It is league start time, and that means that you need a good league start build. Because Path of Exile 3.23 Affliction League has some of the largest changes to the meta game that we have ever seen.
You’ll want to make sure that your first build is real solid so that you can bring it into the Wildwood. Within the Wildwood, you will be collecting Wisps as well as fighting off enemies in the darkness.
And once you’ve collected all these Wisps, they’ll come with you and buff all of the enemies on the map that you came from. These buffed enemies will drop tons of additional loot and get some additional difficulty.
On top of that, every single class has got 3 brand new ascendancies that you can have on top of your original. There are tons of powerful options here and a lot to look forward to.
And 100 + new gems have been added to the game. These are Transfigured Gems. Essentially, they’ve made alternate versions of almost every single main skill gem in the game and just tossed well over a hundred of them at us at this point.
There are tons to do in POE 3.23 Affliction League, so let’s talk about some builds. If you're going to make these builds, be prepared with plenty of POE Currency!
Starting off here, I would say that this is probably the best build for newer players and most likely Righteous Fire refugees.
Righteous Fire did get some pretty heavy changes and nerfs. But it’s not looking great early on for RF. So, why don’t you just get a big giant minion that has its own RF that covers 3/4 of the screen?
On top of that, you can have a bunch of little minions that’ll do single target damage for you. It is super easy, SSF friendly, and extremely tanky build. It does pretty well all the way up through the campaign into early maps and can handle a lot of the early Pinnacle Bosses.
One of the biggest bonuses about this build is the fact that once you get the Sentinel of Radiance, you essentially don’t have to do anything anymore through the entirety of the campaign. This skill will carry you all the way through and you don’t even have to worry about anything except shield charging through zones and picking up loot.
I highly suggest that you give this build a shot.
Next on the list, for anybody who’s interested in playing a melee build, we have the Boneshatter Slayer by Carn.
Now, Boneshatter has gotten a pretty decent amount of changes this league. And whether or not it’s a very slight nerf or potentially a pretty large buff is yet to be seen.
However, what we do know is that the build is still absolutely excellent.
In previous leagues, I had put on a Boneshattered Juggernaut guide. However, the super highend of the Juggernaut might potentially be pretty nerfed and it looks like this layer is a just kind of ending up being the better build.
So, I highly suggest that you follow Carn for this. He is the Boneshatter guy. So much that one of the new alt qualities literally got named after him.
And the Boneshatter Slayer uses a bunch of really super interesting mechanics. Make sure that you go follow Carn, so you can see any updates that he makes to this build as we get information on the new Transfigure Gems and he does some more testing with all that kind of stuff.
If there’s anybody that’s going to figure it out, it’s Carn.
Third on the list, we have Vaal Flameblast Ignite Elementalist from Jungroan.
Now, you might know about Jungroan from all of his like speed running and racing content, where he basically goes through the entirety of the game getting the first 2 Watchstones in as little time as possible.
He’s posted like 8 or 9 of those this league so far in a whole bunch of different builds, but the one that stood out to me was this Flameblast Ignite build.
This uses a pretty interesting mechanic on the tree that allows you to essentially just extend the duration of ignites infinitely, meaning that you can use just a somewhat clunky skill that does a huge amount of damage and then just extend that ignite essentially forever.
This is an extremely well-rounded build. It might be slightly clunky for some people if you’re not very good at timing, because of the way that Vaal Flameblast works and it does use Wave of Conviction early, which some people are not a huge fan of.
But this build is exceptionally strong. And once you do learn how to pilot it, it is very good for bossing, clearing, and all kinds of other good stuff.
Next on the list, we have Caustic Arrow Poison Ballista by Palsteron.
Now, it’s no surprise that Palsteron has made another Ballista/Totem league starter, but this one has gotten a pretty decent update this league with the addition of Tinctures and the ability to have all sources of damage poison.
It is going to be significantly easier to make a bow for this build, meaning that it is going to be way stronger for way less gear.
Ballistas are a super safe play style. You can essentially just drop them down and run away and let them do the damage for you. However, if you are someone who likes doing the damage yourself or likes being upfront in their business, this may not be the play style for you.
That said, this is an extremely powerful build, way easier to gear this league and something that I can highly recommend.
Lastly, we’ve got the Splitting Steel Champion by Ruetoo.
I have played Splitting Steel a lot in the past and Splitting Steel this league has gotten some pretty significant changes. Call of Steel is gone from the normal version of this gem and it works essentially the same exact way it did previously.
You’re still going to be able to overlap all of your projectiles. You’re still going to have excellent clear and excellent damage. And Ruetoo has made a pretty early league friendly build that uses a ton of very easy to get uniques.
So, I do highly recommend this build as well. This version should be perfectly fine and it should get you through pretty much all content in the game.
POE 3.23 Affliction Challenge League will be launched soon. In this guide, I want to go over what we know so far about Affliction’s league mechanics and rewards, potential farming strategies, and the implications of this league mechanic on what builds and Atlas strategies you should be playing. This way you can enter the league armed with everything you need!
First, let’s review everything we know about league mechanics.
Affliction is mechanically similar to Delirium. Near the entrance to each area, you’ll find a Sacred Wisp that will lead you to Wildwood.
This is an area shrouded in darkness. As you explore the darkness, the power of Sacred Wisp will be drained. You need to explore a limited area before running out of energy. Your goal in Wildwood is mainly to collect Wisp while keeping an eye out for Azmeri Wanderers and Bosses.
Wisps are automatically collected by walking through them or killing enemies in Wildwood.
When you leave Wildwood, it released these Wisps into your map to enhance monster abilities. Monsters that are empowered are more powerful - similar to Delirium and Tormented Spirit.
The way empowerment works is that after you leave Wildwood, every monster on the map has a percentage chance of being possessed by each Wisp independently. The more wisps of that type you collect, the higher your chances.
Monsters can have more than one type of Wisps. This makes them more deadly, but also increases the bonuses given by Wisps.
As for these rewards, each Wisp has a different effect. Primal Wisps give monsters an Item Rarity bonus, Wild Wisps give monsters an Item Quantity bonus, and Vivid Wisps are a little different and cause monsters to drop currency items.
It’s very important to note that empowerment doesn’t just affect the monsters on the map when you complete Wildwood. Afterwards, each monster spawned in your map will also gain a rolling percentage of empowerment.
Now let’s move on to Wildwood Ascendancies. Affliction Leaguer adds 3 new Ascendancies that you can unlock through Affliction content. In addition to the regular Ascendancy class, you can also choose one of Ascendancy classes to get.
You can unlock these benefits by finding relevant Azmeri Wanderers in Wildwood. If you choose to occupy their Ascendancy, you will immediately gain the first 2 points and start a quest line to get the remaining 6 points.
Warden of the Maji gives you access to a new item called Tinctures. Warlock of the Mists has Curse and life-related passives. Wildwood Primalist has Sockets that can be inserted into Charms. Wildwood Primalist also has a notable skill that allows your Warcries to open chests and cause corpses to drop additional loot.
Each of these Ascendancies has small nodes that add some type of Wisps collected in Wildwood.
Next, let’s talk about Tinctures, Charms, and Corpses. Likewise, Azmeri Wanderers NPC lets you ascend double as a vendor, allowing you to trade Wisps you collect in Wildwood for Tinctures, Charms, and Corpses. These are unmodifiable but can be traded.
Tinctures go into the flask slot, but not the flask. They provide passive bonuses to your equipped weapons, and you can activate one Tincture at a time.
Charms have 1-2 affixes and are miniature versions of the existing class Ascendance passives. I predict that certain combinations of affixes on Charms will be powerful, sought after by many players, and valuable.
Finally, Corpses are consumable items that spawn specific Corpses on the ground. We can use these Corpses with minion skills like Raise Specter, or with Warlock’s Ravenous skill.
Unfortunately, these Specters will not spawn additional Corpses once revived with Desecrate. So if your Specter dies, you will need to spend POE Currency to purchase additional Corpses to re-summon them. This sounds bad, but if they were powerful enough, I’m sure some players would use them, despite their clunky nature.
Now that we’ve had a quick look at how everything works in Affliction, I want to start discussing Affliction League strategy.
The first choice you have to make is what Ascendancy is to choose. I recommend that players first choose their first Ascendancy based on which force is most powerful at the start of the league. They can then transition to another Ascendancy later if they wish.
I think Warden is the right Ascendancy to choose first for almost every build. This is for two reasons.
First, Warden passive, Oath of the Maji, can provide many valuable rewards early in the league. Most notably, if you don’t have any gems embedded in your boots, you move 30% faster. This is a price you’ll be happy to pay in leveling up and ancient maps.
Another reason is that each vantage has small nodes that increase the specific type of Wisps collected. A type related to Warden is Vivid Wisp, which allows monsters to drop large amounts of POE currency.
If this turns out not to be the enormous boost to the currency that I was expecting, it would be cheap and easy to move to something else. The risk is tiny and the rewards are extremely high.
The next thing I want to talk about is the potential for Raw Currency farming with Vivid Wisps.
While many players have been focusing on Ascendancy, I believe the currency drops of these Vivid Wisps will become the focus of farming strategies.
There are two different paths you can take when farming currency is this way. The first is to fill your map with as many monsters as possible. The second is to gain triple-empowerment on powerful and unique monsters. Because these monsters inherently have top item counts and rarity bonuses.
The key thing to note about the first method is that monetary rewards from Vivid Wisps actually double-dip with pack size. This is because the monsters in Wildwood that drop Wisps scale according to the pack size, and there will be more monsters on your map for Wisps to empower.
So there are more monsters, and the probability of each monster dropping currency is also higher. If you go this route, you can target many league mechanics that will spawn large numbers of enemies.
On the other hand, the monsters that guarantee currency drops during the league are not the ones that cause huge currency explosions. This is a unique monster that has a tremendous bonus to item quantity and item rarity.
So, how do you extend these bonuses further? Mainly through Delirium, Tormented Spirit and Expedition. Tormented Spirit and Delirium can increase the rarity and quantity of items, and Expedition can add modifiers to farmed monsters, increasing the quantity and rarity of items even further.
Finally, there is something that absolutely everyone can relate to. Some Charms from Azmeri Wanderers Vendors will be highly sought after. This means they will be profitable if sold.
Therefore, you’ll want to focus on the prices of various accessories on Charms so you don’t miss out on items at the vendor that could be worth a lot of Divine Orbs.
For my last topic, I want to briefly talk about Affliction’s build options.
Unfortunately, it’s unclear which building is best for Affliction, as it can interact with many league mechanics, and we don’t yet know what the winning strategy will be.
If energetic bosses are going to end up dropping the best rewards, then you’re going to want a build with a strong single target. If the number of monsters is high, you’ll want a build with a high clearing speed.
Personally, I’m focusing on Explosive Arrow Ballista build. It takes advantage of Tinctures I can get through Warden Ascendancy, can take down the most active bosses in the game, and has a pretty good clearing speed if needed.
That’s all for this guide. What are your plans for how to use Affliction mechanism? Do you think it would be better to fill the map with as many monsters as possible? Or focus on creating the most exciting rare items and bosses? Hope to see you in Affliction League!
Diablo 4’s next major addition to the endgame, Abattoir of Zir was finally officially added to the game on December 5th! To help you better experience this newly introduced endgame content, I will introduce everything about it!
The Abattoir of Zir is a new level 100 piece of endgame content that, at the start, is going to be more difficult than level 100 Nightmare Dungeons. This new system is going to be very similar to Rifts from Diablo III.
You need to enter one of these dungeons and you’ll have 10 minutes to defeat enough enemies to summon a boss and then defeat that boss to actually complete that run of the Abattoir of Zir.
If you die once, the run’s over. And if you don’t defeat the boss within that 10 minutes, the run’s over. Even if you’re in a group of 4 people, if any person in the group dies, the run’s over. Even looking past that, just the difficulty of the enemies is going to be higher than nightmare 100 dungeons. It’s also only going to be one light. So, this is going to be very difficult.
To even start this new system, you will have had to complete the entirety of the Season Journey. So you’ll basically have to be level 100 and pretty progressed into the endgame to even get into the first level of this new system. And it’s going to work in a similar way to Nightmare Dungeons.
Once you complete that Season Journey, you’ll get a new recipe to craft Tier 1 of the Abattoir of Zir. And it’ll take sigil dust like your normal Nightmare Dungeon Keys.
Once you go in and complete the first tier of the Abattoir of Zir, you’ll then get a recipe to craft Tier 2. And you can go all the way up to Tier 25. But this is going to be much more difficult than going from level 66 to 67 in Nightmare Dungeons.
The difficulty increase from Tier 1 to Tier 2 is going to be a substantial jump. So, getting up all the way to Tier 25 is something that the vast majority of players will not accomplish.
One of the biggest saving graces of the system is how they’re going to be scaling that difficulty. Because they’re not actually going to be scaling the damage that enemies do to you very much.
In fact, we’re not actually certain if they’re going to be increasing the damage enemies deal at any point during the Abattoir of Zir. It did sound like they’re going to be slightly increasing it. But the primary way they’re increasing the difficulty is increasing the health of these enemies.
The reason this is actually really good is that these enemies are already going to be dealing ridiculous amounts of damage. In fact, Tier 1 of the Abattoir of Zir is going to be equivalent to level 104 of Nightmare Dungeons. That’s already going to be doing a lot of damage to you. But primarily scaling the health is going to allow a lot more builds to be able to do this.
And remember, you’re on a timer. Even if you have a super tanky build that can survive everything, you need to be doing enough damage to be able to kill enough things and then kill the boss to be able to beat that 10-minute timer or you fail. So, I think they’re actually scaling this difficulty in a much better way that’s going to actually allow a lot of builds to at least attempt some of these higher tiers.
The rewards from Abattoir of Zir are also going to be pretty substantial.
Now, we don’t actually know how gear drops are going to work in the system. Presumably, you’re going to be getting a lot of really high item level gear. Presumably, you’ll have really good chances to get 925 item level. But there are going to be some more specific rewards.
First off, you’re going to be getting a lot of glyph XP. Completing a Tier 1 of Abattoir of Zir is going to reward you with 1,000 glyph experience that you can either use on all of our normal glyphs right now or you can use on the other new reward of this system, which is going to be the first unique glyph ever added to Diablo 4 called Tears of Blood. This glyph is going to work in a completely different way than all of the other glyphs.
It’s going to start at level 1, but you’re going to be able to level it to level 200 or maybe even more. So, instead of being capped at 21, you’re capped at 200 or more, which is pretty crazy. This is also another reason why you need that massive amount of glyph experience. This glyph is also going to start at radius 4 and we know you’re at least going to be able to increase the size of this glyph at level 50 up to 5, which is bigger than any other glyph. We don’t know if you’ll be able to increase the size past that as well.
Now, the actual effects of this glyph are for every 5 core stats purchased within range. You gain 2% increased multiplicative damage. And again, this is at level 1, so that increase is also going to be increasing every time you level it up.
And then, it grants a 50% bonus to all rare nodes within range. This bonus is increased by 10% every 10 levels. Every 10 levels you put in, it’ll go up by another 10%. So, 1% per level, but it probably won’t actually increase until you get the full 10 levels. All in all, massively increased bonuses to rare nodes and just absurdly high damage increases.
What’s really interesting is this is just for every 5 core stats within range. This doesn’t mention the main stat for your class. This just says any core stat. This could potentially still mean that it’s just your main stat for your class (Willpower for a Druid). But it’s seeming like it’s meaning just any of the primary stats in the game, which would be pretty ridiculous.
And either way you look at it, either way this is going to play out, this thing is going to be giving you pretty much the biggest damage increase you can possibly get. This is probably going to give you close to infinite progression for the rest of the season, because getting like 200 levels on this one glyph is still going to take a lot of time and it’s just going to give you absurdly high damage increases.
Because of how the Abattoir of Zir is going to be scaled, where they’re scaling enemy health more than anything else, and because this glyph is tied into this, you’re probably going to actually need to continue to heavily progress this glyph to even have a chance to do higher tiers of the Abattoir of Zir. Because you’re getting such absurd damage increases with this glyph, that they would need to balance the higher tiers in a way to where you legitimately could not get enough damage without this glyph.
I do think this is actually a pretty good way to give more content and more progression halfway into a season, to continue to give you new and more difficult things to do. Because when this comes out, we’re going to be relatively halfway into the season and getting this is basically going to give you another tier of progression in the endgame.
The healer is part of the Holy Trinity and Expedition and Trial Explorations. Your main goal is to keep your teammates alive. The primary target is your tank and then your DPS buddies. This build will make sure you have the highest chance of survival and PVE content.
First, we will talk about three essential perks for any healer in PVE. These are Health, Enchanted Ward, and four stacks of Refreshing. Health is good in all situations as it increases your maximum HP and it is the best way to protect yourself against any form of damage. Enchanted Ward is very useful as the most common form of the enemy's offense is a light or heavy attack. Element Aversion is a good substitution for these perks. However, compared to light and heavy attacks, spells are much less frequent. Therefore, the Enchanted Ward is a better form of protection. The last perk that you want to have at maximum stacks is Refreshing. A lower spell cooldown means that you heal more often.
Let's take a look at almost the best in slot gear that is very strong in PVE situations. It is your faction gear. It is Health and Enchanted Ward and Refreshing — all of the perks that you need. If you buy all five gear slots, you already have the very strong gear to complete at least M2 as the recommended gear level is 675. I am fully aware that you will waste a perk slot because you will use more than four stacks of refreshing. But their turn for having health and an Enchanted Ward as your other two perks is much more valuable than not having them. New World Items are meant as a placeholder until you get a higher gear score with health and an Echanted Ward or you will get an artifact of your choice.
On the topic of artifacts, I recommend two of them. One is Featherweight. This one allows us to wear two heavy gear pieces on the head, gloves, or feet. This will give us more Armor overall and we will take much less damage and the game will be easier to play. So our gear will now look like this. You will have a heavy or light head. Featherweight as your chest piece. Then heavy or light gloves, light pants, and heavy or light feet. Up to a maximum of two heavy pieces, if you want to stay in light equip load. The next artifact that I would use as a Healer is a Nimble coat. It is a medium chest piece that gives us more refreshing. With four Stacks plus the unique perk, we will be sitting on a maximum of 24% cooldown reduction. This will allow us to spam more skills and in certain situations with a refreshing move on your weapon and life stuff passive you can have almost zero cooldowns on your skills.
I will now cover some of the New World Items that are very strong and can replace your faction gear. One of them is the Azoth Crystal set that can be crafted with mutation Material in the gypsum kiln. This set gives you an Enchanted Ward and Refreshing. It is guaranteed a gear score of 700 and the third perk is randomly picked. With health having a 15% chance of being picked. But do not worry, you can change the perks later with some other items as well. The other set that is easy to get can help you and it is two perks you want to focus on is the Empress Joe's set. It is healthy and refreshing as its primary perks and the enchanted ward has a rather small percentage of rolling at 3%, but you can change it later.
With all the gear covered, now let's talk about the weapons. For the life stuff, you have many options that can be crafted from a gypsum kiln. You just pick your favorite one, of all the three options is hard to pick the one stuff that is the best. The corrupted one can be farmed in Merk guard and the other two can be crafted with material in a gypsum kiln.
When it comes to Gems, each mutation has one element that is more prevalent and generally you will want to slot in the Gem that is resistant to it, however. I would just take the general Elemental Gem that has less resistance against one element, but has against many. In the long run, this is much cheaper than wasting your New World Coins on getting all your gems replaced each time you want to do a mutation.
The same as with the previous gear set with the body gear covered let us focus on the jewelry. My Amulet of choice that is always good is the passage of time. It has a constitutional attribute. It is guaranteed a gear score of 700 when it is crafted from a gypsum kiln. The primary perk is refreshing and stamina recovery. As a third perk, you can pick the element ward of the mutation you are doing or you could just Select Health. It will not be as perfect as element Ward perks such as fire or Abyssal. But it will do. As for the ring, I like using Vivify. It has focus as its attributes and has refreshing and Healing Breeze as its primary perks. I like taking sacred as the third perk as this gives us more healing. my favorite jewelry artifact is Endless Thirst. It gives you a big potion drink in a time of need. Usually, you do not need to drink one, but when you do you need a strong one. As a third perk, I like picking a healing heart as it heals us when we use the Heartune.
When it comes to Heartrunes, you have two options Stalwart Heartrune of Stoneform or brutal Heartsrune of Grasping Vines. Stoneform is more defensive and Vines are a more offensive option. I would use Stoneform in critical situations. Vines I would use in more offensive situations when the DPS of the group needs to be as high as possible.
When it comes to the skills, I would use the a healing skills such as sacred ground orb of protection and Beacon. I would cycle through them and then swamp to your other weapon. This playstyle would come in handy if all of your teammates are melee DPS. I would slot in the Divine Embrace if you have one or more ranged ones as it has very strong single target healing. Remember that your light attacks also can heal.
As our secondary weapon, I love taking lifetaker. It is a Void Gauntlet Artifact. Its unique perk is that it applies to disintegrate on ranged attacks on both weapons. Disintegrate is a DOT and a 10% rent that stacks up to three times. Giving us up to 30% rent, as the final perk I would take blessed as we are a healer and none of the weapon perks are suited for PVE situations. Now let's take a look at the skill tree for the VG. The primary skills that I like taking is Oblivion. It gives you and your teammates 15% in power among other buffs. Next I would take the orb as it heals your group and it applies disintegrates to your enemies. I also like using the blade for non-boss fights and essence rupture for the boss fight.
WoW Classic Season of Discovery has had us looking all over Azeroth for new rune abilities. A lot of players are enjoying finding these runes blindly because it is super fun.
But some can be easily missed, so I wanted to cover the first 4 runes that you can find on a Rogue in the Human starter area. All of these can be found in either Elwynn Forest or Stormwind City.
Starting with number one, and it’s an easy one, it’s Shadowstrike.
Shadowstrike is the rune that lets you go invisible and teleport to your target. You get this at the very start of the game.
Simply go to your class trainer in Northshire and take the quest to recover a stashed item. If you head over the river and go to the Vineyards, it’s just south of this.
As you get to the mountain, you’ll see a little shack with a couple of Defias outside and there’s a chest in front. Defeat the Defias, pop the chest, and there’s your Shadowstrike rune. If you have enough SOD Gold, you can buy some weapons and armors to equip yourself so that you can easily defeat the monsters you encounter.
The rune we can go for next is the Quick Draw rune, which is a bit difficult to get.
Quick Draw is a quick shot with a ranged weapon that slows enemies down.
To get this rune, you need to pickpocket parts of a Treasure Map and put that map together. Then, go find the treasure and the treasure is the rune.
The 4 map pieces all drop from different Humanoid monsters around Elwynn Forest. So first, get to level 4 and unlock Stealth and unlock Pick Pocket. And then, start looking for the different Humanoids.
The top left piece can be found from Defias. So, go and pickpocket some Defias. We saw this one at Jerod’s Landing. There was a Defia there. Pickpocket it, got the piece. I assume it can be any of the Defias.
The top right one comes from Kobolds. And this one was pickpocketed at Jasperlode Mine, which is where you go in the Goldshire quest. There are the Spiders at the end. But you just pickpocket the Kobolds around here.
The bottom left one is from Gnolls, which are located conveniently at the bottom left of Elwind near Hogger (near the where the map changes over on the west).
Then, the bottom right piece can be found at Murlocs. And these are all around Crystal Lake, just east of Goldshire.
Once you find all 4 pieces, you’ve pickpocketed all four pieces, that’s when you put the map together. If you’re struggling to fight these, you can just stealth and pickpocket while other people are fighting, especially on release when these servers are completely full. You can just go and pickpocket as people are just clearing the different comps.
Once you’ve got them all, put them together. It tells you to head to the treasure west of Ridgepoint Tower, near the Wolf’s Den. So, head over there and you’ll see a stump. Go to this stump and use your scroll, use your map, and then you’ll find the Quick Draw rune.
Onto the third one, Mutilate.
This deals damage with 2 weapons, and it is a super powerful rune once you get dual wield.
It again requires pickpocketing to start or to learn about it. So, you need to pickpocket an important NPC. You can get this from Morgan the Collector in the house near where Princess is on the bottom right of the map.
But I’ve also heard it can be got from Garrick Padfoot in Northshire. But this guy gets defeated in like 2 seconds because of how many people are queuing up for it. So, Morgan the Collector definitely seems easy to get it from. And he survives a little bit longer, so you can actually pickpocket it.
This note tells you to follow the river north of Crystal Lake and south of the wall. Just head south of Northshire and follow the wall right up to the east side. There’s like a hidden Stealth guy here. Just talk to him and he’ll teach you Mutilate.
Some people are saying you need to be level 10 and have unlocked Dual Wielding to get this. But it’s worth getting. It’s not that hard to get.
Next up is Between the Eyes, a ranged finisher that also stuns. This is one thing Rogues have always wanted for gap closing.
Pre-warning, this includes a fight against two level 10 mobs. So, make sure you have friends or you’re leveled enough. And this can be found in Stormwind.
Just head to the Canals, like the lake around the Dwarven District, and look for a house on the left side. Head through and you’ll be in an alley. Follow it all the way to the end and you’ll see an open house. Head upstairs to the house and as soon as you get to the top, you’ll see a big bed. And there should be a chest in front of the bed.
If it’s not here, you need to wait for it to respawn because someone’s already done it. Click the chest and two mobs will spawn. Defeat those, and that’s how you get the rune.
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!
Today we’re talking about the upcoming Elder Scrolls Online Gates of Oblivion Celebration Event. In this guide, we'll talk about the event's Rewards, new Y'ffre's Fallen-Wood Style, Indrik Vendor, Event Tickets, and more.
Gates of Oblivion Celebration Event commemorates 2021 Elder Scrolls Online content. During this event, you can earn unique rewards by participating in various events in Blackwood and Deadlands.
In addition, places such as Dread Cellar, Red Petal Bastion, Black Drake Villa and Cauldron Dungeons have different activities that provide rewards. You can also earn tons of ESO Gold by selling excess loot.
We don’t have an official start date for the event yet, but we do know it will begin in November 2023. To participate in this event you need to own Blackwood and Deadlands DLC. This year's four dungeons are also a must if you want extra loot. If you have access to all event-related areas and dungeons, you'll be ready to start the campaign.
To start the event, you can head directly to Blackwood and Deadlands. Alternatively, you can start the event tutorial quest "Burdensome Beasts" for free from Crown Store, or speak directly to quest giver Plokun in Blackwood's Wilderness.
During the event, you can also get double rewards in the following ways:
During Gates of Oblivion Celebration Event, Harvesting nodes in Blackwood and Deadlands will yield twice as much. Additionally, you can also get Glorious Coffers and regular reward Coffers.
Players can earn one Glorious Coffers by completing the first daily repeatable mission in Blackwood and Deadlands. Also, you can sometimes find regular reward Coffers by completing more daily repeatable tasks and participating in events in Blackwood and Deadlands. Other activities where regular reward Coffers can be found include:
It is worth noting that regular reward Coffers have fewer opportunities to provide special rewards than Glorious Coffers.
You can earn Glorious Coffers once a day by defeating the ultimate boss of Dread Cellar, Red Petal Bastion, Black Drake Villa and Cauldron Dungeons. Of course, if you want to complete the dungeon multiple times, you can also get more rewards.
If you kill the last boss while under Veteran Difficulty, you will receive two reward Coffers. If one of them qualifies for Glorious Coffers, you will receive one Glorious Coffers and one regular reward Coffers. You have a chance to find Glorious Coffers and it will reward you with:
Now we’ll discuss Blackwood’s daily repeatable quests. In Blackwood, you can find Delve and Group Boss daily repeatable quests.
Leyawiin’s Deetum-Jas will give you one of six daily repeatable exploration missions. Britta Silanus of Leyawiin will give you one of six group boss daily repeatable quests.
Each character can only find one Delve and Group Boss per day. However, if you team up with other players and ask them to share quests, you can complete all 6 Delve Boss daily quests and all 6 Group Boss daily quests.
You can also complete weekly repeatable trial tasks in Rockgrove Trial. Dust-On-Scales provides Stone and Steam quest for Rockgrove Trial. When you enter Rockgrove Trial, you’ll find the weekly quest giver at the entrance.
There are 2 types of daily repeatable missions in Deadlands. We can find both daily quest givers in Fargrave City District and unlocked immediately.
Players can start the daily world boss repeatable quest after talking to Vaveli Indavel. Luna Beriel provides you with daily repeatable quests.
During Gates of Oblivion Celebration Event, each account can earn 2 Event Tickets per day through the following activities:
This means that this time you can choose your favorite event to get Event Tickets every day.
As always, Impresario Event Merchant will be opening her shop during Gates of Oblivion Celebration Event. This year, her offerings include:
Philius Dormier will also open his store during the event. He offers Unstable Morpholith fragments and Dagonic Quasigriff Mount fragments in the fourth quarter of 2023.
ESO’s Gates of Oblivion Celebration Event is a great opportunity to experience Elder Scrolls Online story and earn some unique and valuable rewards. Good luck!
In this guide, we’re going to be taking a look at Galakrond’s Fall, one of the two wings of Dawn of the Infinite that’s available in Mythic Plus in WoW Dragonflight Season 3!
Galakrond’s Fall starts out with some challenging pulls. To better meet the challenge, you can use your WoW Dragonflight Gold in advance to equip yourself. This way you will fight with relative ease.
You can absolutely skip some of this section with Shroud of Concealment.
If you do try to fight it, maybe take it a little smaller than Golden Guardians and don’t fight everything all at once!
Move out of Timerip from the Epoch Rippers, and use stuns or other disrupting effects to stop Timeslicers from channeling Temposlice.
Chronikar has a few tricky mechanics.
Try to spread near the edges of the room when the boss casts Sand Stomp to avoid polluting too much of the arena. And make sure to dodge both the initial hit and the projectiles spawned by each Eon Shatter jump. Then, have someone dance back into the area to catch the falling Eon Residue!
Aside from these group mechanics, the Tank and Healer need to work together to handle Chronoshear, which applies a healing absorb and a massive damage taken increase that can’t be dispelled until the healing absorb is gone.
Use defensives and spot healing to survive and get the healing absorb off and then land the dispel to stabilize the tank!
The next area has a lot of trash and many different mechanics that require dispels, so don’t pull too many enemies at once to avoid getting overwhelmed!
Make sure to kick Infinite Bolt Volley from the Coalesced Time and watch your feet because there’s a lot to dodge!
The Manifested Timeways is a very challenging boss.
The ground will get sliced into four pieces, two darker Decaying Time zones and two lighter Accelerating Time zones.
These slices will shift clockwise around the boss, meaning in general, if you need to get to the other colored zone, you should run counterclockwise rather than trying to chase it clockwise.
During the Fragments of Time bullet hell, it’s easiest to dodge inside the slow Decaying Time zone and look for a gap created where the bullets changed zones.
The boss will also debuff two players with Chrono Faded. This DoT is quite nasty and when it’s dispelled, it creates an expanding ring that deals damage.
This ring expands very quickly if it’s dispelled in an Accelerating Time zone, but very slowly if dispelled in a Decaying Time zone. So, try to quickly dispel one of these in an Accelerating Time zone and then use heals and externals on the other target until the debuff expires, again ideally in an Accelerating Time zone.
After this boss is a nasty Infinite Infiltrator miniboss that you should pop CDs to kill. Or, if you can get your group to mount up and move together, it’s possible to skip right past it!
Trash in the next area is again very dangerous!
Risen Dragons are a huge threat due to their pulsing Necrotic Outburst, so pull only one or two at a time and use cooldowns if you’re fighting more than one!
The Blight of Galakrond encounter revolves around the Corrosion mechanic, a DoT that mind controls the target on expiration. It can be transferred by walking on top of a different player, which resets the timer, but does a sizable chunk of damage.
Aim to get this debuff on to the tank and then the Blight Reclamation frontal will clear it.
As you deal more damage to the boss, it will infect and reanimate various proto drakes around the room, adding more stuff to dodge, like Necrotic Winds and stuff to kill, like Necrofrost.
But the most important thing to focus on is juggling the Corrosion, so it never expires and it’s on the tank when the Blight Reclamation is happening!
The final area of the dungeon is full of the Epoch Rippers and Timeslicers from the start of the dungeon, plus Iridikron’s Creations, which just need to be interrupted on Stonebolt if possible!
Iridikron the Stonescaled is an epic end boss of this dungeon, and you’ll need Chromie’s Iridikron the Stonescaled help to stop him!
Extinction Blast needs to be taken to Chromie for protection, while the rest of the group dodges out of the way. This is followed by Stonecracker Barrage, where you’ll need to have most of the group in the big soak with Chromie and the tank alone in the smaller soak in front.
Heal up Chromie afterwards and then dodge the Earthsurge lines until you can break through the shield on the boss.
Dodge out of the Pulverizing Exhalation frontal, which also makes the area underneath the boss unsafe. And then, interrupt and kill the adds it spawns!
Once you get the boss to 90%, he begins casting Cataclysmic Obliteration. This is the final burn of the fight.
Get inside Chromie’s Timeline Transcendence to have a chance of victory and use everything you have left!