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The best Exosuits for each class in Exoprimal

Despite having a dinosaur-focused IP in its pocket, Capcom decided against reviving the old Dino Crisis series and instead launch a new dino-blasting IP in the form of Exoprimal. This multiplayer-focused third-person shooter is about as far from the survival horror-style Dino Crisis as you can get. Teaming up with squads of five to mow down unspeakable numbers of dinosaurs with guns, explosives, and melee weaponry. Naturally, no normal human could hope to survive such an onslaught, which is why you will don one of several Exosuits to grant you different weapons and abilities.

Split between three classes, Assault, Tank, and Support, there are three suits in each class to pick from, with Assault having one extra at four. If that wasn’t enough to wrap your head around, each specific Exosuit also has a variant to add even more variety. Picking a class is one thing, but each suit within that class is also going to impact your strengths and weaknesses, as well as how you fit into your team’s composition. If you’re ready to suit up and take down a couple hundred dinos, here are the best Exosuits for each class in Exoprimal.

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Best Assault Exosuit

The barrage exosuit standing in the street.
Capcom

Assault is a good class to start out with when first playing Exoprimal. This class excels at being the team’s main damage dealers, with different suits having close, medium, and long-range options to pick from. This class also has the most options for Exosuits at four, which consist of Dead Eye, Barrage, Zephyr, and Vigilant. If you pick this class, all you should be worried about is dishing out damage to whatever’s in front of you — dinosaur or enemy player.

While the Deadeye is probably the best early Exosuit in the Assault class since it is the most balanced of them, you will eventually want to switch over to the Barrage once you get comfortable with the game. Barrage is a heavy-weapons-focused Exosuit, specifically utilizing explosives such as grenades and mines, and flame rounds. You do need to be a bit closer to the action with this suit, especially to utilize his incendiary rounds, as long as you pick your targets, swaths of dinos will fall before they can touch you. The difficulty curve on this suit is his main crossbow weapon, but a little practice will make you every dino’s worst nightmare. If you’re feeling extra confident, you can use the Rocket Hop variant to take out the grenade launcher that you can perform rocket jumps with for style.

Best Tank Exosuit

A giant yellow exosuit with a shield.
Capcom

You’re probably familiar with how Tanks function in games, and in Exoprimal they’re no different. You’re there to soak up damage and keep your damage dealers and support units alive. Of course, you’re not just going to idly stand there taking hits. Tanks are capable of dishing out plenty of damage on their own, depending on which suit you go for.

Of the three Tank suits to choose from, the one your team will be most thankful to have is the Roadblock. On the surface, this suit might appear to be the least fun when you see that it only comes with a massive shield and no real offensive tools to speak of outside of melee swings and one ranged cannon. However, that shield and heavy armor make you nearly unkillable, especially if your Support teammate is doing their job. By using your taunt ability, all the nearby enemies will come crashing into your shield and making them easy targets for your Assault buddies. If things get a bit too tight, you also have a Blast and Haymaker attack to create some space. The Fortress Shield variant grants you the ability to drop down a mounted shotgun that automatically fires as another distraction for your team.

Best Support Exosuit

The witchdoctor exosuit jumping in t he air.
Capcom

The final class in Exoprimal, the Support class, is the most technical and important for your team’s survival. You will be in charge of both healing and buffing your squad first and foremost, with attacking being a third priority. This class requires you to have great communication and team awareness to ensure your team stays healthy and in the action.

Between the three options for Support Exosuits, we can’t recommend the Witchdoctor enough. This suit is the most agile of the Support suits, with the ability to deftly jump between allies to heal them as needed. Your primary weapon is just a basic stunnyrod of sorts, and should really only be used in a pinch. In terms of healing, they also have some of the most useful abilities, such as their healing zone you can place down which can repair multiple teammates at once, as well as an aimed repair shot. Or, if you go with their Duality Beam variant, you can repair teammates from afar by blasting them with a continuous healing beam.

Jesse Lennox
Jesse Lennox has been a writer at Digital Trends for over four years and has no plans of stopping. He covers all things…
The best Wildcards in Call of Duty: Black Ops 6
Kill Order gameplay in Call of Duty: Black Ops 6.

The concept of a Wildcard might sound like a risky endeavor in Call of Duty: Black Ops 6, but this part of your loadout isn't random at all. We haven't seen this system since Cold War, and even those who remember it from that game will need to learn all the new cards there are in Black Ops 6. You can only equip a single Wildcard on your loadout, but they are powerful enough to completely redefine your playstyle. So far, there are only six to unlock while grinding through the levels with your friends, but picking just one is still a tough choice, especially if you want to use a permanent unlock on one after hitting Prestige. We've ranked all the Wildcards in Black Ops 6 so you can always have the winning hand.
All Black Ops 6 Wildcards, ranked

There is a level of personal preference in which Wildcard you will find better than others, but in most cases, the ones we've ranked as the best will help every player gain an edge in online matches. Here's our ranking of each Wildcard from best to worst, along with what level you unlock them at.
Perk Greed - Level 54
The last Wildcard you unlock is easily the most powerful. Perk Greed lets you unlock a fourth Perk to your loadout instead of being limited to three, which can borderline break the game if you choose the right set of Perks. It is also the most versatile of the Wildcards since it gives you the most options to play with instead of a specific bonus you may not find useful. It can also more easily unlock the special bonus buff you get for equipping three Perks from the same category.
Gunfighter - Level 33
Right in the middle of the unlock list, Gunfighter is one Wildcard you could easily make a case for over Perk Greed in some situations. This one increases your attachment points for your primary weapon by three. If you're rocking a top-tier weapon already, this Wildcard can let you tweak its stats even higher. We rank it second because it only applies to one weapon and thus is a bit more limiting.
Overkill - Level 24
For such an early Wildcard, Overkill is quite a powerful choice. This card lets you equip any weapon (except melee weapons) in your Primary and Secondary slots instead of the ones typically reserved for each. That means you can build a loadout with two Primary weapons and be far more versatile on the battlefield. Instead of having to trade off range, damage, rate of fire, mobility, or any other aspect of your game, you can cover almost all your bases by picking two Primary weapons that cover each other's weaknesses.
Prepper - Level 45
Field upgrades are powerful, don't get us wrong, but having two instead of one isn't always that much of a game-changer. It's a bit less useful than Gunfighter only because field upgrades are more situational and require more attention to use to their full potential. If that's you, then this is a great choice.
Danger Close - Level 38
Who doesn't want another grenade, Molotov, or combat axe? Is getting a second Lethal worth the Wildcard slot, though? Not in our opinion. Most of the time, Lethals are used in desperation or as a way to deny enemy movement for a time, and even then, they are risky because of how vulnerable you are while using them.
Tactical Expert - Level 15
The first Wildcard you get is better than nothing, but only just. It's exactly like Danger Close, only you can hold two Tacticals instead of Lethals. This is, by nature, a little worse since Tacticals don't have the ability to kill an enemy (unless you get super lucky and you directly hit an enemy with one who is on low HP). You can get some use out of them, but you're better off upgrading as soon as you have another option.

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The best Perk-A-Colas in Call of Duty: Black Ops 6
A screenshot from Call of Duty: Black Ops 6's zombies mode.

There's nothing more refreshing than taking a nice big swig of a Perk-A-Cola during an intense Zombies match with your pals in Call of Duty: Black Ops 6. Besides tasting great (we assume), these colas empower you with buffs that will keep you alive until the later rounds. These bonuses are just as important as the Pack-A-Punch, but come in a wider range of flavors. It is possible to stack them all, but that gets expensive very fast so you need to be thrifty about choosing which ones are most valuable early on. These colas come in eight different types that may or may not be worth your Essence to chug. If you want to know which ones are the best in Black Ops 6, check out our ranking.
Best Perk-A-Colas in Black Ops 6

We're ranking these Perk-A-Colas based on their base bonuses, not any additional effects you can get if you Augment them, from best to worst.
Jugger-Nog
You can never go wrong with the classic Jugger-Nog. Increasing your health by 100 is useful for the entire duration of a Zombies mode, but especially in the early rounds. Going down is at best a major setback and at worst a cascade into defeat. This extra health allows you to get out of a bad situation that would otherwise end your run.
Quick Revive
This Perk has two components, with the less useful one being the ability to revive teammates 50% faster. Ideally, that shouldn't be needed but is nice. However, what makes it rank so high is the 50% shorter delay on health regen. Your health will come back over time in Zombies but at a dreadful pace. Starting to heal faster means less time running and kiting zombies around and more time in the action helping the team.
Speed Cola
The best early guns for Zombies mode have a large magazine, fast reload, or both. Running out of ammo at the wrong time and not being able to get more rounds in the chamber fast enough has ended many a run, but Speed Cola is the solution. It will speed up your reloads and armor plating by 30%. That's not a massive number, but fast enough to make the difference.
Stamin-Up
These zombies aren't the shambling types. They will chase you down like sprinters, and some of the monstrous ones can outpace you even at full tilt. Stamin-Up sounds like it would let you run for longer, but actually just lets you run faster since you have no limit on sprint in Black Ops 6. Positioning is everything in Zombies so being able to get where you need to be faster is never a bad thing, especially if it's a downed teammate bleeding out.
Deadshot Daiquiri
Every zombie has a weak spot, which is most often the head. Deadshot Daiquiri makes a critical hit hurt even more than normal, plus increases your auto-aim on those weak points when you aim down sights (ADS). That second part shouldn't factor much if you've got good aim, which is why this is only a decent Perk-A-Cola.
PhD Flopper
Not being able to hurt yourself is situationally useful, and the ability to cause an explosion by diving is a risky move. Yes, it's cool, but you don't want to be lying prone surrounded by zombies. This is a cool gimmick, but save yourself the Essence and skip it.
Elemental Pop
When Elemental Pop works, it's great. The problem with it is that you can't rely on it. It gives a small chance on every shot you take to add a random ammo mod effect, which is cool but impractical. If you have spare Essence on you, sure, it won't hurt you to have, but it isn't something that will turn the tide for you or your team.
Melee Macchiato
Finally, Melee Macchiato bottoms out the list. It is fine in the early game when the hordes are small and you're better off meleeing enemies since it will smack enemies away with each hit, but quickly drops off in usefulness. When the zombies get too strong and too numerous, you will need a lot more than a strong punch to deal with them and end up forgetting you even have it.

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Which class should you pick in Dragon Age: The Veilguard?
A wizard and night in Dragon Age: The Veilguard.

The character creator in Dragon Age: The Veilguard is incredibly deep. You can fully manipulate almost every aspect of your Rook, from their race down to their hair and eye color. Once you've finally settled on what you want to look lik,e you will need to make an even more important choice: what you want the game to play like. You will be presented with three choices for what class you want to be, each one with its own skill tree, specializations, weapons, and approach to combat. Unlike your skills or appearance, once you pick a class in the character creator, you're stuck with it. There's no changing your mind unless you are willing to start the game over with a new character. The game will give you a brief explanation of the classes, but it won't be enough to make an informed decision. Here's a detailed look at what you can expect from each class and whether or not it would be right for you.
Warrior

The Warrior class is the tank of the group and is perfect for players who want to be in the heart of the action. They wear heavy armor and can swap between a sword and shield or a single two-handed weapon like an axe. You will still have some ranged options, such as throwing your shield and a few abilities, but the main focus is building up rage and unleashing strong melee abilities or areas of effect (AoEs).

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