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		<title><![CDATA[WildestTV - All Forums]]></title>
		<link>http://wildesttv.com/</link>
		<description><![CDATA[WildestTV - http://wildesttv.com]]></description>
		<pubDate>Thu, 17 Sep 2026 02:20:09 +0000</pubDate>
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		<item>
			<title><![CDATA[Why This U4GM Strategy Fits Arc Raiders Trigger 'Nades]]></title>
			<link>http://wildesttv.com/showthread.php?tid=62</link>
			<pubDate>Mon, 14 Sep 2026 04:17:38 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=25">glico</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=62</guid>
			<description><![CDATA[On an exposed rooftop with an ARC patrol closing from one side and a rival squad watching the extraction lane, Trigger 'Nade reveals its real weakness: pressure only matters if you can capitalize before the fight resets. The grenade is not a guaranteed damage tool, and its value drops sharply when opponents have multiple exits. That makes terrain knowledge more important than raw inventory value, especially for players still building their <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders BluePrints</a> collection. I use it to remove one safe option, then take a new angle while the enemy is deciding whether to hold, retreat, or challenge.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Force a decision before you throw</span><br />
<br />
 The best Trigger 'Nade throws begin with a route already chosen. Door frames, cargo containers, broken walls, and stair entrances can reduce an open fight to two realistic movement lines. Throwing into empty space rarely creates enough pressure by itself; throwing across the route you expect the opponent to use is far more useful. Watch for the moment an enemy commits to a reload, revive, heal, or interaction, because those actions create a short burst window where movement becomes predictable. Against ARC units, the grenade is especially useful for interrupting a push, but it struggles against enemies that can attack from several elevations at once.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The one-second lock changes the loadout</span><br />
<br />
 The current action delay after a throw prevents immediate follow-up use, so Trigger 'Nade should not define the entire loadout. That one-second lock is long enough for a rival to cross a doorway, reach cover, or punish a careless peek. Your primary weapon needs dependable DPS uptime during that gap, not merely impressive burst damage on a perfect target. A fast-handling rifle suits open compounds, while a shotgun or compact automatic weapon is better inside rooms where the grenade compresses the escape path. Aim for a practical stat breakpoint that lets the firearm finish a damaged target without requiring a second risky exposure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Movement is the damage multiplier</span><br />
<br />
 Mobility equipment turns forced movement into actual pressure. After the throw, do not stand behind the same cover waiting for the effect. Shift laterally, climb a nearby ledge, or cross to the opposite side of the entrance so the opponent faces a changed firing angle. This is where animation lock matters: a slow weapon swap or lengthy reload can erase the advantage created by the grenade. Keep the weapon ready before the throw whenever possible, and treat the explosive as the start of your attack sequence rather than a separate action. Damage mitigation also matters here; a small armor advantage can let you survive the escape shot while claiming the better angle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where the tactic breaks down</span><br />
<br />
 Trigger 'Nade is less convincing in wide fields, long sightlines, and fights against disciplined teams that spread across several covers. It can force movement without producing a clean shot, leaving you down an item with no positional gain. It also performs poorly when heavy ARC pressure arrives from behind, since the one-second lock removes an important response option. In those situations, save the grenade for disengagement or use it to block a pursuit route. The strongest results come from treating every charge as a limited piece of map control, not as routine damage.<br />
<br />
 For repeated runs, keep the supply cost tied to a clear purpose: secure a doorway, protect a revive, split a squad, or create an extraction lane. If the map offers no useful choke point, a sturdier firearm and extra healing may produce more reliable progression than additional explosives. Players looking to refine a flexible raid kit can compare <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Items for sale</a> with their planned weapon range, then reserve Trigger 'Nade for moments where its movement pressure can be converted into a real gunfight advantage.]]></description>
			<content:encoded><![CDATA[On an exposed rooftop with an ARC patrol closing from one side and a rival squad watching the extraction lane, Trigger 'Nade reveals its real weakness: pressure only matters if you can capitalize before the fight resets. The grenade is not a guaranteed damage tool, and its value drops sharply when opponents have multiple exits. That makes terrain knowledge more important than raw inventory value, especially for players still building their <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders BluePrints</a> collection. I use it to remove one safe option, then take a new angle while the enemy is deciding whether to hold, retreat, or challenge.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Force a decision before you throw</span><br />
<br />
 The best Trigger 'Nade throws begin with a route already chosen. Door frames, cargo containers, broken walls, and stair entrances can reduce an open fight to two realistic movement lines. Throwing into empty space rarely creates enough pressure by itself; throwing across the route you expect the opponent to use is far more useful. Watch for the moment an enemy commits to a reload, revive, heal, or interaction, because those actions create a short burst window where movement becomes predictable. Against ARC units, the grenade is especially useful for interrupting a push, but it struggles against enemies that can attack from several elevations at once.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The one-second lock changes the loadout</span><br />
<br />
 The current action delay after a throw prevents immediate follow-up use, so Trigger 'Nade should not define the entire loadout. That one-second lock is long enough for a rival to cross a doorway, reach cover, or punish a careless peek. Your primary weapon needs dependable DPS uptime during that gap, not merely impressive burst damage on a perfect target. A fast-handling rifle suits open compounds, while a shotgun or compact automatic weapon is better inside rooms where the grenade compresses the escape path. Aim for a practical stat breakpoint that lets the firearm finish a damaged target without requiring a second risky exposure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Movement is the damage multiplier</span><br />
<br />
 Mobility equipment turns forced movement into actual pressure. After the throw, do not stand behind the same cover waiting for the effect. Shift laterally, climb a nearby ledge, or cross to the opposite side of the entrance so the opponent faces a changed firing angle. This is where animation lock matters: a slow weapon swap or lengthy reload can erase the advantage created by the grenade. Keep the weapon ready before the throw whenever possible, and treat the explosive as the start of your attack sequence rather than a separate action. Damage mitigation also matters here; a small armor advantage can let you survive the escape shot while claiming the better angle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where the tactic breaks down</span><br />
<br />
 Trigger 'Nade is less convincing in wide fields, long sightlines, and fights against disciplined teams that spread across several covers. It can force movement without producing a clean shot, leaving you down an item with no positional gain. It also performs poorly when heavy ARC pressure arrives from behind, since the one-second lock removes an important response option. In those situations, save the grenade for disengagement or use it to block a pursuit route. The strongest results come from treating every charge as a limited piece of map control, not as routine damage.<br />
<br />
 For repeated runs, keep the supply cost tied to a clear purpose: secure a doorway, protect a revive, split a squad, or create an extraction lane. If the map offers no useful choke point, a sturdier firearm and extra healing may produce more reliable progression than additional explosives. Players looking to refine a flexible raid kit can compare <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Items for sale</a> with their planned weapon range, then reserve Trigger 'Nade for moments where its movement pressure can be converted into a real gunfight advantage.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U4GM MLB The Show 26 Career Build Guide]]></title>
			<link>http://wildesttv.com/showthread.php?tid=61</link>
			<pubDate>Mon, 14 Sep 2026 04:00:02 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=25">glico</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=61</guid>
			<description><![CDATA[Most MLB The Show 26 RTTS advice inflates the value of early overall ratings, pushing players toward expensive upgrades that add little to actual game impact. A cheaper route built around contact reliability, defensive flexibility, and situational production can preserve resources while still moving a prospect toward the majors. That makes <a href="https://www.u4gm.com/mlb-the-show-26/stubs" target="_blank" rel="noopener" class="mycode_url">MLB 26 stubs</a> more useful when they support a clear career plan rather than random short term spending.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pay for Lineup Value, Not Attractive Numbers</span><br />
<br />
 The first question is not how quickly a player can reach a high rating. It is whether each upgrade changes playing time, batting opportunities, defensive responsibility, or promotion chances. Contact, fielding, speed, and plate discipline often affect more situations than one expensive power increase.<br />
<br />
 This matters across the full career. A reliable defender can remain useful during cold stretches, while a specialist with impressive power may lose value when the team needs versatility. Early investments that improve several game situations also carry more effectively into the minors and major league seasons.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The College Route Should Answer a Build Question</span><br />
<br />
 The expanded college path is most valuable when it tests a long term identity. The nineteen program options and the licensed College World Series setting give players more time to learn whether they prefer a corner power role, a defensive position, or a flexible lineup profile.<br />
<br />
 Do not treat college games as disposable preparation. Use them to measure which attributes create real results in your hands. That information is more valuable than blindly copying a popular progression route.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Quiet Strength of a Balanced Utility Player</span><br />
<br />
 The underappreciated choice in RTTS is the balanced utility player. Mainstream guides often dismiss this route because it produces fewer spectacular highlight numbers early on. Its hidden value appears when injuries, roster gaps, and defensive substitutions create additional opportunities.<br />
<br />
 This build suits players with limited training resources, those who simulate routine games, and anyone planning a long Hall of Fame pursuit. Its best window begins in the minors, where consistent fielding and dependable at bats can create a steadier promotion path than a one dimensional bat.<br />
<br />
 Raise contact and fielding before investing heavily in power.<br />
 Use speed to create extra bases and protect weak baserunning situations.<br />
 Choose a secondary position only when it increases genuine lineup access.<br />
 Save training resources for weaknesses that repeatedly cost appearances.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Two Career Plans With Different Payoffs</span><br />
<br />
 The premium power prospect and the balanced utility player can both reach the majors, but they reward different habits. The first needs regular hitting opportunities and patience during defensive limitations. The second gains value through availability, matchup flexibility, and fewer performance dips.<br />
<br />
 The comparison below shows where each plan makes more sense.<br />
<br />
Career plan<br />
Best phase<br />
Main value<br />
Resource risk<br />
Power specialist<br />
Major leagues<br />
Run production<br />
High dependence on one skill<br />
Balanced utility player<br />
Minors to majors<br />
Roster flexibility<br />
Slower standout moments<br />
Defensive specialist<br />
Early professional years<br />
Reliable fielding<br />
Limited offensive ceiling<br />
The utility route wins for budget conscious players and long saves because it reduces career friction. The power route is better for players who manually play most appearances and enjoy building a headline statistical profile.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turn Season Skipping Into a Planning Tool</span><br />
<br />
 Fast season movement works best when tied to trigger points. Simulate ordinary stretches, then take control before rivalry games, promotion decisions, milestone opportunities, or periods where a rating increase could change your role.<br />
<br />
 That approach preserves time without removing the feeling of responsibility. It also prevents wasted training on attributes that never affect the next decision.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prepare the Legacy Chase During the Minors</span><br />
<br />
 Road to Cooperstown rewards a career with repeated production, awards, and meaningful milestones. The best preparation is not chasing one enormous season. It is building a role that creates regular opportunities for strong performances over many years.<br />
<ul class="mycode_list"><li>Track which goals support your identity, use position discussions when they improve future access, and consider trade requests only when the current roster blocks development. If additional resources are needed, <a href="https://www.u4gm.com/mlb-the-show-26/stubs" target="_blank" rel="noopener" class="mycode_url">buy MLB 26 stubs</a> only after identifying the exact upgrade that changes your role, then keep the remaining budget for later career demands.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Most MLB The Show 26 RTTS advice inflates the value of early overall ratings, pushing players toward expensive upgrades that add little to actual game impact. A cheaper route built around contact reliability, defensive flexibility, and situational production can preserve resources while still moving a prospect toward the majors. That makes <a href="https://www.u4gm.com/mlb-the-show-26/stubs" target="_blank" rel="noopener" class="mycode_url">MLB 26 stubs</a> more useful when they support a clear career plan rather than random short term spending.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pay for Lineup Value, Not Attractive Numbers</span><br />
<br />
 The first question is not how quickly a player can reach a high rating. It is whether each upgrade changes playing time, batting opportunities, defensive responsibility, or promotion chances. Contact, fielding, speed, and plate discipline often affect more situations than one expensive power increase.<br />
<br />
 This matters across the full career. A reliable defender can remain useful during cold stretches, while a specialist with impressive power may lose value when the team needs versatility. Early investments that improve several game situations also carry more effectively into the minors and major league seasons.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The College Route Should Answer a Build Question</span><br />
<br />
 The expanded college path is most valuable when it tests a long term identity. The nineteen program options and the licensed College World Series setting give players more time to learn whether they prefer a corner power role, a defensive position, or a flexible lineup profile.<br />
<br />
 Do not treat college games as disposable preparation. Use them to measure which attributes create real results in your hands. That information is more valuable than blindly copying a popular progression route.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Quiet Strength of a Balanced Utility Player</span><br />
<br />
 The underappreciated choice in RTTS is the balanced utility player. Mainstream guides often dismiss this route because it produces fewer spectacular highlight numbers early on. Its hidden value appears when injuries, roster gaps, and defensive substitutions create additional opportunities.<br />
<br />
 This build suits players with limited training resources, those who simulate routine games, and anyone planning a long Hall of Fame pursuit. Its best window begins in the minors, where consistent fielding and dependable at bats can create a steadier promotion path than a one dimensional bat.<br />
<br />
 Raise contact and fielding before investing heavily in power.<br />
 Use speed to create extra bases and protect weak baserunning situations.<br />
 Choose a secondary position only when it increases genuine lineup access.<br />
 Save training resources for weaknesses that repeatedly cost appearances.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Two Career Plans With Different Payoffs</span><br />
<br />
 The premium power prospect and the balanced utility player can both reach the majors, but they reward different habits. The first needs regular hitting opportunities and patience during defensive limitations. The second gains value through availability, matchup flexibility, and fewer performance dips.<br />
<br />
 The comparison below shows where each plan makes more sense.<br />
<br />
Career plan<br />
Best phase<br />
Main value<br />
Resource risk<br />
Power specialist<br />
Major leagues<br />
Run production<br />
High dependence on one skill<br />
Balanced utility player<br />
Minors to majors<br />
Roster flexibility<br />
Slower standout moments<br />
Defensive specialist<br />
Early professional years<br />
Reliable fielding<br />
Limited offensive ceiling<br />
The utility route wins for budget conscious players and long saves because it reduces career friction. The power route is better for players who manually play most appearances and enjoy building a headline statistical profile.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turn Season Skipping Into a Planning Tool</span><br />
<br />
 Fast season movement works best when tied to trigger points. Simulate ordinary stretches, then take control before rivalry games, promotion decisions, milestone opportunities, or periods where a rating increase could change your role.<br />
<br />
 That approach preserves time without removing the feeling of responsibility. It also prevents wasted training on attributes that never affect the next decision.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prepare the Legacy Chase During the Minors</span><br />
<br />
 Road to Cooperstown rewards a career with repeated production, awards, and meaningful milestones. The best preparation is not chasing one enormous season. It is building a role that creates regular opportunities for strong performances over many years.<br />
<ul class="mycode_list"><li>Track which goals support your identity, use position discussions when they improve future access, and consider trade requests only when the current roster blocks development. If additional resources are needed, <a href="https://www.u4gm.com/mlb-the-show-26/stubs" target="_blank" rel="noopener" class="mycode_url">buy MLB 26 stubs</a> only after identifying the exact upgrade that changes your role, then keep the remaining budget for later career demands.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Monopoly go Strategy | U4GM Explains Why to Push]]></title>
			<link>http://wildesttv.com/showthread.php?tid=60</link>
			<pubDate>Mon, 14 Sep 2026 03:38:45 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=25">glico</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=60</guid>
			<description><![CDATA[Bumble Bounty exposes a progression problem that ordinary <a href="https://www.u4gm.com/monopoly-go/blog-monopoly-go-events-schedule-for-september-14-20" target="_blank" rel="noopener" class="mycode_url">Monopoly GO</a> play can hide: rolls that feel efficient during routine board movement may produce weak value once the event demands a long climb toward its better rewards. Players who spend too freely early can reach the middle of the track with too little Dice, while players collecting <a href="https://www.u4gm.com/monopoly-go/stickers" target="_blank" rel="noopener" class="mycode_url">Monopoly Go Stickers</a> may also need to protect their event resources instead of chasing every available objective. The September 14 return changes the calculation because Peg-E currency is now one of the main reasons to keep playing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why the Track Changes Your Priorities</span><br />
<br />
 Bumble Bounty contains 62 milestones, with 20,045 total Dice Rolls and 660 Peg-E Prize Drop Tokens spread across the route. That makes it less useful to judge progress through Dice alone. The event is also a funding route for the current Looney Tunes Prize Drop, so the best target depends on whether your account needs immediate rolls or more Peg-E attempts.<br />
<br />
 For early-game players, the opening section is valuable because small Token rewards arrive without demanding a deep Dice reserve. Mid-game players can aim for the larger bundles while preserving enough rolls for later board opportunities. Late-game players may have the resources to continue, but they still need to compare the remaining cost with the rewards they can realistically recover.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use Tokens as Progress Checkpoints</span><br />
<br />
 The strongest route is not necessarily a complete clear. It is a sequence of Token checkpoints that lets you stop before the event becomes inefficient. Milestone 1 grants five Tokens, while milestone 16 offers 25, milestone 21 gives 30, milestone 24 gives 35, milestone 27 gives 50, and milestone 30 gives 65.<br />
<br />
 Later checkpoints become more attractive for players with a deeper reserve: milestone 41 gives 80 Tokens, milestone 45 gives 100, milestone 49 gives 110, and milestone 53 gives 120. These rewards can supply a substantial share of the currency needed for Peg-E, but only if the Dice cost does not consume resources needed elsewhere.<br />
<br />
 Use this order when planning a farming session.<br />
<br />
 Reach an early Token checkpoint before committing to a long multiplier sequence.<br />
 Recheck your Dice reserve after milestone 30 rather than assuming the late route remains efficient.<br />
 Push toward milestones 41, 45, 49, or 53 only when the larger Token bundles justify the added event cost.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prepare the Board for Boost Rewards</span><br />
<br />
 Temporary rewards can improve a run, but their value depends on timing. Milestone 18 grants Builder's Bash, milestone 33 provides Cash Boost, milestone 44 supplies Color Wheel Boost, and milestone 50 offers Mega Heist. Treating these rewards as isolated prizes is a common mistake; they work best when your board state is ready to use them.<br />
<br />
 Builder's Bash matters more when you have enough Cash for several landmark upgrades. Cash Boost has greater practical value when you can keep rolling during its active period. Color Wheel Boost should not be treated as an automatic reason to overspend, while Mega Heist becomes more appealing near a favorable Railroad position. None of these effects should force a player into a poor Dice trade.<br />
<br />
 - Save enough Cash to make Builder's Bash immediately useful.<br />
<br />
 - Avoid spending your last Dice before a temporary reward can produce meaningful value.<br />
<br />
 - Keep the boost reward secondary to the Token checkpoints that support Peg-E progress.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">When to Stop Pushing</span><br />
<br />
 The final milestone costs 10,000 points and awards 5,000 Dice. That headline reward can look decisive, yet the route toward it may require more Dice than a player can reasonably recover. The correct stopping point is personal: low-Dice accounts should usually secure early and middle Token rewards, while stronger accounts can test the late checkpoints before making a final decision.<br />
<br />
 There is no confirmed competitive player-versus-player layer attached to this event, so the meaningful comparison is between event progress, Peg-E funding, and long-term Dice preservation. Do not let a nearly completed track pressure you into wasting a reserve that could support future events or useful board timing. A short-term reward has weaker value when it removes your ability to participate in the next resource cycle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make the Final Resource Check</span><br />
<br />
 Before each major push, compare the next milestone's Dice demand with its Token value, temporary boost, and remaining board opportunities. Players looking for <a href="https://www.u4gm.com/monopoly-go/stickers" target="_blank" rel="noopener" class="mycode_url">Monopoly Go Stickers buy</a> should apply the same discipline to event spending: secure the rewards that improve Peg-E progress, preserve a workable Dice reserve, and stop when the next section offers less long-term value than the resources it consumes.]]></description>
			<content:encoded><![CDATA[Bumble Bounty exposes a progression problem that ordinary <a href="https://www.u4gm.com/monopoly-go/blog-monopoly-go-events-schedule-for-september-14-20" target="_blank" rel="noopener" class="mycode_url">Monopoly GO</a> play can hide: rolls that feel efficient during routine board movement may produce weak value once the event demands a long climb toward its better rewards. Players who spend too freely early can reach the middle of the track with too little Dice, while players collecting <a href="https://www.u4gm.com/monopoly-go/stickers" target="_blank" rel="noopener" class="mycode_url">Monopoly Go Stickers</a> may also need to protect their event resources instead of chasing every available objective. The September 14 return changes the calculation because Peg-E currency is now one of the main reasons to keep playing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why the Track Changes Your Priorities</span><br />
<br />
 Bumble Bounty contains 62 milestones, with 20,045 total Dice Rolls and 660 Peg-E Prize Drop Tokens spread across the route. That makes it less useful to judge progress through Dice alone. The event is also a funding route for the current Looney Tunes Prize Drop, so the best target depends on whether your account needs immediate rolls or more Peg-E attempts.<br />
<br />
 For early-game players, the opening section is valuable because small Token rewards arrive without demanding a deep Dice reserve. Mid-game players can aim for the larger bundles while preserving enough rolls for later board opportunities. Late-game players may have the resources to continue, but they still need to compare the remaining cost with the rewards they can realistically recover.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use Tokens as Progress Checkpoints</span><br />
<br />
 The strongest route is not necessarily a complete clear. It is a sequence of Token checkpoints that lets you stop before the event becomes inefficient. Milestone 1 grants five Tokens, while milestone 16 offers 25, milestone 21 gives 30, milestone 24 gives 35, milestone 27 gives 50, and milestone 30 gives 65.<br />
<br />
 Later checkpoints become more attractive for players with a deeper reserve: milestone 41 gives 80 Tokens, milestone 45 gives 100, milestone 49 gives 110, and milestone 53 gives 120. These rewards can supply a substantial share of the currency needed for Peg-E, but only if the Dice cost does not consume resources needed elsewhere.<br />
<br />
 Use this order when planning a farming session.<br />
<br />
 Reach an early Token checkpoint before committing to a long multiplier sequence.<br />
 Recheck your Dice reserve after milestone 30 rather than assuming the late route remains efficient.<br />
 Push toward milestones 41, 45, 49, or 53 only when the larger Token bundles justify the added event cost.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prepare the Board for Boost Rewards</span><br />
<br />
 Temporary rewards can improve a run, but their value depends on timing. Milestone 18 grants Builder's Bash, milestone 33 provides Cash Boost, milestone 44 supplies Color Wheel Boost, and milestone 50 offers Mega Heist. Treating these rewards as isolated prizes is a common mistake; they work best when your board state is ready to use them.<br />
<br />
 Builder's Bash matters more when you have enough Cash for several landmark upgrades. Cash Boost has greater practical value when you can keep rolling during its active period. Color Wheel Boost should not be treated as an automatic reason to overspend, while Mega Heist becomes more appealing near a favorable Railroad position. None of these effects should force a player into a poor Dice trade.<br />
<br />
 - Save enough Cash to make Builder's Bash immediately useful.<br />
<br />
 - Avoid spending your last Dice before a temporary reward can produce meaningful value.<br />
<br />
 - Keep the boost reward secondary to the Token checkpoints that support Peg-E progress.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">When to Stop Pushing</span><br />
<br />
 The final milestone costs 10,000 points and awards 5,000 Dice. That headline reward can look decisive, yet the route toward it may require more Dice than a player can reasonably recover. The correct stopping point is personal: low-Dice accounts should usually secure early and middle Token rewards, while stronger accounts can test the late checkpoints before making a final decision.<br />
<br />
 There is no confirmed competitive player-versus-player layer attached to this event, so the meaningful comparison is between event progress, Peg-E funding, and long-term Dice preservation. Do not let a nearly completed track pressure you into wasting a reserve that could support future events or useful board timing. A short-term reward has weaker value when it removes your ability to participate in the next resource cycle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make the Final Resource Check</span><br />
<br />
 Before each major push, compare the next milestone's Dice demand with its Token value, temporary boost, and remaining board opportunities. Players looking for <a href="https://www.u4gm.com/monopoly-go/stickers" target="_blank" rel="noopener" class="mycode_url">Monopoly Go Stickers buy</a> should apply the same discipline to event spending: secure the rewards that improve Peg-E progress, preserve a workable Dice reserve, and stop when the next section offers less long-term value than the resources it consumes.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mastering Diablo 4 Ruptures: U4GM Strategy Guide]]></title>
			<link>http://wildesttv.com/showthread.php?tid=59</link>
			<pubDate>Mon, 14 Sep 2026 03:14:56 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=25">glico</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=59</guid>
			<description><![CDATA[Many Season 14 players spend hours chasing peak-sheet damage, only to gain a modest clearing increase after the expensive pieces finally come together. That time-to-efficiency problem is especially noticeable in Pandemonium Ruptures, where movement, resource recovery, and Elite timing often matter more than a perfect damage screenshot. Before investing heavily in <a href="https://www.u4gm.com/diablo-4/item" target="_blank" rel="noopener" class="mycode_url">Diablo IV Items</a>, it is worth fixing the combat habits that make a functional build feel slow or fragile. The real question is not how fast one pack disappears, but how consistently the character controls the entire Rupture.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Find the Event's Real Failure Points</span><br />
<br />
 Ruptures usually become inefficient for two reasons: the player abandons a strong position to chase targets, or the build runs out of key resources before the next Elite wave. Both problems can exist even when the character sheet looks impressive.<br />
<br />
 Ranged characters should set up near the place where enemies naturally converge. Melee characters can use the center as an anchor, moving only when an isolated Elite is valuable enough to justify the lost area damage. This keeps enemies inside the same rotation and reduces empty travel time.<br />
<br />
 ◆ Keep reliable area damage active where enemy paths overlap.<br />
<br />
 ◆ Preserve enough single-target pressure to finish a durable Elite without stalling.<br />
<br />
 ◆ Treat resource stability as part of damage, because an empty resource bar creates more downtime than a slightly weaker skill usually does.<br />
<br />
 The strongest setup is therefore not a pure clearing build. It needs enough coverage for dense waves and enough focused damage to prevent one surviving Elite from controlling the pace.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make Tears a Movement Decision</span><br />
<br />
 Tears keep the Rupture active, but closing every one immediately can damage the rhythm of the encounter. The better choice depends on distance, enemy pressure, and the location of your current damage effects.<br />
<br />
 Finish nearby enemies first when leaving the center would break a stationary effect, separate summons, or interrupt a cooldown rotation. Close a Tear when it sits along your next safe movement line, or when the main group has already been reduced and the relocation costs little.<br />
<br />
 This approach turns Tears into route markers rather than distractions. You continue the event without allowing every new objective to dictate your position.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Spend Cooldowns Around Elite Timing</span><br />
<br />
 A Rupture can look easy until an Elite group enters while major abilities are unavailable. Using every offensive and defensive tool on the opening wave often creates that exact problem.<br />
<br />
 Use the first rotation to clear and stabilize, then hold one important ability for the next dangerous arrival. The practical sequence is simple: clear the immediate pack, secure your position, reposition only when necessary, then use the saved burst during the Elite exchange.<br />
<br />
 Cooldown recovery also deserves attention. A build that deals slightly less damage but returns its core tools quickly may complete more Ruptures over an entire Helltide session. This matters even more for characters that depend on stationary effects, summons, or carefully timed defensive skills.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Build the Helltide Route Around Momentum</span><br />
<br />
 Normal Ruptures appear across Sanctuary and are especially common during Helltide. Surging Ruptures can replace local events there, while Colossal Ruptures appear in the Fields of Desecration. These locations reward players who plan the gaps between encounters instead of treating every Rupture as an isolated stop.<br />
<br />
 Move toward the next objective while resources and cooldowns recover. Do not force a difficult encounter with every major skill unavailable, but avoid unnecessary town trips when the next event is close. A continuous route makes modest improvements in movement and recovery more valuable than a narrow damage upgrade.<br />
<br />
 Judge your Diablo 4 Rupture build by completed events, not by its best ten-second showcase. If the character holds the center, closes Tears during useful movement windows, and enters Elite waves with one meaningful cooldown ready, it is already solving the main Season 14 problem. Spend further resources only when they improve that loop, and consider <a href="https://www.u4gm.com/diablo-4/item" target="_blank" rel="noopener" class="mycode_url">buy Diablo 4 materials</a> only after the build's actual downtime has been identified.]]></description>
			<content:encoded><![CDATA[Many Season 14 players spend hours chasing peak-sheet damage, only to gain a modest clearing increase after the expensive pieces finally come together. That time-to-efficiency problem is especially noticeable in Pandemonium Ruptures, where movement, resource recovery, and Elite timing often matter more than a perfect damage screenshot. Before investing heavily in <a href="https://www.u4gm.com/diablo-4/item" target="_blank" rel="noopener" class="mycode_url">Diablo IV Items</a>, it is worth fixing the combat habits that make a functional build feel slow or fragile. The real question is not how fast one pack disappears, but how consistently the character controls the entire Rupture.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Find the Event's Real Failure Points</span><br />
<br />
 Ruptures usually become inefficient for two reasons: the player abandons a strong position to chase targets, or the build runs out of key resources before the next Elite wave. Both problems can exist even when the character sheet looks impressive.<br />
<br />
 Ranged characters should set up near the place where enemies naturally converge. Melee characters can use the center as an anchor, moving only when an isolated Elite is valuable enough to justify the lost area damage. This keeps enemies inside the same rotation and reduces empty travel time.<br />
<br />
 ◆ Keep reliable area damage active where enemy paths overlap.<br />
<br />
 ◆ Preserve enough single-target pressure to finish a durable Elite without stalling.<br />
<br />
 ◆ Treat resource stability as part of damage, because an empty resource bar creates more downtime than a slightly weaker skill usually does.<br />
<br />
 The strongest setup is therefore not a pure clearing build. It needs enough coverage for dense waves and enough focused damage to prevent one surviving Elite from controlling the pace.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make Tears a Movement Decision</span><br />
<br />
 Tears keep the Rupture active, but closing every one immediately can damage the rhythm of the encounter. The better choice depends on distance, enemy pressure, and the location of your current damage effects.<br />
<br />
 Finish nearby enemies first when leaving the center would break a stationary effect, separate summons, or interrupt a cooldown rotation. Close a Tear when it sits along your next safe movement line, or when the main group has already been reduced and the relocation costs little.<br />
<br />
 This approach turns Tears into route markers rather than distractions. You continue the event without allowing every new objective to dictate your position.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Spend Cooldowns Around Elite Timing</span><br />
<br />
 A Rupture can look easy until an Elite group enters while major abilities are unavailable. Using every offensive and defensive tool on the opening wave often creates that exact problem.<br />
<br />
 Use the first rotation to clear and stabilize, then hold one important ability for the next dangerous arrival. The practical sequence is simple: clear the immediate pack, secure your position, reposition only when necessary, then use the saved burst during the Elite exchange.<br />
<br />
 Cooldown recovery also deserves attention. A build that deals slightly less damage but returns its core tools quickly may complete more Ruptures over an entire Helltide session. This matters even more for characters that depend on stationary effects, summons, or carefully timed defensive skills.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Build the Helltide Route Around Momentum</span><br />
<br />
 Normal Ruptures appear across Sanctuary and are especially common during Helltide. Surging Ruptures can replace local events there, while Colossal Ruptures appear in the Fields of Desecration. These locations reward players who plan the gaps between encounters instead of treating every Rupture as an isolated stop.<br />
<br />
 Move toward the next objective while resources and cooldowns recover. Do not force a difficult encounter with every major skill unavailable, but avoid unnecessary town trips when the next event is close. A continuous route makes modest improvements in movement and recovery more valuable than a narrow damage upgrade.<br />
<br />
 Judge your Diablo 4 Rupture build by completed events, not by its best ten-second showcase. If the character holds the center, closes Tears during useful movement windows, and enters Elite waves with one meaningful cooldown ready, it is already solving the main Season 14 problem. Spend further resources only when they improve that loop, and consider <a href="https://www.u4gm.com/diablo-4/item" target="_blank" rel="noopener" class="mycode_url">buy Diablo 4 materials</a> only after the build's actual downtime has been identified.]]></content:encoded>
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			<title><![CDATA[NEW ADDITION! WildestWORLD]]></title>
			<link>http://wildesttv.com/showthread.php?tid=12</link>
			<pubDate>Fri, 21 Aug 2026 21:35:59 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=1">admin</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=12</guid>
			<description><![CDATA[Hey! I have just added the newest addition to WildestTV: WildestWORLD!<br />
Our new virtual world that you can play in your browser. Currently there's only fishing but soon I'll get around to adding shops, quests and a working stock market.<br />
Enjoy!]]></description>
			<content:encoded><![CDATA[Hey! I have just added the newest addition to WildestTV: WildestWORLD!<br />
Our new virtual world that you can play in your browser. Currently there's only fishing but soon I'll get around to adding shops, quests and a working stock market.<br />
Enjoy!]]></content:encoded>
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			<title><![CDATA[Anyone else...]]></title>
			<link>http://wildesttv.com/showthread.php?tid=11</link>
			<pubDate>Fri, 21 Aug 2026 03:12:01 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=4">nosreve</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=11</guid>
			<description><![CDATA[Anyone else flipping LOVE Penny from Stardew Valley?????? <img src="http://wildesttv.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" /> <img src="http://wildesttv.com/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" />]]></description>
			<content:encoded><![CDATA[Anyone else flipping LOVE Penny from Stardew Valley?????? <img src="http://wildesttv.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" /> <img src="http://wildesttv.com/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" />]]></content:encoded>
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			<title><![CDATA[NEW THINGS ARE COMING!]]></title>
			<link>http://wildesttv.com/showthread.php?tid=10</link>
			<pubDate>Wed, 19 Aug 2026 15:24:41 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=2">FerDeLancer</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=10</guid>
			<description><![CDATA[hey guys i'm working on adding a fishing minigame to this website.<br />
fish will be server side so you can't just edit the JS and cheat yourself in rare fishies.<br />
please if you can help or have any ideas leave them in the replies<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=11" target="_blank" title="">fish.png</a> (Size: 450.3 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[hey guys i'm working on adding a fishing minigame to this website.<br />
fish will be server side so you can't just edit the JS and cheat yourself in rare fishies.<br />
please if you can help or have any ideas leave them in the replies<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=11" target="_blank" title="">fish.png</a> (Size: 450.3 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Rarity from memory]]></title>
			<link>http://wildesttv.com/showthread.php?tid=9</link>
			<pubDate>Tue, 18 Aug 2026 13:32:28 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=3">HamsterGirl</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=9</guid>
			<description><![CDATA[This is my first post hope you guys like it! If so, let me know what pony / character to draw next from memory  <img src="http://wildesttv.com/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" /> <!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="JPEG Image" border="0" alt=".jpeg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=10" target="_blank" title="">IMG_0592.jpeg</a> (Size: 959.45 KB / Downloads: 6)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[This is my first post hope you guys like it! If so, let me know what pony / character to draw next from memory  <img src="http://wildesttv.com/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" /> <!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="JPEG Image" border="0" alt=".jpeg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=10" target="_blank" title="">IMG_0592.jpeg</a> (Size: 959.45 KB / Downloads: 6)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Starting Guildwars 2]]></title>
			<link>http://wildesttv.com/showthread.php?tid=8</link>
			<pubDate>Tue, 18 Aug 2026 12:50:43 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=6">Devaron</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=8</guid>
			<description><![CDATA[&gt; be me <br />
&gt; idk what class to pick<br />
&gt; Khajitt<br />
&gt;my face when picrel<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=8" target="_blank" title="">images.jpg</a> (Size: 36.58 KB / Downloads: 9)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[&gt; be me <br />
&gt; idk what class to pick<br />
&gt; Khajitt<br />
&gt;my face when picrel<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=8" target="_blank" title="">images.jpg</a> (Size: 36.58 KB / Downloads: 9)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[new forum]]></title>
			<link>http://wildesttv.com/showthread.php?tid=7</link>
			<pubDate>Mon, 17 Aug 2026 15:15:40 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=2">FerDeLancer</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=7</guid>
			<description><![CDATA[hey i got asked by devaron to try and create an imageboard on the site so this is it!<br />
it's pretty rough atm so just wait out for it to improve<br />
&gt;greentext works!<br />
<hr class="mycode_hr" />
if you reference the post number you can easily link to it by using <br />
<br />
&gt;&gt;19<br />
<br />
later i'll add the ability to hover over and preview the post<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=7" target="_blank" title="">next_image_.png</a> (Size: 997.56 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[hey i got asked by devaron to try and create an imageboard on the site so this is it!<br />
it's pretty rough atm so just wait out for it to improve<br />
&gt;greentext works!<br />
<hr class="mycode_hr" />
if you reference the post number you can easily link to it by using <br />
<br />
&gt;&gt;19<br />
<br />
later i'll add the ability to hover over and preview the post<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://wildesttv.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=7" target="_blank" title="">next_image_.png</a> (Size: 997.56 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Just Beat Archie]]></title>
			<link>http://wildesttv.com/showthread.php?tid=5</link>
			<pubDate>Mon, 17 Aug 2026 01:57:46 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=6">Devaron</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=5</guid>
			<description><![CDATA[Me and Mason just whooped archie!]]></description>
			<content:encoded><![CDATA[Me and Mason just whooped archie!]]></content:encoded>
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			<title><![CDATA[biggest hoi4 larper ever?]]></title>
			<link>http://wildesttv.com/showthread.php?tid=4</link>
			<pubDate>Sun, 16 Aug 2026 21:57:12 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=2">FerDeLancer</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=4</guid>
			<description><![CDATA[is luca the biggest larper EVER??? he can't play any nation in europe and talks about how much he wants to play kurdistan in hoi4. MEGA LARP?!?!<br />
<br />
thanks for reading like comment and subscribe <img src="http://wildesttv.com/images/smilies/lilweed.gif" alt="Weed" title="Weed" class="smilie smilie_24" />]]></description>
			<content:encoded><![CDATA[is luca the biggest larper EVER??? he can't play any nation in europe and talks about how much he wants to play kurdistan in hoi4. MEGA LARP?!?!<br />
<br />
thanks for reading like comment and subscribe <img src="http://wildesttv.com/images/smilies/lilweed.gif" alt="Weed" title="Weed" class="smilie smilie_24" />]]></content:encoded>
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			<title><![CDATA[Who wants to play Video games with me?]]></title>
			<link>http://wildesttv.com/showthread.php?tid=3</link>
			<pubDate>Sat, 15 Aug 2026 23:48:36 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=4">nosreve</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=3</guid>
			<description><![CDATA[Thanks in advance guys]]></description>
			<content:encoded><![CDATA[Thanks in advance guys]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Test thread]]></title>
			<link>http://wildesttv.com/showthread.php?tid=2</link>
			<pubDate>Sat, 15 Aug 2026 18:55:21 +0100</pubDate>
			<dc:creator><![CDATA[<a href="http://wildesttv.com/member.php?action=profile&uid=2">FerDeLancer</a>]]></dc:creator>
			<guid isPermaLink="false">http://wildesttv.com/showthread.php?tid=2</guid>
			<description><![CDATA[Testing 123 <img src="http://wildesttv.com/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> <img src="http://wildesttv.com/images/smilies/lilweed.gif" alt="Weed" title="Weed" class="smilie smilie_24" />]]></description>
			<content:encoded><![CDATA[Testing 123 <img src="http://wildesttv.com/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> <img src="http://wildesttv.com/images/smilies/lilweed.gif" alt="Weed" title="Weed" class="smilie smilie_24" />]]></content:encoded>
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