At the beginning as you progress, you will see a purple option which is the mission displayed on the right. This part will introduce you to the core content of the game.
After arriving at the first Village, additional options will unlock codex. You will need to click on the icon on the right side of the screen. This will open a content notification and it is recommended to follow up on the content to have stable progress.
In the game, purple represents an adventure codex, light blue is an exploration codex, yellow is a resistance group request and light green is a guild request option.
The adventure codex is a mission that contains the main story of the game. As you progress, you can reveal new areas and acquire items essential for your growth. Click the Codex at the top of the menu and click the adventure tab to view the progress of various adventure codexes. If you have enough Throne & Liberty Lucent, you can grow faster!
Adventure codex is divided into several chain adventures, and after completing each stage of the adventure codex, you will be able to claim the reward up to the final reward. In some cases, you can select the final reward as desired as it is shown in this case. There are also additional recommended tasks in each of the stages that can help with your growth. But they are not mandatory to complete and obtain a final reward from the adventure codex.
The next is an exploration codex. These are additional ambitions that are in most cases bound to hunting in regions and have their rewards once completed. You can see the collection codex and these are practically the documents that you will find during your adventures at random locations. And once collected, you obtain cosmetic coins which you can use to purchase cosmetics Throne & Liberty Items.
Next we have a request from the resistance army. If you go to villages quest manager, you can complete these quest and receive various rewards. However, the quest can only be accepted if you are level 11 or higher. What you need to pay the most attention to is the adventure codex and not keep the mandatory parts to progress and not leave the quests unfinished.
So you won't end up reaching the limit on several quests that you can have simultaneously. This number is usually between four and five, but it all depends on a level. Make sure to receive multiple quests targeting the same monster since there are duplicates you can complete the quest more quickly and efficiently. Each time you accept the quest contract rights are consumed but they are recharged after a certain period of time.
However, if the number of quest contracts you have exceeded the maximum quantity, they are not recharged. You can also board the quest once accepted the request. But in this case, you cannot receive a refund for the contract rights. So before accepting the request, please take a good look at the rewards and the content of it.
Guild requests are quests that can be completed by guild members together. These requests can be checked in the guild menu and the guild leader or appointed guild officer can accept or change the quest. These quests include handing a large number of monsters and this is why it is needed to join forces with the guild members. When it comes to guild requests in some cases, guild members participate and complete the task and all guild members can receive the reward.
It is better to join the guild from the very beginning. Lastly there are local events that involve hunting in an open field. This is a competitive content where you can compete for ranking by collecting Throne and Liberty Items. There are various strategies for collecting items in each region. So if you utilize them well, you can create a dramatic turnaround. By clicking on the notification under the map, you will be able to see regional events displayed and the ones that are currently active. There is a detailed schedule table button on the map which can help you organize and prepare on time for those events.
Each of the local events is ranked according to contribution. The higher your rank, the more rewards you can earn. Regional events are divided into beast zones and conflict zones. Battles between users are not possible in the beast zones, but battles between users are possible in the conflict zones. In particular, the first regional event to be opened is the beast zone one. So be sure to give it a try. There are also guild area events because you can compete for ranking by the guild. Now that we have gone through the basics and explained how important knowledge of codex is.
We can start talking about weapon combinations and environment systems. Necessary for efficient combat and quick hunting, players can equip two weapons and they can freely combine and use them in various ways. In this example, after equipping the longbow and magic wand, you can check in the skill window of the two weapon sets as follows.
The top is the one equipped in the set number one. It is a longbow skill and the skill at the bottom is a magical one skill equipped in set two. Each skill set is divided into use skills and active skills. The left one is a use skill that must press directly to use. And the right one is a skill that is used automatically when register it in the quick slot. This is the active skill that is applied.
At the bottom, there is a quick slot to set the skill you will use. You can add it by dragging the skill at the bottom and removing it outside or double clicking it. There are 12 skills in the quick slot and two skills to use. You can use eight active skills. This means that you can freely mix the active skills between the two weapons that you have equipped. Basic attack is based on the weapon.You're currently holding and it is automatically activated when you use a skill with a weapon from a different set.
So by changing a weapon, you're making changes to your basic attack. You can select up to eight of the 16 active skills of different types of weapons equipped in each set. If you register in the quick slot, you can add the weapon even if you're not using it.
You will receive the bonus effect of the status, but you can see various combinations and you can play around with it until you create your own weapon combination and set of skills is ranged. You would want to avoid melee attacks and make stable long-distance damage.
In this example with a you can disable target by using the nightmare skill that puts the opponent into a sleeping state. Now what is important is that if you attack an opponent who is in a sleep state, you can deal a guaranteed critical attack by combining weapons. You can then use a skill with the most damage, so you can maximize the efficiency. Each in-game situation requires a different approach whether you're are fighting a single target or multiple targets.
There are always options that you can test to find the best solution for such type of combat. Each skill set has one of the defense skills that you can see on the left most side. Every weapon has a unique defense skill. You can use only one of the two defense skills and to use the one that you want. You must register it in the quick slot. While fighting with the longbow, you can then switch to a magic one to quickly use the defense skill and then switch back to the longbow to continue DPS.
There is no single right answer for weapon combination and what you have seen so far, it is just an example. Each weapon skill set and recommended combinations have different synergies and effectiveness depending on each situation.
So it is best to carefully consider how to use the skill in a different environment rather than blindly following it. By hovering your mouse cursor over the icon on the left side of the mini map, you will see the current weather and you can check the hour to be aware of the day and night shifts. When it rains you can see the water droplets forming on the screen and it becomes brighter or darker depending is it day or night. These changes in the environment also affect the battle if you take a look at the long-ball skill arrowhead which is an active skill. The direction that matches the wind additionally increases the firing.
Environmental changes also apply to specific dungeons where you can enter only at a specific time of the day or night. And then we have dungeons that open only when it rains, but some dungeons are not affected by these changes at all. Keep in mind that weather changes also affect the MPC behavior patterns as there are goblins that only appear at night to attack the villagers. And then we have also monsters that fall asleep at night and lose their aggressive state. Also the damage received from some plant type monster decreases when it rains. There are many details that you'll be able to experience in the game now.
The interesting part is that there are also transcendence skills that allow you to change the environment yourself. Using a specific skill you can change the direction of the wind day and night or make it rain. However, the transcendence skill can only be used by the best ones and have a really long cool down and it would be the best to use it only when necessary.
I hope you're excited as I am with the upcoming official release. Please do tell me which part you find most interesting and which weapon combination you're looking first to test.
The megadungeon Dawn of the Infinite has been split into 2 separate M+ keys for WoW Dragonflight 10.2 Season 3.
In this guide, I will go over the most important mechanics to watch out for in Murozond's Rise!
This instance contains the last 4 bosses of the megadungeon and it’s the longest key this season with a timer of 37 mins. The dungeon’s entrance is located in the temporal conflux in Thaldraszus.
You start off on the first bosses platform. Dungeon start You have to deal with the 3 named mobs channeling into the Oathstone before you can engage Tyr, the infinite Keeper.
Before I explain the mini bosses, let’s talk about the normal trash mobs you will encounter on this platform.
The Vanguards cast a frontal bleed that follows the tank, so be careful about positioning here. The mages cast Epoch Bolt on the tank, dealing magic damage and occasionally Corroding Volley. This should be interrupted because it does initial damage to the whole group and leaves behind a magic debuff that slows.
One of the 3 mini bosses is Keeper Valow. He creates swirlies underneath each player’s location occasionally and also spawns a bubble around him, reducing damage taken by mobs standing within it by 50%. This buff also applies to players, so you can move into the bubble for a nice damage reduction!
Another mini boss is Maiden Lerai. She casts an unavoidable AoE once in a while and she sends out an orb towards a random player, stunning and dealing damage to anyone in the orbs path. This orb returns to the Maiden’s snapshotted position she was in when she finished the cast.
The last mini boss is Sentinel Spurlok. His main ability is a charge towards a random player, spawning a shroud on his end location. He will then stand within his own shroud and start pulling a player towards him. This channel stuns the targeted player and has to be stopped by someone stepping into the shroud and interrupting the mini boss.
Once all the mini bosses are dead, Keeper Tyr spawns.
Tyr has 2 kinds of frontals. Titanic Blow is a cone towards the tanks location, leaving behind consecrated ground. This ability also knocks back the tank, so be careful to not fall off.
And Infinite Annihilation is a frontal cone towards a random player, leaving behind consecrated ground as well. He also casts Dividing Strike, which is a split damage ability circle spawning close to the boss. At least 2 players have to soak the circle, otherwise the boss gets a damage increase for the rest of the fight, stacking up.
Tyr also applies 2 magic debuffs to random non-tank players. The debuff does ticking damage to the player and anyone standing within the circle around the players.
Additionally, it also does AoE damage to the group on removal. This means you want to stagger the dispels of the debuffs to make sure players have enough time to recover their health in between.
Once Tyr is out of energy, he shields himself and channels into the Oathstone in the middle of the room.
During this time, orbs will spawn around the room and move towards the middle. Players can intercept the orbs to gain a haste buff, stacking up to 5 for 50% haste in total. If orbs reach the Oathstone, they will increase the absorption amount of Tyrs shield, do AoE damage to the grp and also push players back.
Once he finishes his cast, he continues with his normal abilities.
Leave the middle of the room as free of consecrated ground as possible to make sure you can soak all the orbs properly!
Next up, you have to deal with a Timeline Marauder and an Inifnite Watchkeeper. Both of the mobs have a non interruptible AoE damage channel, which can be deadly if it overlaps, so make sure you are ready to use big defensive cooldowns here!
Make sure to also interrupt Displace Chronosequence from the Marauder, otherwise they gain a shield.
Once you finish off the mobs, the door opens and you will need at least one player to make it through the maze to unlock the portal.
It can be pretty tricky to get through the maze, but I’ve noticed it gets easier if 2 players move simultaneously on opposite sides, to bait the abilities away from each other. The more players make it through, the faster you can open the portal for everyone else!
Once everyone is through, you have to deal with two proto dragons, an Infinite Saboteur and an Inifnite Diversionist. I recommend focusing the diversionist because of the same AoE damage channel the previous dragon casted.
The 2nd dragon isn’t too scary, just casting a frontal towards the tank dealing magic damage.
After the dragons are dead, the barrier dissolves and you can enter the portal room.
To open the portals, you’ll have to kill all of the rift mages in this area. The Deviations and Fusions continue to spawn and don’t do much other than tank damage and a small AoE explosion on death. They do remove the puddles on the floor wherever you kill them.
Infinite rift mages cast Infinite Burn on random targets, leaving behind a magic dot if not interrupted or dispelled, also slowing movement speed. Additionally, they cast Temporal Blast on the tank, dealing magic damage.
Once you finish off the rift mages, you can enter the portal to either Morchie or Time-Lost Battlefield. If you decide to do Morchie first, take the right portal.
The Infinite Timebenders have portals nearby. They activate once you engage them. They spawn a few different murlocs out of the portals with simple mechanics. Once in a while the timebender shields a murloc. This shield absorbs damage and pulses AoE damage around them.
Additionally, the Timebender also casts Dizzying Sand, disorienting players if not interrupted, so make sure you do so!
Now, you can fight Morchie.
One of her main abilities is “More Problems!”. The boss disappears and spawns multiple mirror images of herself in a circle around the room. You then have to find the correct Morchie to be able to dodge the frontal breath she is casting from her real position. The real Morchie is the NPC without any headgear, just her blue hair.
Another one of her signature abilities is Familiar Faces, where she spawns mirror images for every player. The images then fixate on each player, radiate AoE damage in a circle around them and melee attack if they reach their target.
You can CC the image with most slows and stuns, but the way you are supposed to deal with them is by kiting them into the time traps Morchie spawns.
If an image enters a trap, they will get disabled until she recasts the ability, but they also explode for group damage when they enter a trap, so make sure to not kite them all into traps simultaneously or use big defensive CDs if you do so.
Other than that, tanks just need to watch out for Sand Blast. It’s a frontal that follows the tanks position, so don’t aim it into the middle of the room!
You now have to go to the other portal to defeat Time-Lost Battlefield.
On the way to the bosses platform, there is a swarm of Pendules flying over the platform. If you engage them, they cast Time Beam onto random players, make sure to interrupt this as much as possible.
To start the next boss fight, you will have to clear a trash event in the boss room. This event will look different and the mobs will have different names depending on which faction the group leader is, but the abilities do the same thing.
For the sake of this guide, I will be going with the Horde names. The Horde Destroyer will occasionally spawn sappers that fixate on players and detonate if they reach their target. Make sure to CC them and don’t get hit!
Additionally, the boss also throws bombs, and swirlies at a player marked with a red arrow. If this ability is on you, make sure to keep on moving!
Once the destroyer is dead, you will have to deal with a Farseer and 2 Raiders. The Farseer casts Earthquake, so make sure you move the mobs out of that, and healing wave, which is a heal that can be interrupted. The Raiders cast a rallying shout, make sure to interrupt that too!
Now the boss, Grommash Hellscream, will spawn. There will be multiple friendly untargetable npcs in the room and any AoE boss ability that hits them will kill them and give the boss a stacking buff called Thirst for Battle, doing AoE damage to the group on successful melee attacks.
One of the bosses abilities is shockwave, targeting 3 random players after another with a frontal cone. Make sure to not bait the cone towards NPCs if possible, to avoid stacking up Thirst for Battle.
Additionally, the boss also casts Bladestorm, jumping onto a random player and chasing after them while doing AoE damage around him. Again, make sure to not kill off too many NPCs with this ability!
The boss also spawns some adds once in a while. Make sure you deal with them fast so you don’t get overwhelmed!
After defeating both Morchie and Time-Lost Battlefield, you can access the portal to Chrono Lord Deios.
But first, you have to deal with a pretty nasty trash pack with 2 Marauders and an Infinite Slayer. All 3 mobs have an unavoidable AoE damage channels, so make sure to coordinate defensive CDs and healing CDs properly for the first few AoE casts and maybe focusing them one by one to reduce incoming damage might be a good idea!
Now, you can start the fight against Chrono-Lord Deios. He has 2 abilities he keeps throughout the whole fight: one is a tank frontal cone you need to face away and the other is Infinity Orb (2 orbs spawn in the room which fall to the ground and explode for AoE damage leaving behind a 4 sec debuff on everyone, increasing subsequent dmg of the explosion by 300%).
To deal with this mechanic, let one orb fall to the ground and have another player stand beneath the 2nd orb to slow down its descent. Assigning one designated orb soaker beforehand makes sense, so this player always knows to stand underneath an orb, while all the other players move away!
Additionally, the boss also spawns infinite keepers in phase 1, they run towards the side and start summoning adds from a portal. Kill these adds quickly to stop the summoning!
Each keeper removes 20% health off of the boss. Once you defeat all 4 keepers, the boss goes into phase 2. In phase 2, he will continue to cast his frontal breath and the Infinity orbs.
On top of that, he also spawns puddles around the room, reducing the space you can use over time, so make sure to not get cut off from your group and move together until you defeat the boss!