversion-ctc-circle-10-2022/⬅️
Get the course here: [Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download

What You Get:

Program #1

CTC Launches

(to master your launch and funnel sequences)
10X Launches is the first copywriting program fully engineered to speed up the execution and amplify your results of your emails no matter what kind of funnel or launch strategy you’re rolling out.
It’s built not only for best-in-class launch copywriters…
But for coaches, consultants, course creators, and ANYONE who stands to benefit from nailing down their launch and funnel copy faster and with more genuine impact.
IN THIS TOP-SELLING PROGRAM, YOU’LL GET ACCESS TO:

2 “Core” Modules

That will initiate you into the “Coaching The Conversion™ method, and how to leverage a new, more empowering definition of “direct response” that opens up the floodgates to greater intimacy, empathy, and conversions.

5 “Launch” Modules

breaking down every single phase of your launch or funnel in full detail (including some you didn’t even know existed). You’ll learn exactly what’s at play during the Segmentation & Confirmation, Pre-Launch, Launch, Sales and Closing phases of your funnel and how to quickly craft the messaging that coaches your prospect into the final conversion in a powerful, non-sleazy way.

25+ Email Templates

None of that BS “plug’n’play” or “swipe and deploy” stuff that shoehorns your message into lifeless boxes that robs it of all life and power.
Instead, you’ll get FULL breakdowns and walkthroughs of the go-to templates I turn to over-and-over again in 6 and 7-figure launch campaigns.
Meaning, you get to craft your OWN high-converting launch emails in about 25 minutes flat and fire them into ConvertKit, ActiveCampaign (or wtv you’re using) while your coffee’s still hot.

Program #2

CTC Sales Pages

(to master your long form sales page)
This is it.
It’s where the best paid copywriters, coaches and course marketers on the planet earn their keep.
It’s where the conversion either happens or it doesn’t. In cold hard numbers that don’t care how many Clif bars you stress-ate in the process.
It’s where the most admired online business owners transform interest, desire, and engagement and into what you actually want: Sales.
So what is “it”?
It’s your long-form sales page.
And the truth is… most copywriters and marketers avoid long-form sales pages like the plague… treating it like a close-talking lepper with coffee breath… instead of the 24/7 salesperson your sales page – that final step in your marketing funnel – should be.
So why do marketers (and even pro-level copywriters) avoid sales pages?
Because writing a long-form sales page is intimidating AF.
It’s the Night King of the Whitewalker army.
It’s the Beef Wellington on Hell’s Kitchen.
It’s the Lord Voldemort of your marketing funnel – aka the funnel asset that shall not be named.
A long-form sales page is where you’ll spend dozens of hours writing THOUSANDS of words that will either confirm your claim as a top player in your space…
Or will tell you with Gordon-Ramsay-esque candor that your marketing wasn’t as good as your business coach told you it was.
There’s real pressure in that.
But there’s even real-er payoff in being able to do it faster – and more profitably – than anyone else in your industry. A payoff that even affords you the right to make up words like real-er
Confronting, yep? Conquerable. Absolutely.
In CTC Sales Pages, you’ll go through the exact process I’ve used to write over twenty 6 and 7-figure sales pages for the likes of Amy Porterfield, Copyhackers, and many more.

Program #3 & #4

Six Figure Emails & Seven Figure Emails

(for even more email conversion badassery)
Welcome to the “Johnnie Walker Blue” of our email template series.
This is the premium blend for more advanced marketing palates.
All pulled straight from my highest-performing launches for industry titans like Amy Porterfield, Todd Herman, Traffic & Funnels, and Copyhackers.
What you’re getting are 13 advanced email templates that you can use in a pinch when you need to write a standalone sales email, a webinar invitation, a post-webinar replay, downsell, or flash sale.
To be clear, these aren’t those sketchy and lifeless “swipe and deploy” templates you may have seen swimming around the shadier parts of the online marketing cesspool.
These are loose, flexible templates that guide you through deep-dive masterclasses teaching you the advanced psychology behind each one.
Meaning, you actually understand WHY they work, and are fully empowered to engineer them to best serve your audience.

Program #5

Minimum Viable Launch 2.0

(to quickly rock profitable and lean email launches)
We’ve taken the single most impactful part of 10x Launches; the part that countless students have credited with producing game-changing ROI in record time…
And given it a fresh-for-2022 facelift.
Not only will you be getting access to a stack of NEW templates that we’ve added to the stack based on repeated tests and real-world results.
But we’ll be offering you the one-click automation uploads to bring the whole sequence straight into your ActiveCampaign to save you and your team about 5+ hours of heavy-duty integration time.

Program #6

Application Funnel Amplifiers

(for creating powerful pre-call enrollment experiences)
Fact: The enrollment experience begins the moment your prospect books a call.
If you mail it in for those 12-72 hours between when they book the call — and show up to it, you’re missing a golden opportunity to begin coaching the necessary transformations.
In this brand new program, you’ll learn how we to consciously engineering your entire application experience to pre-empt objections, create magnetism, and stack the odds in favor of having a successful enrollment conversation
You’ll get practical answers to:
  • When you should be transparent about your pricing BEFORE a sales call
  • How to strategically structure your application questions in a way that actually coaches your pre-customer into your program (yes, the questions are copy)
  • What to put on your booking confirmation page to create incredible momentum and a “point of no return” into your program
  • What tools and systems we use to create a seamless application and booking experience

Program #7

Next-Level Automation & Optimization Stack

(upcoming and ongoing automation tutorials)
As the CTC Membership evolves, our resident Wizard, Philip Powis will be actively adding a library of importable one-click automations (into ActiveCampaign), leveraged software playbooks, and a running list of the most advanced (and cost effective) tools and systems that he recommends for fast-scaling course and coaching businesses.

Courses proof (screenshots for example, or 1 free sample video from the course) are available upon demand, simply Contact us here
submitted by AutoModerator to Genkicourses_Com [link] [comments]


2023.06.10 08:38 therottingbard [Online][PF1e][PBP] Looking for DM(s) to run a homebrew campaign for me.

Hi, I'm The Bard, he/him, 24 years old. I have ASD and haven't been able to shake a hyper fixation for some time now. I am looking for anyone who would be willing to run Pathfinder First Edition for me for a specific style of campaign.
I would love the chance to play a game with the themes of Zero to Hero or Rags to Riches aspects of a slow exp 1-20+ campaign. I have run a few similar campaigns, and have read all of Dave the Commoner. To me this kind of campaign is very reminiscent of how BECMI was ran.
I have been obsessed with this style of play for years, successfully running two campaigns along the same lines, and doing some solo play of the idea. Although, I am looking to see if there would be any DM's interested in running it for me. If you have questions about the style of play I am talking about, please ask here in the thread.
I have played BECMI, AD&D, 3.5, and 5e. I love the flow of play seen in BECMI, but love the rich roleplay communities that have grown out of 5e. That being said my longest lasting and most fun campaigns have been with Pathfinder 1e, and I am looking to dive right back into it.
I am a huge fan of NPC Classes, Core Races, and classic fantasy stories, but love the exponential growth within the system using gestalt, unchained, or even spheres of power. I'd love to play using the rule systems of pathfinder like downtime, retraining, rooms, teams, and even at some point Kingdom Building. Domain play has always been a favorite of mine.
I understand running a game for me alone might be a challenge for some people, and some DMs might only be interested in only a small part of the game I am trying to play. I am totally up for having multiple GMs or having other players help me along the journey.
I was thinking of starting as a human gestalt of two npc classes, rolling 3d6 down the line, and using the standard level 1 npc gold to kit out my character. Then through play, I'll make heavy use of downtime and retraining rules.
This was a recent solo attempt at this kind of campaign. https://drive.google.com/drive/folders/1-iplsAj0vXgqe3w2jLs8KdLe2_dpXAOj?usp=drive_link
submitted by therottingbard to lfgmisc [link] [comments]


2023.06.10 08:37 _Triple_ [STORE] 900+ KNIVES/GLOVES/SKINS, 50.000$+ INVENTORY. M9 Fade, M4 Poseidon, BFK Freehand, Crimson Kimono, Nomad Fade, Skeleton, Kara Lore, Bayo Autotronic, AWP Fade, Kara Damas, BFK Ultra, Kara Freehand, Kara Bright, M9 Damas, Omega, Tiger Strike, Flip MF, Bayo Tiger, Deagle Blaze, Talon & More

Everything in my inventory is up for trade. The most valuable items are listed here, the rest you can find in My Inventory

Feel free to Add Me or even better send a Trade Offer. Open for any suggestions: upgrades, downgrades / knives, gloves, skins / stickers, patterns, floats.

All Buyouts are listed in cash value.

KNIVES

★ Butterfly Knife Freehand FN #1, B/O: $2500

★ Butterfly Knife Ultraviolet FT, B/O: $822

★ Butterfly Knife Scorched FT, B/O: $616


★ Bayonet Tiger Tooth MW #1, B/O: $1300

★ Bayonet Autotronic FN, B/O: $1050

★ Bayonet Tiger Tooth MW, B/O: $629

★ Bayonet Bright Water FT, B/O: $326

★ Bayonet Safari Mesh BS, B/O: $233


★ Karambit Lore FT, B/O: $1110

★ Karambit Damascus Steel FT, B/O: $840

★ Karambit Freehand MW, B/O: $784

★ Karambit Bright Water MW, B/O: $759


★ M9 Bayonet Fade FN, B/O: $1801

★ M9 Bayonet Fade FN, B/O: $1801

★ M9 Bayonet Damascus Steel FN, B/O: $751


★ Nomad Knife Fade FN, B/O: $1156

★ Nomad Knife Slaughter MW, B/O: $544

★ Nomad Knife Blue Steel WW, B/O: $318


★ Flip Knife Marble Fade FN, B/O: $646

★ Flip Knife Doppler (Phase 4) FN, B/O: $574

★ Flip Knife Gamma Doppler (Phase 1) MW, B/O: $552

★ Flip Knife Case Hardened FT, B/O: $257

★ Flip Knife Freehand FT, B/O: $255

★ StatTrak™ Flip Knife Bright Water FN, B/O: $287


★ Huntsman Knife Lore FN, B/O: $461

★ Huntsman Knife Gamma Doppler (Phase 4) FN, B/O: $436

★ Huntsman Knife Doppler (Phase 3) FN, B/O: $353

★ Huntsman Knife Autotronic FT, B/O: $212

★ Huntsman Knife Bright Water FT, B/O: $129

★ Huntsman Knife Forest DDPAT MW, B/O: $129

★ Huntsman Knife Forest DDPAT BS, B/O: $123

★ StatTrak™ Huntsman Knife Rust Coat BS, B/O: $127


★ Bowie Knife Gamma Doppler (Phase 2) FN, B/O: $375

★ Bowie Knife Gamma Doppler (Phase 1) FN, B/O: $363

★ Bowie Knife Tiger Tooth FN, B/O: $269

★ Bowie Knife Crimson Web WW, B/O: $192

★ Bowie Knife Bright Water FN, B/O: $159

★ Bowie Knife Ultraviolet FT, B/O: $126


★ Stiletto Knife Slaughter FN, B/O: $616

★ Stiletto Knife Crimson Web FT, B/O: $412

★ StatTrak™ Stiletto Knife Night Stripe FT, B/O: $227


★ Falchion Knife Lore FT, B/O: $214

★ Falchion Knife Autotronic FT, B/O: $192

★ Falchion Knife Scorched WW, B/O: $105


★ Survival Knife Crimson Web BS, B/O: $216

★ Survival Knife Case Hardened FT, B/O: $198

★ Survival Knife Scorched FT, B/O: $111


★ Shadow Daggers Fade FN, B/O: $368

★ Shadow Daggers Doppler (Phase 3) FN, B/O: $228

★ Shadow Daggers, B/O: $201

★ Shadow Daggers Damascus Steel FT, B/O: $108

★ Shadow Daggers Ultraviolet FT, B/O: $105

★ Shadow Daggers Black Laminate FT, B/O: $99

★ Shadow Daggers Forest DDPAT FT, B/O: $85


★ Gut Knife Doppler (Sapphire) MW #1, B/O: $1700

★ Gut Knife Gamma Doppler (Phase 1) FN, B/O: $223

★ Gut Knife Marble Fade FN, B/O: $203

★ Gut Knife Doppler (Phase 2) FN, B/O: $191

★ Gut Knife Case Hardened BS, B/O: $127


★ Navaja Knife Doppler (Phase 4) FN, B/O: $199

★ Navaja Knife Doppler (Phase 4) FN, B/O: $199

★ Navaja Knife, B/O: $138

★ Navaja Knife Damascus Steel FN, B/O: $111


★ Classic Knife Urban Masked FT, B/O: $146

★ StatTrak™ Classic Knife Stained BS, B/O: $168


★ Ursus Knife Doppler (Phase 3) FN, B/O: $476

★ Ursus Knife, B/O: $375


★ Skeleton Knife, B/O: $1137

★ Talon Knife, B/O: $608

★ Paracord Knife, B/O: $305

★ Survival Knife Forest DDPAT FT, B/O: $97

GLOVES

★ Moto Gloves Transport MW, B/O: $204

★ Moto Gloves Polygon BS, B/O: $142

★ Moto Gloves Blood Pressure BS, B/O: $84

★ Moto Gloves Blood Pressure BS, B/O: $84

★ Moto Gloves 3rd Commando Company BS, B/O: $63

★ Moto Gloves 3rd Commando Company BS, B/O: $63


★ Specialist Gloves Crimson Kimono WW, B/O: $1215

★ Specialist Gloves Tiger Strike FT, B/O: $672

★ Specialist Gloves Lt. Commander FT, B/O: $305

★ Specialist Gloves Lt. Commander BS, B/O: $140

★ Specialist Gloves Crimson Web BS, B/O: $137

★ Specialist Gloves Buckshot FT, B/O: $75


★ Driver Gloves Crimson Weave FT, B/O: $359

★ Driver Gloves Imperial Plaid BS, B/O: $229

★ Driver Gloves Overtake BS, B/O: $77

★ Driver Gloves Racing Green FT, B/O: $48


★ Sport Gloves Omega FT, B/O: $739

★ Sport Gloves Amphibious BS #2, B/O: $733

★ Sport Gloves Arid BS, B/O: $292


★ Hand Wraps Giraffe MW, B/O: $212

★ Hand Wraps Leather FT, B/O: $160

★ Hand Wraps Desert Shamagh MW, B/O: $101


★ Broken Fang Gloves Yellow-banded MW, B/O: $185

★ Broken Fang Gloves Needle Point FT, B/O: $67

★ Broken Fang Gloves Needle Point WW, B/O: $59


★ Hydra Gloves Case Hardened BS, B/O: $65

★ Hydra Gloves Emerald FT, B/O: $65

★ Hydra Gloves Emerald BS, B/O: $62

WEAPONS

AK-47 Case Hardened BS, B/O: $130

AK-47 Bloodsport MW, B/O: $79

AK-47 Fuel Injector BS, B/O: $76

AK-47 Fuel Injector BS, B/O: $76

AK-47 Bloodsport FT, B/O: $70

AK-47 Neon Rider MW, B/O: $60

StatTrak™ AK-47 Aquamarine Revenge FT, B/O: $72


AWP Fade FN, B/O: $1039

AWP Asiimov FT, B/O: $139

AWP Asiimov FT, B/O: $139

AWP Wildfire MW, B/O: $95

AWP BOOM MW, B/O: $93

AWP BOOM MW, B/O: $93

AWP Duality FN, B/O: $81

AWP Asiimov BS, B/O: $79

AWP Asiimov BS, B/O: $79

AWP Chromatic Aberration FN, B/O: $60

StatTrak™ AWP Hyper Beast FT, B/O: $68

StatTrak™ AWP Hyper Beast FT, B/O: $68

StatTrak™ AWP Electric Hive FT, B/O: $55


Desert Eagle Blaze FN, B/O: $623

Desert Eagle Emerald Jörmungandr FN, B/O: $241

Desert Eagle Cobalt Disruption FN, B/O: $81

Desert Eagle Cobalt Disruption FN, B/O: $81

Desert Eagle Cobalt Disruption FN, B/O: $81

Desert Eagle Printstream FT, B/O: $54


M4A1-S Blue Phosphor FN, B/O: $434

StatTrak™ M4A1-S Bright Water MW, B/O: $55


M4A4 Poseidon FN, B/O: $1465

M4A4 Asiimov BS, B/O: $55

M4A4 Hellfire MW, B/O: $50


USP-S Kill Confirmed MW, B/O: $72

USP-S Printstream FT, B/O: $69

StatTrak™ USP-S Kill Confirmed FT, B/O: $139


AUG Flame Jörmungandr FN, B/O: $234

P90 Run and Hide FT, B/O: $147

Five-SeveN Candy Apple FN, B/O: $61

Trade Offer Link - Steam Profile Link - My Inventory

Knives - Bowie Knife, Butterfly Knife, Falchion Knife, Flip Knife, Gut Knife, Huntsman Knife, M9 Bayonet, Bayonet, Karambit, Shadow Daggers, Stiletto Knife, Ursus Knife, Navaja Knife, Talon Knife, Classic Knife, Paracord Knife, Survival Knife, Nomad Knife, Skeleton Knife, Patterns - Gamma Doppler, Doppler (Phase 1, Phase 2, Phase 3, Phase 4, Black Pearl, Sapphire, Ruby, Emerald), Crimson Web, Lore, Fade, Ultraviolet, Night, Marble Fade (Fire & Ice, Fake FI), Case Hardened (Blue Gem), Autotronic, Slaughter, Black Laminate, Tiger Tooth, Boreal Forest, Scorched, Blue Steel, Vanilla, Damascus Steel, Forest DDPAT, Urban Masked, Freehand, Stained, Bright Water, Safari Mesh, Rust Coat, Gloves - Bloodhound Gloves (Charred, Snakebite, Guerrilla, Bronzed), Driver Gloves (Snow Leopard, King Snake, Crimson Weave, Imperial Plaid, Black Tie, Lunar Weave, Diamondback, Rezan the Red, Overtake, Queen Jaguar, Convoy, Racing Green), Hand Wraps (Cobalt Skulls, CAUTION!, Overprint, Slaughter, Leather, Giraffe, Badlands, Spruce DDPAT, Arboreal, Constrictor, Desert Shamagh, Duct Tape), Moto Gloves (Spearmint, POW!, Cool Mint, Smoke Out, Finish Line, Polygon, Blood Pressure, Turtle, Boom!, Eclipse, 3rd Commando Company, Transport), Specialist Gloves (Crimson Kimono, Tiger Strike, Emerald Web, Field Agent, Marble Fade, Fade, Foundation, Lt. Commander, Crimson Web, Mogul, Forest DDPAT, Buckshot), Sport Gloves (Pandora's Box, Superconductor, Hedge Maze, Vice, Amphibious, Slingshot, Omega, Arid, Big Game, Nocts, Scarlet Shamagh, Bronze Morph), Hydra Gloves (Case Hardened, Emerald, Rattler, Mangrove), Broken Fang Gloves (Jade, Yellow-banded, Unhinged, Needle Point), Pistols - P2000 (Wicked Sick, Ocean Foam, Fire Element, Amber Fade, Corticera, Chainmail, Imperial Dragon, Obsidian, Scorpion, Handgun, Acid Etched), USP-S (Printstream, Kill Confirmed, Whiteout, Road Rash, Owergrowth, The Traitor, Neo-Noir, Dark Water, Orion, Blueprint, Stainless, Caiman, Serum, Monster Mashup, Royal Blue, Ancient Visions, Cortex, Orange Anolis, Ticket To Hell, Black Lotus, Cyrex, Check Engine, Guardian, Purple DDPAT, Torque, Blood Tiger, Flashback, Business Class, Pathfinder, Para Green), Lead Conduit, Glock-18 (Umbral Rabbit, Fade, Candy Apple, Bullet Queen, Synth Leaf, Neo-Noir, Nuclear Garden, Dragon Tatto, Reactor, Pink DDPAT, Twilight Galaxy, Sand Dune, Groundwater, Blue Fissure, Snack Attack, Water Elemental, Brass, Wasteland Rebel, Vogue, Franklin, Royal Legion, Gamma Doppler, Weasel, Steel Disruption, Ironwork, Grinder, High Beam, Moonrise, Oxide Blaze, Bunsen Burner, Clear Polymer, Bunsen Burner, Night), P250 (Re.built, Nuclear Threat, Modern Hunter, Splash, Whiteout, Vino Primo, Mehndi, Asiimov, Visions, Undertow, Cartel, See Ya Later, Gunsmoke, Splash, Digital Architect, Muertos, Red Rock, Bengal Tiger, Crimson Kimono, Wingshot, Metallic DDPAT, Hive, Dark Filigree, Mint Kimono), Five-Seven (Neon Kimono, Berries And Cherries, Fall Hazard, Crimson Blossom, Hyper Beast, Nitro, Fairy Tale, Case Hardened, Copper Galaxy, Angry Mob, Monkey Business, Fowl Play, Anodized Gunmetal, Hot Shot, Retrobution, Boost Protocol), CZ75-Auto (Chalice, Crimson Web, Emerald Quartz, The Fuschia is Now, Nitro, Xiangliu, Yellow Jacket, Victoria, Poison Dart, Syndicate, Eco, Hexane, Pole, Tigris), Tec-9 (Rebel, Terrace, Nuclear Threat, Hades, Rust Leaf, Decimator, Blast From, Orange Murano, Toxic, Fuel Injector, Remote Control, Bamboo Forest, Isaac, Avalanche, Brother, Re-Entry, Blue Titanium, Bamboozle), R8 Revolver (Banana Cannon, Fade, Blaze, Crimson Web, Liama Cannon, Crazy 8, Reboot, Canal Spray, Night, Amber Fade), Desert Eagle (Blaze, Hand Cannon, Fennec Fox, Sunset Storm, Emerald Jörmungandr, Pilot, Hypnotic, Golden Koi, Printstream, Cobalt Disruption, Code Red, Ocean Drive, Midnight Storm, Kumicho Dragon, Crimson Web, Heirloom, Night Heist, Mecha Industries, Night, Conspiracy, Trigger Discipline, Naga, Directive, Light Rail), Dual Berettas (Flora Carnivora, Duelist, Cobra Strike, Black Limba, Emerald, Hemoglobin, Twin Turbo, Marina, Melondrama, Pyre, Retribution, Briar, Dezastre, Royal Consorts, Urban Shock, Dualing Dragons, Panther, Balance), Rifles - Galil (Aqua Terrace, Winter Forest, Chatterbox, Sugar Rush, Pheonix Blacklight, CAUTION!, Orange DDPAT, Cerberus, Dusk Ruins, Eco, Chromatic Aberration, Stone Cold, Tuxedo, Sandstorm, Shattered, Urban Rubble, Rocket Pop, Kami, Crimson Tsunami, Connexion), SCAR-20 (Fragments, Brass, Cyrex, Palm, Splash Jam, Cardiac, Emerald, Crimson Web, Magna Carta, Stone Mosaico, Bloodsport, Enforcer), AWP (Duality, Gungnir, Dragon Lore, Prince, Medusa, Desert Hydra, Fade, Lightning Strike, Oni Taiji, Silk Tiger, Graphite, Chromatic Aberration, Asiimov, Snake Camo, Boom, Containment Breach, Wildfire, Redline, Electric Hive, Hyper Beast, Neo-Noir, Man-o'-war, Pink DDPAT, Corticera, Sun in Leo, Elite Build, Fever Dream, Atheris, Mortis, PAW, Exoskeleton, Worm God, POP AWP, Phobos, Acheron, Pit Viper, Capillary, Safari Mesh), AK-47 (Head Shot, Wild Lotus, Gold Arabesque, X-Ray, Fire Serpent, Hydroponic, Panthera Onca, Case Hardened, Vulcan, Jet Set, Fuel Injector, Bloodsport, Nightwish, First Class, Neon Rider, Asiimov, Red Laminate, Aquamarine Revenge, The Empress, Wasteland Rebel, Jaguar, Black Laminate, Leet Museo, Neon Revolution, Redline, Frontside Misty, Predator, Legion of Anubis, Point Disarray, Orbit Mk01, Blue Laminate, Green Laminate, Emerald Pinstripe, Cartel, Phantom Disruptor, Jungle Spray, Safety Net, Rat Rod, Baroque Purple, Slate, Elite Build, Uncharted, Safari Mesh), FAMAS (Sundown, Prime Conspiracy, Afterimage, Commemoration, Dark Water, Spitfire, Pulse, Eye of Athena, Meltdown, Rapid Eye Move, Roll Cage, Styx, Mecha Industrie, Djinn, ZX Spectron, Valence, Neural Net, Night Borre, Hexne), M4A4 (Temukau, Howl, Poseidon, Asiimov, Daybreak, Hellfire, Zirka, Red DDPAT, Radiation Hazard, Modern Hunter, The Emperor, The Coalition, Bullet Rain, Cyber Security, X-Ray, Dark Blossom, Buzz Kill, In Living Color, Neo-Noir, Desolate Space, 龍王 (Dragon King), Royal Paladin, The Battlestar, Global Offensive, Tooth Fairy, Desert-Strike, Griffin, Evil Daimyo, Spider Lily, Converter), M4A1-S (Emphorosaur-S, Welcome to the Jungle, Imminent Danger, Knight, Hot Rod, Icarus Fell, Blue Phosphor, Printstream, Master Piece, Dark Water, Golden Coil, Bright Water, Player Two, Atomic Alloy, Guardian, Chantico's Fire, Hyper Beast, Mecha Industries, Cyrex, Control Panel, Moss Quartz, Nightmare, Decimator, Leaded Glass, Basilisk, Blood Tiger, Briefing, Night Terror, Nitro, VariCamo, Flashback), SG 553 (Cyberforce, Hazard Pay, Bulldozer, Integrale, Dragon Tech, Ultraviolet, Colony IV, Hypnotic, Cyrex, Candy Apple, Barricade, Pulse), SSG 08 (Death Strike, Sea Calico, Blood in the Water, Orange Filigree, Dragonfire, Big Iron, Bloodshot, Detour, Turbo Peek, Red Stone), AUG (Akihabara Accept, Flame Jörmungandr, Hot Rod, Midnight Lily, Sand Storm, Carved Jade, Wings, Anodized Navy, Death by Puppy, Torque, Bengal Tiger, Chameleon, Fleet Flock, Random Access, Momentum, Syd Mead, Stymphalian, Arctic Wolf, Aristocrat, Navy Murano), G3SG1 (Chronos, Violet Murano, Flux, Demeter, Orange Kimono, The Executioner, Green Apple, Arctic Polar Camo, Contractor), SMGs - P90 (Neoqueen, Astral Jörmungandr, Run and Hide, Emerald Dragon, Cold Blooded, Death by Kitty, Baroque Red, Vent Rush, Blind Spot, Asiimov, Trigon, Sunset Lily, Death Grip, Leather, Nostalgia, Fallout Warning, Tiger Pit, Schermatic, Virus, Shapewood, Glacier Mesh, Shallow Grave, Chopper, Desert Warfare), MAC-10 (Sakkaku, Hot Snakes, Copper Borre, Red Filigree, Gold Brick, Graven, Case Hardened, Stalker, Amber Fade, Neon Rider, Tatter, Curse, Propaganda, Nuclear Garden, Disco Tech, Toybox, Heat, Indigo), UMP-45 (Wild Child, Fade, Blaze, Day Lily, Minotaur's Labyrinth, Crime Scene, Caramel, Bone Pile, Momentum, Primal Saber), MP7 (Teal Blossom, Fade, Nemesis, Whiteout, Asterion, Bloosport, Abyssal Apparition, Full Stop, Special Delivery, Neon Ply, Asterion, Ocean Foam, Powercore, Scorched, Impire), PP-Bizon (Modern Hunter, Rust Coat, Forest Leaves, Antique, High Roller, Blue Streak, Seabird, Judgement of Anubis, Bamboo Print, Embargo, Chemical Green, Coblat Halftone, Fuel Rod, Photic Zone, Irradiated Alert, Carbon Fiber), MP9 (Featherweight, Wild Lily, Pandora's Box, Stained Glass, Bulldozer, Dark Age, Hot Rod, Hypnotic, Hydra, Rose Iron, Music Box, Setting Sun, Food Chain, Airlock, Mount Fuji, Starlight Protector, Ruby Poison Dart, Deadly Poison), MP5-SD (Liquidation, Oxide Oasis, Phosphor, Nitro, Agent, Autumn Twilly), Shotguns, Machineguns - Sawed-Off (Kiss♥Love, First Class, Orange DDPAT, Rust Coat, The Kraken, Devourer, Mosaico, Wasteland Princess, Bamboo Shadow, Copper, Serenity, Limelight, Apocalypto), XM1014 (Frost Borre, Ancient Lore, Red Leather, Elegant Vines, Banana Leaf, Jungle, Urban Perforated, Grassland, Blaze Orange, Heaven Guard, VariCamo Blue, Entombed, XOXO, Seasons, Tranquility, Bone Machine, Incinegator, Teclu Burner, Black Tie, Zombie Offensive, Watchdog), Nova (Baroque Orange, Hyper Beast, Green Apple, Antique, Modern Hunter, Walnut, Forest Leaves, Graphite, Blaze Orange, Rising Skull, Tempest, Bloomstick, Interlock, Quick Sand, Moon in Libra, Clean Polymer, Red Quartz, Toy Soldier), MAG-7 (Insomnia, Cinqueda, Counter Terrace, Prism Terrace, Memento, Chainmail, Hazard, Justice, Bulldozer, Silver, Core Breach, Firestarter, Praetorian, Heat, Hard Water, Monster Call, BI83 Spectrum, SWAG-7), M249 (Humidor, Shipping Forecast, Blizzard Marbleized, Downtown, Jungle DDPAT, Nebula Crusader, Impact Drill, Emerald Poison Dart), Negev (Mjölnir, Anodized Navy, Palm, Power Loader, Bratatat, CaliCamo, Phoenix Stencil, Infrastructure, Boroque Sand), Wear - Factory New (FN), Minimal Wear (MW), Field-Tested (FT), Well-Worn (WW), Battle-Scarred (BS), Stickers Holo/Foil/Gold - Katowice 2014, Krakow 2017, Howling Dawn, Katowice 2015, Crown, London 2018, Cologne 2014, Boston 2018, Atlanta 2017, Cluj-Napoca 2015, DreamHack 2014, King on the Field, Harp of War, Winged Difuser, Cologne 2016, Cologne 2015, MLG Columbus 2016, Katowice 2019, Berlin 2019, RMR 2020, Stockholm 2021, Antwerp 2022, Swag Foil, Flammable foil, Others - Souvenirs, Agents, Pins, Passes, Gifts, Music Kits, Cases, Keys, Capsules, Packages, Patches

Some items on the list may no longer be available or are still locked, visit My Inventory for more details.

Send a Trade Offer for fastest response. I consider all offers.

Add me for discuss if there is a serious offer that needs to be discussed.

submitted by _Triple_ to GlobalOffensiveTrade [link] [comments]


2023.06.10 08:34 jhf321 H:B/25dwa/15rl enclave flamer w:apparel

H:B/25dwa/15rl enclave flamer w:apparel submitted by jhf321 to Market76 [link] [comments]


2023.06.10 08:30 Heyitsjakson [2D Platform PC Flash Game] [Around 2004-2014] Stick Figure Clicking Assassin Game

[2D Platformer] [Around 2004-2014]
Hi y’all, I have been trying to find this game I used to play when I was younger (probably released around early 2000’s-2014). I’m almost positive I played it on addictinggames.com or something similar, but it was a flash game where each level had these stick figure characters and it was like a 2D platformer setup. In the game, you could click to interact with things in the level and the stick figures would die some gruesome death related to whatever object you clicked (clicking a lightbulb would cause glass to shatter from the ceiling killing a stick figure below). So you didn’t have a gun or scope or anything, you were basically playing as god. You had to interact with everything in a specific order to not alert the other stick figures and I remember levels that included an office building, a restaurant and vaguely remember a subway station level. I cannot for the life of me find the name of the game. This game was so nostalgic for me but none of my friends really played it, I believe there were also multiple versions of the game.
submitted by Heyitsjakson to tipofmyjoystick [link] [comments]


2023.06.10 08:28 Ninjuh503 H:Anti Armor Explosive Reload .50cal W: Responder Uniform (no helm)

H:Anti Armor Explosive Reload .50cal W: Responder Uniform (no helm) submitted by Ninjuh503 to Market76 [link] [comments]


2023.06.10 08:21 TitaN974 I give up any hope for a GS rework for Warrior

Hi all !
I've always hoped that Anet will look upon this weapon cuz it's one of my favorite type, was hyped countless time across multiple balance patches, none of them provided anything
I don't know about you but I feel like GS on Warrior feels outdated, slow and not fun to play.
Warrior was my first character and as far as I remember GS was always the filler weapon no matter which spec you'd use.
If you need to swap out a weapon it'll always be GS cuz Axe is too strong, Hammer has DPS on top of CC, same with Mace/Dagger (you get to keep Axe offhand).
And when you look at the skill you easily understand why : slow, no boons (except Fury with burst), very low CC. The only good thing is mobility.
When I look at what a Guardian can do with it, I'm jealous, it has damage, mobility and actual utility : better Hundred Blades with the mobility skill 2 has, mobility with skill 3 + blind and a small heal, core boon that synergize well with the traits within the classe on skill 4, pull on skill 5.
I might reroll on DH tbh.
I'm not asking the same level of insanity that Guardian has on Warrior, but at least a kit that make sense and not a filler weapon that's easily replaceable.
What are your though guys ?
submitted by TitaN974 to Guildwars2 [link] [comments]


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2023.06.10 07:52 AutoModerator [Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download

[Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download
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Get the course here: [Genkicourses.site] [Get] RY Schwartz – Coaching The Conversion CTC Circle (10/2022) - Full Course Download

What You Get:

Program #1

CTC Launches

(to master your launch and funnel sequences)
10X Launches is the first copywriting program fully engineered to speed up the execution and amplify your results of your emails no matter what kind of funnel or launch strategy you’re rolling out.
It’s built not only for best-in-class launch copywriters…
But for coaches, consultants, course creators, and ANYONE who stands to benefit from nailing down their launch and funnel copy faster and with more genuine impact.
IN THIS TOP-SELLING PROGRAM, YOU’LL GET ACCESS TO:

2 “Core” Modules

That will initiate you into the “Coaching The Conversion™ method, and how to leverage a new, more empowering definition of “direct response” that opens up the floodgates to greater intimacy, empathy, and conversions.

5 “Launch” Modules

breaking down every single phase of your launch or funnel in full detail (including some you didn’t even know existed). You’ll learn exactly what’s at play during the Segmentation & Confirmation, Pre-Launch, Launch, Sales and Closing phases of your funnel and how to quickly craft the messaging that coaches your prospect into the final conversion in a powerful, non-sleazy way.

25+ Email Templates

None of that BS “plug’n’play” or “swipe and deploy” stuff that shoehorns your message into lifeless boxes that robs it of all life and power.
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Meaning, you get to craft your OWN high-converting launch emails in about 25 minutes flat and fire them into ConvertKit, ActiveCampaign (or wtv you’re using) while your coffee’s still hot.

Program #2

CTC Sales Pages

(to master your long form sales page)
This is it.
It’s where the best paid copywriters, coaches and course marketers on the planet earn their keep.
It’s where the conversion either happens or it doesn’t. In cold hard numbers that don’t care how many Clif bars you stress-ate in the process.
It’s where the most admired online business owners transform interest, desire, and engagement and into what you actually want: Sales.
So what is “it”?
It’s your long-form sales page.
And the truth is… most copywriters and marketers avoid long-form sales pages like the plague… treating it like a close-talking lepper with coffee breath… instead of the 24/7 salesperson your sales page – that final step in your marketing funnel – should be.
So why do marketers (and even pro-level copywriters) avoid sales pages?
Because writing a long-form sales page is intimidating AF.
It’s the Night King of the Whitewalker army.
It’s the Beef Wellington on Hell’s Kitchen.
It’s the Lord Voldemort of your marketing funnel – aka the funnel asset that shall not be named.
A long-form sales page is where you’ll spend dozens of hours writing THOUSANDS of words that will either confirm your claim as a top player in your space…
Or will tell you with Gordon-Ramsay-esque candor that your marketing wasn’t as good as your business coach told you it was.
There’s real pressure in that.
But there’s even real-er payoff in being able to do it faster – and more profitably – than anyone else in your industry. A payoff that even affords you the right to make up words like real-er
Confronting, yep? Conquerable. Absolutely.
In CTC Sales Pages, you’ll go through the exact process I’ve used to write over twenty 6 and 7-figure sales pages for the likes of Amy Porterfield, Copyhackers, and many more.

Program #3 & #4

Six Figure Emails & Seven Figure Emails

(for even more email conversion badassery)
Welcome to the “Johnnie Walker Blue” of our email template series.
This is the premium blend for more advanced marketing palates.
All pulled straight from my highest-performing launches for industry titans like Amy Porterfield, Todd Herman, Traffic & Funnels, and Copyhackers.
What you’re getting are 13 advanced email templates that you can use in a pinch when you need to write a standalone sales email, a webinar invitation, a post-webinar replay, downsell, or flash sale.
To be clear, these aren’t those sketchy and lifeless “swipe and deploy” templates you may have seen swimming around the shadier parts of the online marketing cesspool.
These are loose, flexible templates that guide you through deep-dive masterclasses teaching you the advanced psychology behind each one.
Meaning, you actually understand WHY they work, and are fully empowered to engineer them to best serve your audience.

Program #5

Minimum Viable Launch 2.0

(to quickly rock profitable and lean email launches)
We’ve taken the single most impactful part of 10x Launches; the part that countless students have credited with producing game-changing ROI in record time…
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Not only will you be getting access to a stack of NEW templates that we’ve added to the stack based on repeated tests and real-world results.
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Program #6

Application Funnel Amplifiers

(for creating powerful pre-call enrollment experiences)
Fact: The enrollment experience begins the moment your prospect books a call.
If you mail it in for those 12-72 hours between when they book the call — and show up to it, you’re missing a golden opportunity to begin coaching the necessary transformations.
In this brand new program, you’ll learn how we to consciously engineering your entire application experience to pre-empt objections, create magnetism, and stack the odds in favor of having a successful enrollment conversation
You’ll get practical answers to:
  • When you should be transparent about your pricing BEFORE a sales call
  • How to strategically structure your application questions in a way that actually coaches your pre-customer into your program (yes, the questions are copy)
  • What to put on your booking confirmation page to create incredible momentum and a “point of no return” into your program
  • What tools and systems we use to create a seamless application and booking experience

Program #7

Next-Level Automation & Optimization Stack

(upcoming and ongoing automation tutorials)
As the CTC Membership evolves, our resident Wizard, Philip Powis will be actively adding a library of importable one-click automations (into ActiveCampaign), leveraged software playbooks, and a running list of the most advanced (and cost effective) tools and systems that he recommends for fast-scaling course and coaching businesses.

Courses proof (screenshots for example, or 1 free sample video from the course) are available upon demand, simply Contact us here
submitted by AutoModerator to Genkicourses_Com [link] [comments]


2023.06.10 07:43 KASSAAAAA Want to share my Experience with you

Want to share my Experience with you

No DuoQ
https://preview.redd.it/qbp0jagv645b1.png?width=195&format=png&auto=webp&s=4a762868c853966eb0bfbbf5f2e575e53d3fde1c

Hello Guys. So i don't want to make this a "Guide", i'm just a Diamond Player who want's to share his experience with you. Since the new ADC Items got released a couple of Patches ago i really wanted to try alot of different Builds on Graves. So i went on a 30th Account to try some Builds that came in my Mind. And i had alot of success with Builds i've would never Build on my Main. I thought it's just Macro Diff so it doesn't mean anything but after already a couple of Games i faced only Lobbys with atleast 2 Smurfs on each Team. I kept playing and trying. However i ended up getting higher MMR as on my Main Account. I actually play vs Masters on my Smurf. No DuoQ.
Like i said i just share my experience what felt the best for me and why. I try to keep it short and simple. So this won't be a deep Graves Guide and i don't feel like i'm high Elo enough to do one anyways
Let's started with Runes.
https://preview.redd.it/0ps1n1qi945b1.png?width=737&format=png&auto=webp&s=d468660fb709be4591f755147d755936a0194bab
I think i don't have to explain what they do. I rather explain why i tried them and why i kept them.
Nimbus: if you run to a Gank which is kinda hard to reach you can gapclose or use it to escape.
Celerity + Waterwalking : I prefer to buy Swifty. So if i have my Boots i have i believe 420 MS average and 440 in River. And that's already after your first Item. I think it's super broken
Approach Velocity : You might think this is troll but you can't even imagine how OP this Rune is. Average active Time in my Game was around 80 i would say. So why is good? There are alot of Reasons ! First of all it's super disgusting with Red. Because it works with Red slow. You perma slow meanwhile you perma Ghost if you AA someone. Ain't no way anyone is escaping. Which makes you super strong on Level 3 invades. If you invade and fight someone, what is he gonna do ? Flash away? You have Approach Velocity, phase rush and in worst case Nimbus Cloak. They can Flash away. Doesn't matter you just keep running on them without using anything. Why else is it good? You want to just only gank Lanes with CC Setup. So you also get the boost if like the Nautilus engages. So you get boosted, enemy runs away you throw a smoke it double boost you , your phaserush procs and if needed your nimbus as well. So in like 1 Sec your already average 420 Movespeed goes up to 500. You literally faster than a Singed on crack. You just need to try it out but i'm absolutly in Love with this Rune. And there is one more Reason why and the Reason is Stridebreaker. Just read my recommended Items.
Items
So what i highly Recommend is: Collector -> Swifty -> Trinity or Stridebreaker -> Blackcleaver <-> Mortal Reminder -> Situational
But there is another Option as well i explain later on.
First of all. Why those Items? Well most of the Time, People in SoloQ drafting high Damage like Assasins or Bruiser. The Enemys as well as your Team. Which is important to understand. Because most of the Time your Team doesn't lack on Damage. So this Build gives you everything to Deal insane Damage, surving Assasins, makes you a battle Armor Breaking Monster with Antiheal and high MS. We get into that..
Let's start with your first Item which is super Important for your success. So the Damage on your First Item spike is literally the same.Let's say you are LvL 9 into a average Enemy 1.4k Health with 70 Armor.For example Collector deals average 1.300, youmos 1.250, Stormrazor 1.200, Stridebreaker 1.250, Trinity 1.250
So what i like to do is going Dirk into Hearthbound.Why is that? You get for just 2.200 Gold: 50 AD, 15% Attack Speed, 10 Lethality and the Movement Speed passive on AA.So you basically crafted something with a full Item value for just 2.200 Gold.
I always do that if i can't get mentionable ahead in early Game. Let's say i play vs full Squishys and i'm ahead or i see a Opportunity to get ahead you always want to go Collector. You deal alot of Damage as Graves which gives you the opportunity to yoink early Kills with Collector passive. Making you Feed early on so Enemy Bot/Mid are not allowed to get Prio and you can full Focus on Drakes and counter Jungle. If the Enemy Team trys to play the Game you just punish them. Nothing they can do about it. It's just illegal.
Let's talk about 2 Item Spike. Which is in the early Mid Game and the most Important. This Stage of the Game decides most Cases rather if you gonna probably Win the Game or not.
I give you some 2 Item Damage examples on again, average Enemy with 1.400 Health & 70 Armor. Collector + BC: 1850, Storm + Blackcleaver 1750, Youmus + BC 1900, Collector + Stride or Trinity both are around 1880, Storm + Collector 1850.
So as we can see it's basically the same. So why i recommend 2nd Item Stride / Trinity is because of the same Damage output, as well as it just makes you Tanki with 300 Health, 35 or 20 AS, 20 Ability Haste + high AD Damage. Rather it's the 60 AD of Stridebreaker or the 40 AD + Sheen of Trinity.
After testing out both Items i like Stridebreaker much more. Here is why. First of all the Damage is the same. But Stridebreaker is less Flippy and more consistent. On Trinity you always have to keep in mind to proc Sheen for the maximum Damage outcome. On Stridebreaker it's whatever because you have the +20 AD advantage so you just do your thing. Stridebreaker MS on AA is much better. You have a Ghost reset on each AA! In Combination with your Sorcery you are super fast after the first Auto already. Plus you have an extra active 200 Damage Slow which procs your PhaseRush in 1 Sec on a Gank, gives your 2 Slows in your Kit and Syngergies with Approached Velocity. So noone ever will get out of a Gank i promise you. It's so good.
3rd and 4th Recommended Item i don't need to explain i guess.You know what they doing giving you Tankiness, with MS, Armor Breaking + Antiheal. Which makes your Kit complete.
Some 3 Item Spike Damage examples on a average Enemy:
Storm + Collector + Infinity: 2.600, Umbral Glaive + Collector + BC: 2.700, Collector + Stride or Trinity + Mortal Reminder 2.800, Collector + BC + Infity 2.900 and full flippy Squishy Youmos + Collector + Seryldas 3.000.
So Collector + Stride or Trinity + Mortal Reminder offers you anything you can get in a Champion Kit with nearly 50 % Crit Chance , armor breaking, antiheal + Battle Monster with high Damage and Health.
I don't say "it's the new Meta" but that's how i stomp my Games because it fits my Playstyle and maybe it open ups something for you as well. My success wasn't nearly as good before.
submitted by KASSAAAAA to GravesMains [link] [comments]


2023.06.10 07:18 oldYeller218 Wheels and tires

Hey all, I have a 2011 gmc Sierra 1500 and it has bushwhacker fender flares on it, and it looks great but.. I need wider tires or something. I’m going to get a 2.5 inch level kit on it soon. I would like the tires to stick out an inch or two. But I have no idea what kind of offset or what kind of sized tire and wheel I need with out breaking the bank. I’m also afraid of rubbing inside the wheel well. I will add pictures so you guys can see my truck.
submitted by oldYeller218 to gmc [link] [comments]


2023.06.10 07:13 Laz_Zack Knight: Overview and Job combos

Knight is one of the hardest hitters in the game, with a focus on high damage with Swords and use of White Magicks for support, a relatively straightforward class that is already really powerful on it's own. Working on adding the "Available Licenses" section again, since I've been having a hard time posting new posts due to the character limit on Reddit.

Disclaimers

Other Jobs:

Knight:

Overview:
Knight is an interesting job in that it starts using a one-handed swords and shields before switching to Greatswords as their primary weapon class (though one-handed swords like the Simha, Durandal and Karkata are still great if you want to use shields), in a way it starts more defensively like Foebreaker then it shifts to a more offensive approach like Uhlan, both kinds of Swords only use Strength, so you don't have to worry about a secondary stat like other weapons, Knights have good HP (higher than Uhlan's but lower than Foebreaker), a decent amount of Battle Lores, access to both physical damage augments (Focus and Adrenaline) and Last Stand, all 3 Shield Block augments to improve their evasion while wearing a shield, making them a decent Tank though Foebreaker and Shikari are arguably better at that role (Both have better HP, Foebreaker has a bigger focus on one-handed weapons with shields and Shikari has the Main Gauche, together with a good shield and the Jade Collar they are nigh unhittable unless the enemy ignores evasion.), some powerful foes ignore evasion late game, but Shields are still pretty good since some of them are able to decrease the damage or absorb certain elements and also give permanent Shell to fights that use a lot of status attacks (specially useful for fights that spam instant-death attacks as there is no way to make your characters completely immune to them), they are a pretty slow job with only one Swiftness that is also really far away from the start of their board, and while one-handed swords have fast CT speed (the same one as Hammers being only a little behing Axes), Greatswords are on the slower end, they have pretty decent utility if you unlock their White Magicks and a also have a few situational but useful Technicks though I will discuss these more in the "Utility" and "Espers" section.

The class may initially seem similar to Foebreaker but while Hammers & Axes have high attack power they have an element of Luck to them and also need a secondary stat, one-handed Swords have less attack power but hit for more consistent damage and have a variety of elemental (Flamentongue, Icebrand and Excalibur gives them Fire, Ice and Holy) and status weapons (Ancient Sword, Deathbringer, Blood Sword, Karkata and Ragnarok gives them Petrify, Instant-death, Sap, Confuse and Immobilize), so it is a bit of trade-off, Karkata is the highlight of one-handed swords being able to stun lock enemies that aren't immune to confuse really easily while also having really high ATK, Greatswords have amazing single-target damage, being one the most powerful weapons in the game, both kinds of swords don't combo too often though weapons like Simha, Excalibur and the Tournesol have a pretty decent combo rate (a lot lower than high-level Katanas, Ninja Swords, Poles and even Hammers) so they can benefit from staying on low HP (it increases combo rate) and having the Genji Gloves equipped, there aren't that many amazing swords you can get really early (ignoring Karkata from Trial Mode) outside the Defender and the Durandal which can be grinded for a really low chance from some strong mobs, the Bastard Sword and Deathbringer can also be acquired quite early if you go out of your way to hunt them, but they aren't as strong as the other swords I mentioned (though Deathbringer does have an instant-death effect tied to it), the highlight of Knight's kit is definitely the Excalibur, a holy-elemental Greatsword that is already a really strong weapon by itself but a lot of enemies late-game are either undead or weak to Holy which really elevates the weapon to one of the best in the game, beating even the Knight's ultimate weapon, the Tournesol against holy-weak enemies (it doesn't help that the Tournesol is a hassle to get, easily one of the most, if not the most, grindy Bazzar weapon).

Utility: A lot of Knight's utility are tied to Esper unlocks, which makes their ability to do party support entirely reliant on your Esper choices, in this section I'll focus on what they have by default, and I'll speak more about their other skills in the "Espers" section, I already covered their elemental and status effects coverage, so I will focus on their Technicks, Souleater is situational but can do good damage with high ATK weapons, and it is also useful for fights that seal the Attack command, First Aid is only useful in the very early game since it heals a pittance, and it falls off really quickly, Infuse is great for getting a character to low HP to increase combos or activate low HP augments like Adrenaline, Revive is situational, but it can potentially be a lifesaver if you need your healer to be revived on a healthy state ASAP, it is a bit of a crutch ability that is more useful when playing blind but loses its value on replays, Sight Unseeing can be a decent way to get enemies to low HP, so you can Poach them for loot, Knight lacks Item Lores and Magicks without Espers, and they also can't hit flyers outside of throwing items or using innate weapons and magicks from certain characters.

Espers: Compared to other classes Knight has a lot of decent unlocks, with only a few duds here and there, confusingly enough they can't unlock Magic Lores of any kind while other physical classes with much more limited magical options tend to have unlockable Magic Lores or have a few of them on their board, which means they can't power up their magic outside the innate low-level Mystic Armor of a certain character, Magick Gloves, Leather Gorget, accessories that raise a little bit of magic or Faith from Hashmal, Potion Lore 1 from Belias is basically free since the Esper's only other notable unlock is Libra from Bushi and other classes (and a certain character) have Libra innately, Mateus gives Knight White Magicks 6 & 7, giving them Curaga, which is a potent single-target heal that can also be used to damage Undead enemies, it allows Knight to self-heal or heal other party members in a pinch though they lack the magic to make the spell super powerful it is still ok, Regen cures Sap and can also be used to keep your character topped off for full HP augments like Focus, Cleanse cures Disease one of the most dangerous statuses in the game, Esuna cures most statuses effects except Slow, Stop, Oil, Disease, Doom, KO, X-Zone and Stone (though it cures Petrify the "countdown" to Stone status), Mateus is an Esper that is acquired pretty early in the game, so you have a lot of time to put those skills to use, Potion Lore 2 from Shemhazai is not bad, but the Esper is really competed, a single Battle Lore from Cúchulainn is pretty meaningless and the Esper is probably one of the most competed in the whole game, +350 HP from Exodus isn't super necessary as the Esper has more interesting unlocks elsewhere and Knight doesn't really struggle for HP since Heavy Armor has great physical defense, Chaos and Zodiark are odd since it just leads you to the same unlocks as the ones that Knight gets from one of their Quickenings, I suppose it is there in case you got the earlier Quickenings and didn't wait to unlock the one that appears later in their board, both are more useful elsewhere though, Telekinesis from Ultima is decent (the extra Battle Lore here is more of a bonus) it gives them a way to hit flyers and also deal with fights that seal the Attack command though Ultima is gotten quite late, and it is also a pretty competed Esper, lastly Hashmal gives them White Magicks 8 & 9, Faith is a magic damage and healing buff, allowing them to make better use of their own healing magicks or increase the damage and healing of the dedicated casters of the party, Bravery buffs their already great physical damage and also lets them buff other physical damage dealers in the party, Curaja is the best healing spell in the game, even without great magic it heals for a decent amount, is AoE and can also be used to damage Undead enemies, Confuse is more of a bonus though as Karkata is better than both it and Charm, confuse is better as an on-hit effect, the problem is that Hashmal comes in so late that you don't have much content left to use all of these abilities on.

What it needs and what it can offer: Knight is already pretty complete by itself, the most obvious drawback is how slow they are compared to other classes, while the difference between two and three swiftness is pretty minimal, that isn't the case with only one swiftness, it doesn't help that their only swiftness is really far away from the start of the board, so they will be noticeably slower for a while even when compared to Red Battlemage that also has only one swiftness but can get it easier than Knight, the other thing they really need is magic to make use of it's White Magicks secondaries, they have access to Excalibur a holy-elemental weapon, so they have good synergy with classes that have access to Mystic Armor due to the White Robes boosting the damage of the Holy element, better item support and unobtrusive utility also never hurts, lastly another sore spot is that they lack a way to hit flyers or good options to deal with physical pailings.

Knight provides similar things to Foebreaker, access to Heavy Armor (which includes the Genji Set for the Genji Gloves), a good amount of HP and Battle Lores, augments like Adrenaline, Focus and Last Stand, all Shields, Shield Block augments, White Magicks and Potion Lores for extra support options if you unlock them and a few situational Technicks.

The combos:

Archer: A pretty straightforward upgrade for both parties, Archer gets marginally better HP but more importantly the early Heavy Armor, Battle Lores and Adrenaline it wants, while also getting 1000 Needles for free since Knight has Infuse, extra White Magicks from Knight (if you unlock them) expands their already good support kit, but their item healing will probably overshadow your magic options until you get to Hashmal (See "Esper" section) specially since you'll lack the Magic Lores to make the most out of Archer and Knight's Magicks (Faith helps though Hashmal comes in really late), lastly Archer gets a few extra Technicks which includes Sight Unseeing for easy Poaching (see "Utility" section).
Knight gets all three swiftness, all Item Lores (except Ether Lores) for amazing item support and also the ability to inflict all status effects with a Remedy with the Nihopalaoa accessory (or boost the efficacy of items further with a Pheasant Netsuke), Bows are good weapons to hit flyers or stay at range and also come with a variety of different elemental and status arrows for more coverage, Cura and Raise expands Knight's White Magick tool-kit further, they also get access to all of Archer's Technicks which includes Shades of Black for a way to hit flyers without equipment switching (1000 Needles and Gil Toss can also hit flyers), do AoE damage or deal with physical pailings, Gil Toss does a lot of damage if you have the money to spare, is non-elemental and is AoE, Steal is pretty good on tanks to attract the attention of enemies (for other Archer Technicks see the "Utility" section in the Archer post), lastly they gain access to Light Armor, it is a bit of a lackluster armor type as it only really excels in increasing HP at the cost of your other offensive stats, there are some useful ones like the Brave Suit that is good for any melee attacker, and the ones that reduce elemental damage can also be quite useful, with the right shield or accessory you can become completely immune to certain elements, overall a pretty good upgrade for both parties.

Black Mage: One of the few combos where it feels like Black Mage coexists with the other party relatively well, there are some interesting synergies here though if you want your Black Mage to be a pure caster this is probably not the best combo for that, Black Mage gets a lot of extra HP, access to Last Stand and Shields for better survivability, some extra Technicks from Knight (see "Utility" and "Esper" section), potentially some Potion Lores for better item support and two good weapon-types if they need to be physical for whatever reason, Knight gets All Black Magicks and Green Magicks, the former gives them a way to hit flyers, deal with pailings (non-elemental spells are great for pailings specially), do AoE damage, and great elemental and status coverage, Green Magicks gives Knight a lot of extra utility and a way to self-cast Decoy, Bubble and Reverse for tanking (high magic also means Decoy and Reverse stick more often), the obvious benefit from the combo is that the Magic Lores, Mystic Armor and Magic Augments from Black Mage do wonders to power up Knight's White Magicks if you unlock them, making Curaga and Curaja specially really powerful for both healing and damaging undead enemies (Curaja is also AoE), Hashmal allows for self-casting Faith for better spell damage though that comes in late in the game (for more detail on the White Magicks see the "Esper" section), you get Hand-bombs 3 and Makara from Mateus and Hashmal respectively as a bonus, giving you another way to hit flyers and access to all the status and elemental ammo from hand-bombs for even more coverage (Foebreaker post has more info on Hand-Bombs since it is one of their main weapons), the White Robes from Black Mage gives Knight a way to boost Excalibur damage to ridiculous levels though very few bosses can Tank a boosted Excalibur, so it feels like overkill (you can heal yourself or a party member with Excalibur if you have a White Mask or a Sage's Ring since they absorb Holy), you get a few extra Technicks from Black Mage (see "Utility" and "Esper" section on the Black Mage post), if you give the combo to a character with innate Steal you get Poach for free which can be useful due to Knight having Sight Unseeing (see "Utility" section), lastly Knight gets three Ether Lores and two Remedy Lores for better item support.
The obvious disadvantage from this combo is that you put two really powerful classes on the same character which can take away the focus from either Black Mage or Knight depending on how you run the combo, Black Mage also doesn't really need the Genji Set though there is only one class that really misses the set and there are other options for that.

Bushi: A well-known combo, and an effective one, both classes complement each other really well and the big disadvantages of the combo is that you still don't have a way to hit flyers or deal with pailings that doesn't involve RNG and that you are putting a bunch of really great weapons on the same character (Simha, Karkata, Excalibur, Tournesol, Masamune and Khumba all on the same place) which can be seen as a detriment specially on a 12-job setting, they also both have access to the Genji Set and Blood Sword\Karkata, Knight gets pretty much most of the things it wants, they get more HP from Bushi but more importantly all three swiftness, two Remedy Lores for better item support, they get all the Magic Lores, Magic Augments and Mystic Armor they need to make the most out of their White Magicks, making Curaga and Curaja really powerful for healing and damaging undead, Bravery and Faith are also useful for Bushi to improve Katana and Shades of Black damage though Hashmal comes in quite late (for more detail on the White Magicks see "Esper" section), access to the White Robes means Excalibur does absurd amounts of damage, though there aren't that many enemies that can tank enough hits from a boosted Excalibur for it to not feel like complete overkill (you can heal yourself or a party member with Excalibur if you have a White Mask or a Sage's Ring since they absorb Holy), Blood Sword is near the beginning of Knights board, so if you unlock it you can get Karkata quite early due to Bushi also having access to those swords via an Esper, Knight also gets a decent amount of extra Technicks, you get Potion Lore 1 and Libra with Belias which is neat (you'll already have Libra if you give the combo to a character with innate Libra though), Libra is useful for seeing traps and enemy stats, other ones includes Shades of Black for hitting flyers (1000 Needles and Gil Toss can also hit flyers), do AoE damage and deal with pailings, Gil Toss is good non-elemental AoE damage and for fights that block the Attack command (for other Bushi Technicks, see the "Utility" and "Esper" section of the Bushi post).
Bushi gets a lot of things out of the combo too, Magicks to actually use their high magic on (if you unlock them), early Heavy Armor, so they don't have to rely on innate licenses, wait until Genji or Zodiark, extra Battle Lores, Adrenaline, Focus, and potentially some Potion Lores for better item support, all Shields and Shield Block augments to use with Khumba while also getting Blood Sword and Karkata without the use of an Esper, Souleater for free for fights that block the Attack command or to use with high ATK weapons, potentially Telekinesis and an extra Battle Lore with Ultima for another way to hit flyers (or deal with Attack command block) which also gives you Stamp as a bonus though the Esper is pretty competed and also comes in late (for other Technicks see "Utility" and "Esper" section).

Foebreaker: The three melee Heavy Armor jobs don't really pair all that well with each other, too much overlap, both parties don't really get meaningfully improved, and they feel awful on 12-job setting where other classes will really miss the benefits that the melee jobs could give, Knight gets a bit more HP and some extra Battle Lores, but they have to wait until Ultima and Hashmal for better speed, you get double benefit from both Espers due to Knight also having unlocks on these Espers (Swiftness and White Magicks with Hashaml, Battle Lore, Telekinesis and Swiftness with Ultima), but both Espers come in quite late and Ultima in particular is pretty competed, Belias does give both Horology and Potion Lore 1 which is kind of neat I guess, Knight potentially gets extra Magic Lores from Foebreaker to slightly improve their White Magicks if you unlock them, but they are behind rather competed Espers and one of them only unlocks one Magic Lore, similar situation with Shades of Black from Foebreaker which is behind Cúchulainn, another really competed Esper, so no way to hit flyers without changing equipment, do AoE damage or deal with pailings, though they get to hit flyers with Hand-Bombs which also gives them some elemental and status coverage with their ammunition (spoke more about Hand-Bombs in the Foebreaker post), Breaks are situational but gives them extra utility and Expose does improve Sword damage and can be gotten quite early, no Mystic Armor (outside innate licenses) for improving their White Magicks or using the White Robes with Excalibur, no Light Armor for permanent buffs or elemental mitigation.
Foebreaker potentially gets some White Magicks and Potion Lores for extra utility and few extra Technicks (see "Utility" and "Esper" section), but not much more, there is a bit of a dynamic here between Swords and Hammers & Axes, one is more consistent and has better status and elemental coverage, and one hits harder but has an element of luck and also needs a secondary stat, so it is a bit interesting, but it is better to have those weapons on different combos than on the same character, there is way too much overlap here, same Heavy Armor licenses (which includes overlap in the Genji Set for Genji gloves), similar HP and Battle Lores, same Shield and Shield Block augments, same augments (Last Stand, Adrenaline and Focus) which wouldn't be as big of a deal if they actually benefited each other in some other way (per example Archer and Shikari also have some overlap in augments, but they also benefit\get benefited from Knight and Foebreaker in more meaningful ways), once Greatswords kick-in Foebreaker doesn't improve them outside of Expose, the benefits from the combo are very minimal, niche or come-in really late, it can be fine if you are into reference builds since it reminiscent of FFI Warrior, but not great if you want something more practical.

Machinist: Similar to ArcheKnight it is a pretty straightforward upgrade to both parties, Guns don't use stats so all you really need to make the most out of them is Focus and Adrenaline, while Machinist doesn't benefit from Heavy Armor (or Genji and Battle Lore) but they can still use the Maximilian for a marginal increase in CT speed, they also get slightly more HP from Knight, access to their Technicks which includes Sight Unseeing to be used with Machinists Poach (See "Utility" and "Esper" section for more info on Knight's Technicks) and Infuse to get to low HP for Adrenaline, White Magicks from Knight to expand their support options though they lack a lot of Magic to make good use of them, being able to self-cast Bravery and Faith is good for Gun damage and if you unlock Green and Time Magicks from Machinist though Hashmal spells come in late and a lot of the Time Magicks don't need magic, only thing missing is Black Robes for Dark Shot though there are few combos that can have both Dark Shot and Adrenaline+Focus, so it is a compromise you have to make when doing combos with Machinist, lastly with all the Shields and Shield Block augments you can evasion Tank with Measures (Measures have high evasion) and even self-cast Decoy with Exodus, though since they lack offensive Magicks you won't be able to do damage unless you want to use Gil Toss, and since Measures have buffs tied to them if you attack with them, you can end up buffing the boss.
Knight gets all three swiftness, some odd Magic Lores for a minimal improvement to their Magicks if you unlock them, Measures for some extra buffing potential, amazing item support with all Item Lores except two Phoenix Lores and two Ether Lores (which allows you to inflict all status effects with a Remedy with the Nihopalaoa accessory or boost the efficacy of items further with a Pheasant Netsuke), Guns are a great option for hitting flyers or staying at range (specially since they ignore stats and defense) and also have a good variety of elemental and status ammunition for more coverage, with Exodus they get a bit of extra HP together with Green Magicks (allows to self-cast Decoy for tanking or improve wyrmfire shot and Flametongue damage with Oil, though both of these spells will have a hard time sticking without the Indingo Pendant due to the lack of Magic Lores and Flametongue also probably fell off already by the time you get to Exodus), with Famfrit you get access to Time Magicks for self-casting Haste and extra status and buff coverage, but the Esper comes in really late, for how Light Armor benefits Knight see the Archer section, lastly they get access to all of Machinist's Technicks, which includes Gil Toss for another way to hit flyers that doesn't require switching equipment, and also a good option for AoE and damage if you have the money to spare, Libra for seeing traps and enemy stats, Steal to attract the attention of enemies if you plan to tank with this character, and Traveler, a powerful Technick if you know how to use it, only thing the combo lacks is a way to deal with pailings, White Robes for Excalibur and Magic for Knight's White Magicks and Machinist's Green Magicks\Time Magicks.

Monk: An interesting combo, the amount of White Magicks you can potentially get is absurd, almost all the White Magicks spells, though the Esper investment is heavy if you want to get all of them, and also you won't really have the magic to make the healing spells in particular super powerful though a good portion of the spells here don't rely on magic (For Knight's spells see the "Esper" section), Monk gets the Heavy Armor it wants which includes the Genji Gloves to increase the already high combo rate of Poles (Infuse from Knight also lets them get to low HP for better combos and activate Adrenaline easier), Poles cover some elements Swords don't, can hit flyer and also hit for magick resist, so you can switch your weapons depending on which kind of defense the enemy has more, they get Souleater and Sight Unseeing for free from Knight and also some extra Technicks (see "Utility" for more info), Curaja and Bravery overlap but that means you get to use those spells much earlier since Monk only needs a quickening for them, the overlap also means you get the Hashmal spells much earlier which means you get access to Faith (which helps with the lack of Magic from the pairing) and Confuse a lot easier, so you get to put these spells to more use instead of having to wait until the endgame, all the Battle Lores from Monk also gives you Telekinesis from Ultima for free due to bypassing Esper locks for another way to hit flyers or deal with fights that block the attack command.
Knight gets all the Battle Lores and HP from Monk which really ups their damage as Monk has a lot more HP and Battle Lores than other jobs, their two Potion Lores easier (three with Shemhazai though that is a competed Esper) and two Phoenix Lores for better item support, potentially most of the White Magicks spells depending on your Esper investments which includes extra support spells for Utility (Protectga and Shellga, AoE Protect and Shell), a powerful revive via Arise, Dispelga to dispel buffs from enemies and certain debuffs from allies which is also AoE, Esunaga for AoE Esuna, Renew for a full heal though Curaja with Faith is probably enough and Renew can risk giving the boss a full heal if they have a mechanic where they cast reflect on your party, Holy is a lackluster spell so consider it more of bonus, and Cura and Raise from Hashmal is not worth by the time you get to the Esper unless you really don't have better unlocks, all of Monks Technicks which includes Expose for better Sword and Pole damage, Shades of Black for a way to hit flyers that doesn't require equipment switching, deal with pailings and do AoE damage, Libra to see traps and enemy stats and Traveler, a powerful Technick if you know how to use and also a few others, for how Light Armor benefits Knight see the Archer section, the obvious drawback is that in a 12-job setting not only can other jobs can miss out on what Monk and Knight provides, you also put a bunch of powerful weapons on the same character, you also have to wait until Ultima for the last two swiftness, so the character will be slow until you can unlock the Esper, no White Robes for Excalibur though that isn't a huge deal.

Red Battlemage: Both jobs compliment each other well, but Red Battlemage pairs decently with most things due to being a jack-of-all-trades, while Maces only need magic for damage, they still benefit from Focus and Adrenaline from Knight, they cover some elements and statuses that Knight doesn't have for more coverage, Red Battlemages can really struggle for MP with all the spells they cast and lack of easier access to their third Channeling augment, so they appreciated being able to recover more MP via Headsman and Inquisitor, Red Battlemage gets more HP, Last Stand and Shield Blocks augments for better survivability, though their shield licenses overlap and Red Battlemage also doesn't need Genji, they get easier access to their Greatswords due to Knight having them innately though it feels more like Knight overwrites this part them really making their Greatswords better, due to them already having Curaga and Regen they get Esuna and Cleanse for free without an Esper due to bypassing Esper Locks, Knight can also give them Faith for better spell and healing, Bravery for better Mace damage and Curaja to give them the endgame healing spells they lack, though Hashmal comes late in the game, you get Steal as a bonus though it would be more of use earlier, a single extra Battle Lore from Cúchulainn since that Esper normally goes to Red Battlemage, and lastly they potentially get some Potion Lores from Knight for better item support though their healing Magicks will probably overshadow that and all of Knights Technicks (see "Utility" and "Esper" section for that).
Knight gets a good variety spells to use, some healing spells, utility spells (which includes Green Magicks for tanking which I spoke about in the Black Mage section) and a good variety of elemental and status spells, with a Demon shield or Black Mask you can heal your character or other party members with dark spells, all the Magic Lores, Mystic Armor and Magic Augments help improve Curaja from Hashmal, a single Ether Lore for marginally better item support (and one or two extra Technicks), the spells are helpful to hit flyers, for AoE or to deal with pailings (Drain is non-elemental which is good for pailings and can also hit flyers), White Robes means you can boost the damage of Excalibur for absurd levels (you can heal yourself or a party member with Excalibur if you have a White Mask or a Sage's Ring since they absorb Holy), though that feels like overkill for a lot of the game, the combo is also really slow since both Knight and Red Battlemage only gets one swiftness, it doesn't help that they can't self-cast Haste since Red Battlemage lacks it, still overall it still is a good general improvement for both sides.

Shikari: A decent improvement to both parties, Shikari gets the Heavy Armor, Battle Lores, the Shields and shield block it is missing, though they don't benefit from Genji Gloves since Germinas Boots is better, Daggers and Ninja Swords cover some elements and status effects that Knight doesn't have, so you have some better coverage, you get an extra Battle Lore since Shikari has Telekinesis, and it bypasses Ultima's Esper Lock and you can potentially get Shades of Black from Adrammelech if the Esper is not needed elsewhere, useful for dealing with flyers, doing AoE damage or dealing with pailings, Mateus gives you Gil Toss with the Knight's White Magicks (see the "Esper" section for that), Gil Toss can hit flyers, do good damage, and is also a decent option for AoE and for fights that Block the Attack Command if you have the money to spare, if you unlock guns from Shemhazai you get to use them with Focus and Adrenaline, and they also give access to all the ammo for even more elemental and status coverage, Hashmal gives the Bonecrusher as a Bonus and Bravery and Faith for better Dagger, Ninja Sword and Shades of Black damage though that comes in really late, the odd Magic Lores from Shikari help improve Knight's healing spells though not by a huge margin, and lastly access to all of Knight Technicks (see "Utility" and "Esper" section for that).
Knight gets slightly better HP, three swiftness, great item support with all Potion and Remedy Lores which can be improved with Ultima with two Phoenix Lores (you can inflict all status effects with a Remedy with the Nihopalaoa accessory or boost the efficacy of items further with a Pheasant Netsuke), they get access to Telekinesis easier and can also use Guns for flyers if you unlock them though the Technick and Guns are only available later in the game so unless you unlock Shades of Black they still won't be able to hit flyers easily for a while (you can also use 1000 Needles and Gil Toss for that), they get a few other Technicks and Light Armor (see Archer section for how Light Armor helps Knight), overall a pretty good combo.

Time Battlemage: Pairing two Heavy Armor jobs may seem counterintuitive, but Time Battlemage is a bit of an odd job and has enough differences for it to be a decent utility upgrade for other jobs, while they lack a huge amount of Magic Lores and Mystic Armor their Magic Lores and Magic Augments still help improves Knight's White Magick better than the odd Magic Lore from other classes, it helps that they can get Cura and Raise from Adrammelech to expand Knight's White Magicks kit, Hashmal gives them their last Channeling augment together with the Hashmal spells (See "Espers" section, Faith is useful for healing spells and for sticking status effects) though that comes in late, they get their one-handed Swords for free though similar to Red Battlemages Greatswords it feels more like Knight simply overwrites them, Time Magicks are good but unobtrusive and situational enough that they don't interupt Knight's role a physical damage dealer too often, it is easy to have your character self-cast Haste and Berserk and just watch them go to town when you don't need to use status effects (you'll need the Indigo Pendant to make status effects hit more consistently), though Knight's high HP helps with the damage from the Balance spell, Crossbows are a decent way to deal with flyers and also gives you extra status coverage, though Crossbows miss often compared to other ranged weapons, Drain lets you deal with pailings and also gives you another option to deal with flyers (and the other Green Magicks benefits I discusses in the Black Mage section), Sight Unseeing is useful to use with Poach (see "Utility" section), and if you unlock Shear and Addle you have some extra utility options, you also get a few other Technicks, lastly Knight gets three swiftness and better item support with two Ether Lores (Three with Zalera) and two Remedy Lores.
Time Battlemage gets a more realiable weapon, better HP for more survivability, all of Knight's Technicks and potentially more White Magicks and some Potions Lore for better item support (see "Utility" and "Esper" section), overall a pretty great combo specially if you aren't too focused on getting the White Robes for Excalibur.

Uhlan: A lot of the combos problems are similar to FoebreakeKnight, so I'll focus on the new things, slightly better HP for Uhlan, Uhlan doesn't really benefit from Genji Gloves, they can make Spears combo more often, but Spears have really low combo rates, the few odd Magic Lores from Uhlan kind of help improve Knight's healing spells (if you unlock them), specially since you get a few more with Mateus as a bonus, though it isn't a huge improvement, you can potentially get Breaks, but they are behind some really competed Espers, Bravery and Faith from Hashmal are useful for improving Spear damage and Uhlan spells (specially the Chaos' spells) though Hashmal comes in late, Spears are a good way to deal with flyers and also cover some elements and status effects the Knight doesn't have, they overlap in Holy-elemental weapons though Gugnir is good for fire damage, but it is gotten late, Shades of Black is good for AoE, dealing with flyers without switching equipment and pailings, Uhlan's Black Magicks are a less luck reliant option for that though you are limited by their spell selection (Aeroga is really powerful and Bio is non-elemental something to look forward to if you plan on using Chaos here), Sight Unseeing with Poach and Uhlan gets Knight Technicks (see "Utility" and "Esper" section), Knight gets two swiftness, good item support with two out of three Item Lores of all Item Lores except Ether Lores, this combo can potentially get a decent amount of both White and Black Magicks, so it gives the character some versatility, you also get Telekinesis for free due to bypassing Esper locks giving another option to deal with flyers and deal with fights that block the attack command, it feels better than FoebreakeKnight and Uhlan/Foebreaker but not by a huge margin.

White Mage: Feels fitting for a Paladin build, but there are other things going for it too, White Mage ends up completely overwriting Knight's White Magicks (just as Knight kind of overwrites White Mage's Greatswords), that can be seen as a drawback if you wanted to spread out those abilities, but it can also be seen as a benefit since it means less Esper assignments to worry about, White Mage appreciates Last Stand, the better HP, shields and shield block augments for better survivability as they are a rather squishy job, a great weapon-type with good amount of Battle Lores and physical augments to do damage and regen their MP via Inquisitor and Headsman is also great as they really struggle for MP without a Sage's Ring, potentially some Potion Lores from Knight though their White Magicks overshadow that, they also overlap in hitting the Holy-element with the Holy spells which is gotten late and is also lackluster, and the Holy Rod which is great rod for doing holy-damage, lastly they get access to all of Knight Technicks (see "Utility" and "Esper" section) which gives them Souleater for free to do good damage with high ATK weapons and deal with fights that block the attack command.
Knight gets all White Magick which explains itself for utility, but it gives them earlier and easier access to Bravery for better sword damage and Green Magicks for tanking (see Black Mage section for how Green Magicks help tanking), two swiftness and two Ether Lores for better item support, Rods aren't great outside the Holy Rod, but they can be used to hit flyers, and you can also use Drain for flyers and to deal with pailings, some extra Technicks which includes Libra to see traps and enemy stats, White Robes for boosted Excalibur is accounted for, though there aren't that many enemies that can tank hits from a boosted Excalibur (you can heal yourself or a party member with Excalibur if you have a White Mask or a Sage's Ring since they absorb Holy), the obvious drawback is the overlap in White Magicks if you were more interested in improving Knight's Magicks them completely overwriting them.
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2023.06.10 07:06 Occasion-Wrong Leveling Kit.

Leveling Kit.
For those that seen my leveling kit joke earlier... Just wanted to update. 19.7MPG with 12 6V batteries driving 150ish miles average speed of 65mph on completely flat Midwest terrain. Got the solar system hooked up at the off-grid joint. Need to tidy the wires a bit still, but not bad.
It's nice having a bed to put stuff in!
submitted by Occasion-Wrong to JeepGladiator [link] [comments]