Diablo 4 Season 6 is now available to all players, offering a wealth of additional content, a light storyline, and rewards. Unlike the main storyline of the game, Season Of Hatred Rising is a limited-time event with special features and content that are only available for a certain time.
Players do not need to obtain Vessel of Hatred expansion to participate in this season. Here are 10 things you need to know about playing Season Of Hatred Rising.
Perhaps because Season 6 was released at the same time as a Vessel of Hatred, Season Of Hatred Rising is lighter on the story and content. Like all seasons, Season 6 introduces some new features to the entire base game, including Eternal Realm, as well as other new elements that are only available to seasonal characters.
The story of Season Of Hatred Rising revolves around Mephisto’s Hatred, who is corrupting Sanctuary. Remnants of the Zakarum Order are seeking help to fight against the twisted creatures of hatred that are rising. These enemies include large realm walkers that move between Seething Realms and Sanctuary through portals.
After defeating Realmwalker, you can enter Seething Realms. Defeating monsters in Seething Realms can earn Seething Opals, Zakarum Remnants’ reputation, and a lot of loot. In addition, in Seething Realm there seems to be a higher probability of Treasure. Seething Goblins are more likely to appear. Therefore, if players want to get some extra Diablo 4 Gold for upgrades, exploring Seething Realms is a good choice.
The maximum level cap of characters in Season 6 has been reduced from 100 to 60. When players reach level 60, Paragon board will be unlocked, and through further game progress, players can earn an additional 300 Paragon levels.
Paragon board allows players to tweak and optimize their character builds in a more nuanced way, and characters can still become very powerful by adding Glyphs and other bonuses. In addition, Paragon Points earned will be tied to the realm the player is in and shared between all characters within that realm.
Diablo 4 introduced two main difficulty levels in Season Of Hatred Rising, each with four sub-levels. Standard difficulty includes Normal, Hard, Expert, and Penitent levels, with Normal and Hard immediately available to all players. Expert is unlocked after completing the prologue, while Penitent requires reaching level 50 to unlock.
For players who have made significant progress and are looking for more challenges, Torment difficulty ranges from Torment Levels 1 to 4 and is tied to an endgame activity featuring Pit.
Because of numerous players’ desire to add a Party Finder, the developers introduced a brand new Party Finder in Season 6. Through this system, players can create their own party or search for a party to join, and there are multiple options to filter the types of games they want to participate in.
In addition, the system allows players to tag whether they need to bring special items, do repetitive tasks, or other specific types of games. Players can even use tags to indicate their communication preferences, whether they prefer to chat or remain silent.
For Season of Hatred Rising, the free pass offers some interesting pirate-themed clothing and weapon transmogs, as well as the Seasonal Mount Trophy. If players want to upgrade to Premium Battle Pass to get more rewards, they may need to spend real-world money unless they have a lot of platinum on hand.
Remnants of the Zakarum are looking for players’ help in trying to find a way to fight Mephisto’s evil corruption in Sanctuary. Players can build a reputation with Zakarum Remnants by using Seething Opals while fighting Realmwalkers, defeating monsters in Seething Realms, or fighting monsters almost anywhere in the game.
In Season of Hatred Rising, Crusader Damond of Zarbinzet is available to guide players as they begin the current story of the season. Players will also want to speak with this NPC as they gain a reputation with Zakarum Remnants to gain rewards unique to Season 6.
After completing the new Seething Realm dungeons in Season of Hatred Rising, players will be awarded Seething Opals. These Seething Opals are consumable items that provide unique enhancements based on the type of opal used.
There are five versions of Seething Opals to choose from in the game, including Gold, Equipment, Materials, Socketables, and Torment. As long as Seething Opals are active, they will provide bonuses for these activities. Using Seething Opals is not limited to seasonal content, but will also provide relevant buffs to almost all areas of the game.
Related: Diablo 4 Season 6: What Are The Best Druid Builds To Try?
Realmwalkers will spawn in specific areas every 15 minutes. For players who own Vessel of Hatred expansion, there will be an additional Realmwalker in Nahantu. Areas with Realmwalkers will be marked on the map with a green skull icon, and if there is a white portal icon on the map, that indicates where Nahantu will spawn.
Once Nahantu spawn, they will linger around the area, spitting out numerous monsters along the way. Players will need to defeat these monsters before they can damage Nahantu. Once Nahantu is defeated, it will open a special portal to Seething Realm in its place.
Purveyor of Curiosities stock has increased in Season 6. This gambling vendor only accepts Murmuring Obols as currency, so players can get random equipment by simply selecting the type of equipment they want and paying the fee. In Season 6, the chances of getting Legendary and Unique items through this NPC have been greatly increased.
The chance to get unique weapons or armor by spending Obols makes it easier for players to get better equipment without having to challenge the game’s big bosses.
With these strategies, you will get the best gaming experience in Season of Hatred Rising.
Diablo 4 Vessel Of Hatred DLC offers us a brand new activity titled Dark Citadel, which serves as an endgame activity and is aimed at upgrading Paragon level. There are three wings are required to be completed in Dark Citadel, and the contents it involves are pretty widespread.
In order to make best use of Vessel Of Hatred DLC, players are best to explore every corner of the map to find all the new content, after all, many new mechanisms and many new things have been introduced to make its paid expansion a better game.
This article mainly introduces the new activity Dark Citadel, including the method to unlock and complete it. This dungeon activity also offers affluent Diablo 4 Items as rewards for players, so please do not miss it.
Dark Citadel is a threshold restriction, players must meet several requirements and reach a sufficient level to be eligible to take part in this activity.
First of all, players are required to complete “Crater of Lost Souls Priority” quest and the story campaign for Vessel of Hatred. After that, you will quickly reach the highest level and kick off the quest.
It is noticeable that Dark Citadel is a multiplayer-only dungeon, so you can not play solo or recruit Mercenaries to help you deal with kinds of difficulties.
Make an interaction with Priestess Cualli near World Tier Statue in Upper Kurast, then the quest gets started. The number of members required for a party is 2-4, and then go through three wings to push forward the progression of the quest. The progress of the quest is saved regularly.
Before reaching the end, there are three wings needed to be completed. This is an arduous task, but fortunately you can get help from your teammates. Here lies the specific introduction of these three wings.
To accomplish Enclave Of Strife, players are required to use Ward Stones and Sealing Wards. You must defeat a group of elite enemies guarding it to obtain Ward Stones.
Enclave Of Strife is full of barriers, which can be removed by stepping on colored tiles that match the color of surrounded barriers.
You may notice that Soul Siphons can be discovered in each wing. It refers to a circular area that will light up when you walk in. You will be trapped and will need to wait for the entire circle to fill up and fully charge before you can move forward.
Impending Doom will persisently build up as you go through every wing. This is a debuff, which can only be removed by finding Soul Dampeners, the areas that are full of little barriers. By entering these areas, Impending Doom will be gradually removed.
The boss in this wing is Gorschak. To defeat him, first at least one party member must collect Realm Shards from mob enemies and place them in Gateway, then you are available to step into Spirit Realm. After that, teleport, but make sure one player stays behind to bring the rest of the party back.
Once you defeat Gorschak, an elite enemy in Spirit Realm, you will be given Soul Essence, which is essential to help you come back.
The mechanism of Labyrinth Of Souls shares much similarity with previous Left Wing. So it is worthwhile to keep those in mind before travelling into this dungeon. You are demanded to slay Barrier Guardians and to enter Sigil Rooms.
Next, you need to match Sigils to the rooms they belong to, and then use Sigils to open those corresponding rooms.
After that, travel through Realm of Oblivions to find the first boss. On the way, you will first encounter Faeroch who is equipped with overwhelming party-wipe attack. Be careful, otherwise you will be killed in one shot. You can contain yourself inside the protective bubble in the arena to dodge his attack. Then make appropriate counterattacks according to the timing. And ensure to return to the bubble in time.
The last boss you are gonna to encounter comes to Lorzuul, The Gorger, who is immune to damage. This is a very tricky problem. The solution is to discover more Sigils and combine them with the signs around the battlefield to deprive these skills of Lorzuul. Once you master all Sigils. Lorzuul will become vulnerable.
The primary mechanic of the center wing is to kill Spell Guardians to get a Counterspell Stone, which can be used to deflect Soul Orbs from bosses and helps you open a portal further. Stepping on the pedestals surrounding portals helps to remove barriers.
Finally, you will come to Exalted Cloister to fight with bosses Vorshok and Hurstt. After defeating them and you will encounter Zagraal, who has combined most of the mechanics of other bosses.
After using portals to consume his health, he will become overwhelming like the other bosses. You must charge all four Soul Siphons and then place a Sigil on the matching Soul Siphons. Doing so will help you summon a Spell Guardian and get a Counterspell Stone to help you deflect a Soul Orb from Zagraal.
Repeat this process to defeat the boss. After completing all three wings, players will be rewarded with generous rewards, including a new set of armor cosmetics.
Related: How To Complete Kurast Undercity Activity In Diablo 4 DLC?
Dark Citadel awards players a Weekly Cache, which most players will choose to run once a week, and they can also earn Citadel Coins during the event, which are designed to unlock exclusive cosmetics in Dark Citadel.
The above is about Dark Citadel in Diablo 4 Vessel of Hatred DLC. Thanks for reading.
This is a build guide that can help you gain infinite heals and stamina PVP in New World Season 4. I’m going to keep it short for you.
For weapon artifacts, I’m running Finisher Rapier mainly because of its 15% permanent damage buff, which affects both of your weapons, and you can keep it up with the Keenly Jagged on your bow. I’m still using Refreshing Move on it.
I’m also using Energy Aura as the third perk on my bow, but you can use Enchanted if you really want to. This is a stamina surplus build, as you’ll see in a second, so it’s all up to personal preference. I just end up preferring the stamina.
For gems, I’m choosing to split my damage 50/50, as it’s the best of both worlds and has the least amount of counters. The 8% damage over time (DOT) is mandatory, but make sure the element of that DOT is different on both your weapons because they don’t stack.
Regarding armor artifacts, I like Tumblers because it’s a 600 heal on no cooldown. The reason I prefer it over Featherweight is that of the potential it has. Featherweight offers around a 5% extra effective hitpoints (EHP) difference, which is around 900 health. So if I proc Tumblers at least twice in a fight, it’s automatically better than Featherweight, and any proc behind that just makes the gap bigger.
For accessories, Endless sounds good on paper, but you can’t put Healthy Toast on it, which is really, really bad. Ankh is nice, but it makes you pick between protection or stamina recovery, and obviously, you have to pick stamina recovery, so you’re going to miss protection. I like the universality of having different protections, so I’d rather not use Ankh.
The actual perks on my ring and earring are the exact same as they usually are. Everything here is pretty self-explanatory. Gear we’re looking at 5 Shirking Heals. The buff to 7 seconds turned it from a good perk to an almost mandatory perk, but you’ll find a lot of people don’t agree with that because they’re stubborn and invested a lot of their money in a build that’s not good.
For my secondary perk, I’m running Fortify, and the rest is just normal stuff: one skill perk (Siphoning Energy), and then the random perk that Tumblers have. In whatever leftover slots I have, I put Health on, which in this case amounts to two health.
For armor gems, I’m running 4 Opal and one Onyx with full Energizing Runes. The Rune choice is a bit up to personal preference, but I highly recommend using at least one Energizing Rune, mainly because there are lots of clutch scenarios where you’re one stamina away from stamina-ing yourself out. The rest you can put range damage, but I would definitely not recommend Leeching Damage unless you’re using Boltcaster. The Leeching version is a flat 18% damage reduction against Boltcaster, Fire Staff, and other fully Elemental range weapons, and it’s a 9% damage reduction against bows, muskets, and B-buses who use a split gem. My Opals additionally cover 8% less damage from all Elemental sources.
Regardless if it’s melee or ranged, that’s 8% less damage from weapons like Abyss, Boltcaster, Firestaff, and 4% less damage from weapons that have split gems. The 3 Onyx I have covered some additional defense against melee players. This is purely optional and up to your playstyle. If you’re fine with playing super defensive and ratty, you can drop the Onyx for some thrust and lightning resist instead.
For the necklace, I’m obviously going with fire resist because that’s the easiest range weapon to get hit by. You can do movement tech or whatever movement cancels you want against other bows and muskets, and they’ll end up missing 90% of their shots. But it’s hard to do movement tech against Firestaff when they have a hitbox of a Boeing 747. Plus, the fire resist also reduces explosive shot damage from bows.
My completely honest recommendation is to have a set of amulets and maybe even some accessories that you can easily swap in and out. This way, you have the freedom to swap to another resist if you’re ever when there is no Firestaff. For example, let’s say you’re getting hunted by a melee assassin squad. Then, you should obviously switch to your slash necklace. Let’s say the enemy team has 10 Boltcaster players. Obviously, switch to a lightning or thrust necklace.
If your build is threatened by a simple swap of a necklace and maybe a ring or accessory, then maybe you should reevaluate your build.
Moving on to attributes, this does get a little interesting. 25 and 50 strength are still bugged but no longer in a good way. 50 strength doesn't do anything, and 25 strength, on the other hand, previously boosted heavy damage by 10% and light damage by 5%. Now it only boosts both damages by 2%. Classic AGS, honestly. But anyways, because of that, I'm dropping 25 strength and then also dropping 35 con to get 50 focus. This 10% extra healing affects all the pots I use and even tumblers, and I can justify the 900 Health loss from going to 240 to 2115 con with that 10% extra Health. As long as a fight lasts long enough where you go through two rotations of pots, then this 10% prevails, not even accounting for any sharing or tumbler procs.
This build shines in fights that last long, which is pretty much any fight against good players. It's also a very solo-centric build. The second you involve a pocket healer that lets these micro heals matter in the long term, at that point, you're better off running Featherweight and more pure damage reductions.
If you're investing in dex after 350, then I would still get 25 strength first. Simply because the 25 points here end up doing more damage than 25 dex after 350. So if your build is 400 dex and zero strength.
Toxic Rain Pathfinder was my starter build for League and it didn’t disappoint me at all. You can easily scale into the late game while remaining tanky. You can also easily farm tier 16 empowered Legion and Expedition. Without further ado, let’s get started.
Our skill choice is Toxic Rain. Fire a projectile with your bow, which will spawn Spore Pods where it lands. Over time, this will start to cause chaos damage in an area, and they can overlap each other.
We’ve gained huge buffs in this league, but we’ve lost gems that increase area quality. Therefore, we need a new method to reach the area threshold of 39% increase.
I’ve seen others use Searing Exarch Helmet Implicit, which increases the area. But I think giving up 15% or more of Despair Curse effect is bad.
So I came up with a simple solution, which is to exchange for a Medium Cluster Jewel. In this way, only 1% of damage is lost in exchange for 10% Area of effect and 8% life.
To increase the speed of clearing, we use Caustic Arrow. When you fire a projectile, it creates Caustic Ground where the projectile lands. Over time, this can cause chaotic damage.
But it is difficult to pass the level using this skill alone. Therefore, we added Arrow Nova Support. With this combination, our clearing speed will be much faster.
Our biggest and best multipliers come from secondary sources using Ballista. We can have 5 of these and they will help stack Wither on the boss. By default increases Chaos damage by 90%.
In addition, we also get an Ascendancy node, which will increase the Wither effect and give us the chance to cause a Wither.
The other really big damage increase is skill effect duration. Because Pods will stay in the fight longer and deal damage for longer.
We can keep all the mana because we use Eldritch Battery for the build. We’ll spend our Energy Shield just like we have mana, but we can use our skills more freely because we don’t have to worry about mana.
You need at least 400 Energy Shield as I think that’s a good breakpoint for Divine Blessing to set. Even after you use Divine Blessing, you have enough Energy Shield to send Toxic Rain and still not deplete Energy Shield.
We can use Charm because we selected Wildwood Primalist as our secondary Ascendancy. I also used 2 Spell Suppression Charm and a Mana Reservation Charm, so we didn’t have to use Enlighten.
Also, because I’m using a clear setup rather than a single target setup, this means the damage we take will be much higher. And POE currency cost of running the map is very high. Therefore, this build will need to continue to be updated. Of course, you can adjust it to suit your play style.
On the defensive side, we convert 63% of physical damage into elemental damage. Of these, 50% were achieved just by using Lightning Coil. The rest comes from the helmet.
Because we treat so much damage as elemental damage, we can use all elemental damage reduction flasks to reduce converted elemental damage, such as Ruby, Sapphire, and Topaz Flasks.
In addition, we can also use Grace Aura to increase the evasion rating, so that we will almost never die from the monster’s normal attacks or projectiles.
Now that we are almost untouchable by physical attacks, the remaining danger is spell damage. Skill Tree, Gear and Charm can achieve 100% Spell Suppression.
Since we’re using Eldritch Battery, you’ll need Energy Shield and Evasion Bases and the pure Energy Base Helmet.
So the flasks we use are Ruby, Sapphire, Topaz, Quicksilver and Divine Life flask. All flasks require this mod: increased effect and reduced duration.
Be careful when you roll your flask, as there are many mod combinations of the two, but it will reduce the duration even more. So your flask won’t have 100% uptime.
The sub-mod reduces mana cost, chance to avoid being frozen, and all elemental resistances. When you get into a boss fight, change your Quicksilver flask to a Silver flask with attack speed.
That’s it for my Toxic Rain Pathfinder build guide. Ready to dive into Affliction League with Toxic Rain Pathfinder build? Looking forward to seeing you in the game!
WoW Season of Discovery Phase 2 will open up with Gnomeregan for its level up raid and Stranglethorn Vale for its PVP event zone. But how has Phase 1 gone, and how have people reacted to it?
In the case of Phase 1 on Blackfathom Deeps and Ashenvale, people have loved the experience. Myself included.
There has been a rush of people spamming Ragefire Chasm for Horde, Stockades for Alliance and Wailing Caverns & Deadmines for both to get geared up for Blackfathom Deeps.
The bosses were tougher than some people expected, with many wiping and struggling on later bosses. However, the loot experience and freshness of the content made it a genuinely pleasant experience.
Regarding the PVP event zone, people seem to be enjoying it. It’s an overall okay experience. Blizzard has been fine-tuning and monitoring player reception and feedback to the event, both raid and PVP. Overall, it’s good but could be better and not as good as people expected.
This doesn’t even account for the rush to get runes. The world feeling alive and active, seeing thousands upon thousands of players spamming these low-level dungeons because we’re stuck here for a few more weeks, and almost no one is bored yet.
Leveling has been fun. People are gearing up alts since the level cap is 25, and it’s not difficult to do. SoD Gold itself is now a valuable commodity, with people proud of their 50g. However, buying gold with real money trading is $1 per gold, which is exorbitant. But then again, if people are selling, that means some are buying.
Overall, Phase 1 is incredible and leaves people excited about what’s coming next.
And that is Gnomeregan and Stranglethorn Vale (STV) in Phase 2.
Gnomeregan isn’t an iconic dungeon or place, aside from the fact that the Gnomes still do not have their homeland restored after 20 years.
But what are the bosses of Gnomeregan, and what kind of changes can we expect from this dungeon?
When you go into Gnomeregan, you open up with Grubbis, a trogg that is rather brutish, but overall, a simple fight. Since this is the opening boss, I don’t think the difficulty of Grubbis will increase by much, but his loot table will definitely change.
Grubbis spawns after a short roleplay event in which you clear waves of mobs, avoiding the dynamite explosion before he comes out hollering. I wonder if they’ll keep this event or if they’ll remove it. It makes sense either way.
The second boss is Viscous Fallout, another simple boss. You simply have to clear the trash mobs around it so you can pull it without pulling extra packs, which will wipe your party. As far as being changed for a raid boss, I assume they’ll make it, so you have to fight some of these trash mobs with it. So, I expect it’ll start with some ads that pull regardless of clearing the ads around the Viscous Fallout.
Then, we move on to the third boss, Electrocutioner 6000, which is a simple boss. Most of the bosses are simple and, for the most part, spank and tank. But that’s just for Gnomeregan, the dungeon. Once it becomes a level-up raid, this will definitely change. I can assume that this mob will have a new deadly mechanic, as with most of the other bosses.
The fourth boss is also the most hated boss for Feral Druids in Classic due to the need to farm Manual Crowd Pummelers. With Season of Discovery, that is no longer the case, as we get a new and improved version of Manual Crowd Pummeler called the Automatic Crowd Pummeler. This new item is a permanent item with a 3-minute cooldown that you can use infinitely. I don’t know if they plan to remove the original version, but they likely will. As for the boss itself, the changes that’ll be implemented are likely going to involve giving it actual mechanics and things you have to keep an eye out for.
The fifth boss of Gnomeregan is the Dark Iron Ambassador, who is a rare that isn’t guaranteed to spawn. This mob will probably get turned into a named mob and given an expanded nature within the raid.
Finally, we have Mekgineer Thermaplugg, the big bad end boss of the dungeon and soon-to-be raid. This kind of boss was very likely going to be as brutal as Aku’mai has been in BFD. In the classic dungeon, like the rest of Gnomeregan, he is a spank-and-tank boss. However, for the level-up raid, expect him to have some new brutal abilities that’ll test your ability to clear this level-up raid. I don’t know what those abilities will be, but with how difficult Aku’mai has been for some people, this boss will also likely be very difficult to clear.
Now that we’ve covered the six bosses of the dungeon, let’s talk about what more they will add or change in the raid.
Gnomeregan is a level 30 to 35 dungeon for the most part. So, with it being turned into the endgame raid of Phase 2, that means the dungeon mobs and bosses will be pushed to level 40.
That also doesn’t account for the fact that BFD only had six bosses, and one of those bosses was just a named rare with no abilities. In contrast, BFD, the level-up raid, had seven full-named bosses with a whole loot table and abilities.
So for Gnomeregan, we can expect 1 to 3 new bosses, new events, new quests, and a massively changed loot table.
As BFD has shown us, the loot table of the dungeon versus the raid is staggeringly different.
The loot table of the level-up raid is significantly larger than the loot in the BFD dungeon. So, we can expect similar loot changes to happen to Gnomeregan, whose current loot table is rather pitiable.
I won’t guess as to what items they’ll add to the loot table. But considering the amount of insane and awesome loot that BFD got, expect a few new purple items, fantastic new gear, crafting recipes, elixir crafting recipes, a new world buff, more quests, and perhaps even more than what I’ve listed.
A great note for players is that getting to Gnomeregan for Horde will be much easier than it was in Classic. Players will be able to essentially teleport to Gnomeregan and not have to do the long and arduous trek that Horde players had to do to get to Deadmines in Phase 1.
Now, moving on to the PVP content - Stranglethorn Vale, the PVP event zone.
This is an iconic zone, and one that I would wager money that most people have had a terrible PVP experience on. Either you got griefed or you were the griefer.
For anyone that played on a PVP server, it’s an absolute core in experience for not just Vanilla players but Classic players to be ganked or murdered in Stranglethorn Vale. People have been ganking and abusing low levels in this zone for a long time, and I expect this to only get worse in Phase 2 of Season of Discovery.
Between the Gurubashi Arena for the trinket, the fishing event, and the whole zone being turned into a massive PVP event zone, some of the most iconic questing in where one of the go-to zones to level up...... All of these facets coming together is going to make this place absolutely wild come Phase 2.
If you aren’t one of the first people to get to level 40 early on in Phase 2, I would highly recommend leveling up in another zone to avoid experiencing the hard ganking that will probably happen. This advice is only for people that play on a PVP server. If you play on a PVE server, have fun! It’s going to be a great experience.
I personally don’t know if there’s going to be a reputation involved with the STV PVP event similar to how you get Warsong Gold reputation for doing the Ashenvale event zone, but I would guess that even if we don’t get a reputation, there’ll be more events and things happening at the Gurubashi Arena and fishing event. Additionally, even if we don’t get a new reputation, a Wrathty based reputation will likely get earned through the PVP event zone.
Whether it makes sense or not, law wise doesn’t hold much weight. The experience is what truly matters here. Having a Trollbane murdering trolls is a beautiful concept, and I say that as a Horde and Troll main.
Now, shifting focus from PvP & PvE to Blizzard’s handling of Season of Discovery.
Buffs and nerfs have been coming out pretty quickly. Changes in the quality of life are being implemented almost instantly. They’ve been monitoring feedback and reception in Phase 1. And so far, despite Hunters being nerfed twice, the game is still balanced. Yes, Hunters remain the strongest DPS even after the 2 nerfs.
Regarding Runes and how they feel, Blizzard has done a phenomenal job. Runes feel great, especially as a Druid player. Being able to spam Wrath infinitely at no Mana cost has made leveling up and playing the game much easier and enjoyable.
However, I’m personally not fond of how quickly all the runes were discovered. Given the huge player base in Season of Discovery, it’s not surprising that all the runes were found so rapidly.
I hope that the next set of 12 runes for each class introduced in Phase 2 takes longer to discover and involve more interaction and unlocking. Considering the numerous new zones and places to uncover these new runes in Phase 2, I believe it will indeed take longer to find all the runes.
To give Blizzard credit, the decision to place the Warlock Metamorphosis rune inside BFD wasn’t the smartest, but they’ve acknowledged this mistake and stated they won’t repeat it in the future. They’ve made adjustments, allowing players to acquire said rune both inside and outside BFD.
Overall, with phases lasting 4 to 12 weeks at most, the content being enjoyable and well-positioned makes the game feel like a much-improved version of Classic.
I can honestly say that Season of Discovery is my favorite version of World of Warcraft to date. Hopefully, when they finish Season of Discovery and fully unveil WoW Classic Plus, they’ll incorporate all they’ve learned to provide us with an outstanding and long-term future for Classic Plus.
Next we will talk about the first 6 druid runes in WoW Classic Season of Discovery and where to find them. There is a good balance in these 6 early druid runes of healing, balance and feral spec. So hopefully this season of discovery druid rune guide helps you get a good range of abilities early in the game.
Starting out with the first Rune, the Fury of Stormrage. This Rune completely reduces the Mana cost of Wrath, and you get it from your class trainer in Teldrassil. Up in the tree at level two, they give you a quest to go out and defeat some grills. Doing so, they will drop the Luna Idol. Once you hit level four, you can equip the idol and complete its requirements, which in this case are to defeat six creatures affected by your Moonfire. So go learn Moonfire, go out and hit things with Moonfire, then defeat them six times. Click the idol again, and you’ll get the Rune, nice and easy.
Next, the Living Seed Rune, which is a healing rune that plants a living seed on your target when you critically heal them, going off after 15 seconds for extra healing. You want to be around level seven or eight for this. Search for Glade Flowers around Teldrassil. Here’s what they look like. Keep an eye out, as they’re quite spread around. Just have this in the back of your mind while you’re doing other things.
Click on three Glade flowers, combine them to make the Glade Crown. Take it to Teldrassil at Starbreeze Village, where you can find a big Wooden Effigy. Use the crown, which you combined with the flowers, to spawn a level seven Elite mob. This shouldn’t be too hard. Once you’ve defeated it, it drops the Living Seed Rune. If there are other people, you can group up for this, but it shouldn’t be too much of a challenge.
Another healing Rune, Lifebloom, a powerful heal over time, especially for the early levels. You want to be around level 9 or 10 for this. Head to the northwest of Teldrassil where the Harpies are. Once there, a skeleton can spawn. Click on this skeleton to summon a spirit. Then, you need at least one other player to help you channel a big portal that appears. Just channel the portal, and you get the Rune. It’s really as simple as that. There should be lots of people doing this quest right now, lots of movement around in this area.
If you party up with people, everyone who helps gets a copy of the Rune, so that’s really useful. You don’t have to worry about people taking it. The only hard part about this is waiting for the remains to respawn. If somebody does this quest just before you, there’ll be nothing here, and you won’t know where it spawns. Just hang around, wait for people to turn up, group up, and wait for these remains to spawn. Keep looking around; eventually, it’ll spawn. Grab it, click the portal, and get the Rune.
Number four, Sunfire. This is a big damage rune also located in Teldrassil. This deals big damage upfront and then damage over time as well. To get this, head to a specific tree in Teldrassil. You’ll notice a little circle at the entrance as a sign that you’re in the right spot. Look for lunar stones on the tree, cast Moonfire on each of these four stones, and a lunar chest will spawn at the base of the tree where the circle was. Open the chest to get your Sunfire Rune.
All you need for this is Moonfire. If you’ve got it, you can head here and get it, or you can just wait until the quests take you into this area. Once you have Sunfire and Fury of Stormrage, you have a huge damage ramp early on that is just so nice on a druid.
Now it’s time to get onto the feral stuff, your animal druid stuff: Mangle. Okay, this is the Mangle Rune. This replaces your Claw ability and lets enemies take additional damage from bleeds and Shred. To get this, be level 10 in Teldr Hil and go defeat Rageclaw, a level 10 normal mob in the central cave of Ban'ethil Barrow Den. Once you’ve defeated him, it drops the Idol of Ursine Rage. Equip the idol, keep Rage in bear form above 50 for 60 seconds.
The easiest way to do this is to go to the starting zone and aggro a really low-level mob, like a level one or a level two mob. Hit it once to get aggro, then turn your back to it. It will start hitting you in the back because it’s such a low level, and you’re in bear form. It won’t do much damage, so just stand there and take the hits. Your rage will grow and grow. You just have to stand there for 60 seconds.
If you’ve already moved on to Darkshore and the mobs are a bit higher, maybe find someone who can heal you while you do this, or just pop a heal over time. Go into bear form and just tank it out. Move from pack to pack to regain health, but this shouldn’t be too hard. This is a very fast way to do it, so time it for yourself, around 60 seconds. Just keep your rage above 50, and then that will complete the idol. All you do is click the idol again, like all other idols. Click the idol again once you’ve passed the requirements, and you will get your Mangle Rune.
Finally, Lacerate, the sixth and final early easy game Rune. That’s Lacerate, a rune for your bear form that deals bleed damage over time and also generates threat. Leave the starter zone of Teldrassil and go to Darkshore.
Now you need to collect an item here called crab treats, which can either be dropped from the fur bogs at around level 12 just south of the town Oradine or fished up right on the docks of Warden when you land. If you land, go talk to the little fisherman just south of Warden. Get a fishing rod from him and fish there. You can fish these up. Or you can go fight the fur bogs. Once you’ve done that, you’ll get crab treats. Now you need to go to the beach, which is just south of Warden.
As soon as you get here, you can do this. Look for the young Reef Crawlers. It’s important to get these and not the ones further south, which are higher level and harder to fight. Feed them the crab treats, and they will come up to you, like a little cute animation. You’ll get the Lacerate Rune, and that’s it.
That’s it. Six super easy early game runes that give a good mix of balanced healing and feral abilities and should keep you pretty comfy on period all the way up to level 20. The next runes are scattered more around the world and require higher levels to do.
Starfield has a lot of choices. Some of which are a no-brainer. While others are still being debated. And then, there are some choices that are just straight up stupid. Chances are, you probably made some of these stupid decisions during your playthrough without knowing.
So in this guide, we’re going to be taking a look at the worst decisions you can make in Starfield.
Early on in the main story, you’re going to find yourself in a keyless city hunting down an artifact with Sam Coe, close to its whereabouts lying in the local Galbanks Vaults.
But there’s one small predicament: in true Western fashion, the bank is being held up by a gang of bandits. What’s worse is that there are hostages inside who are all fearing for their lives.
Seeing as the gang is unwilling to talk to the rangers, you’ll have the opportunity to act as a mediator and negotiate with the group of deadbeats and try to resolve the situation. However, if you’re incompetent enough, then you’ll have the opportunity to completely ruin the heist.
If you did find some way to slip into the bank without convincing the bandits to stand down, then you’ll find the crew’s leader waiting for you inside the vault with a hostage in tow.
By now, any sane player would have killed the thief and enjoyed being brandished as a hero. But you’re not the same player, are you?
Simply wait for the gang to give up on trying to negotiate with the Galbank employee, and he’ll kill him right in front of you.
The funniest part of this quest, however, is Marshall Daniels’s reaction, who, despite being mortified by your incompetence, still decides that you’re Freestar Ranger material.
With characters as stupid as this, it’s no wonder you’re the one getting everything done.
Andreja’s questline is filled with twists and turns, but it climaxes at the end when you must confront Tomisar, a high-ranking official within the House Va’ruun and Andreja’s only link to a home.
After spending all of two minutes arguing with Tomisar, you have to choose one of 3 options: kill Tomisar, let Andreja kill Tomisar, or, for whatever reason, let him go.
Option 3 may seem fine enough. However, it’s a choice you’re sure to regret after you make it. From a story perspective, this makes little sense. You just spent the past hour trying to avenge Andreja’s friends. Now, you’ve suddenly grown into a soft spot.
And despite Andreja’s threat of reporting Tomisar to the High Council, for some reason, I don’t think they really care about what happens to those outside the House of Varun.
From a gameplay perspective, well, you do miss out on some pretty sweet robes. It’s perfect for anyone trying to roleplay as a Sith Lord.
Ultimately, the choice of whether to kill or spare Tomisar is yours, and don’t worry about upsetting our new goth mommy, as our standing with you is unchanged regardless of the choice you make.
Fallout 4 really spoiled us with the amount of romance options that were available to us.
Not only did we have a greater number of potential suitors, but you were also able to flirt, develop relationships, and sleep with all of the potential partners or wanderers, so long as you keep all your lovers out of sight from each other.
But trying to do the same thing in Starfield is a big mistake. It seems like everyone in Starfield is monogamous. And since all the characters you can woo are members of Constellation, word gets around much faster.
Although you’re free to flirt with whoever during the early stages of a relationship, the more serious your bond becomes with a potential soulmate, so to do the consequences.
If you’re caught chatting up other members after you’ve popped the big question, then your partner will lose your trust, and without saying the right things, you may end up in divorce court.
Ever since their inception in Morrowind, followers have become a staple in Bethesda games and only get better with every new game.
We’re now at the point with Starfield, where followers are pretty much a must, and going through the game as a lone wolf is less of an option and more of a hindrance. Bethesda’s companions have gone from glorified mobile storages to full-fledged characters with desires, needs, and characteristics.
In gameplay terms, your followers can also do a lot more than carry your burdens and fight mud crabs. They comment on their surroundings, engage in conversations, and can even speak on behalf of the player.
And that’s not to mention the world of romance options, which allow you to gain your companion’s trust and get things spicy in the bedroom for those sweet buffs.
So, as cool as you may think you are for uncovering the mysteries of the galaxy alone, the best lesson Starfield teaches is that everything’s more fun with friends, even if they aren’t real.
Now, I know that playing Starfield as a lone wolf is a no-go, but let me explain to you why spending Starfield Credits on a crew is not the best idea.
When you reach New Atlantis, you may be tempted to recruit all the potential crew members you can find. However, if you give the game some time, then you’ll be able to recruit crew members completely for free during the main story.
And best of all, these crew members have a personality, a trait that’s highly lacking with these random space scoundrels you can find in bars, who don’t even have a name.
What’s worse is that despite them taking up a slot in your ship, these crew members typically only have 1 or 2 skills maximum, which pales in comparison to Constellation crew members that have 4 skills with at least one maxed out.
Worse yet, is that you can’t even sleep with any of these companions. And that’s where I draw the line and choose to leave these second-rate crew members drowning their sorrows in the bars I found them in.
Starfield has more side content than any other Bethesda game to date.
Knowing this, it may be enticing to beeline your way through the main story and play through the other side missions and faction quests after you finish the main story. And although this is a perfectly apt way of going about it, it’s not something I’d recommend.
Without going into spoilers, New Game Plus will completely reset your progress except for your skills. But that’s not all that makes your second playthrough different. Many of the quests and events are changed, so you’ll be getting an altered version of the story, and even the side missions will play out differently.
Traits are a new addition to Bethesda’s game design, and they’re simple enough to get the hang of.
Unlike perks and skills, traits are a one-off effect that gives the player a buff and a debuff. But with a total of 17 traits currently in the game, you’d be correct in thinking that it’s balanced.
While all of the traits offer something to add, most offer a standard boost to health, stamina, or oxygen, with little added in terms of gameplay or story elements. And then, there are traits like Spaced or Introvert, which feel like they’re working against you rather than with you. I mean, what kind of a trait would punish you for having friends?
Thankfully, for every bad trait, there are 2 good ones. Wanted is basically a must for anyone doing a Glass Cannon build as it gives a massive 20% damage bonus while on low health. Taskmaster, as part of your ship, instantly repairs at a fee. And Empath is a trait that virtually has no faults, as it’s really hard to make your companions upset unless you blow up a colony ship or something.
Finally, those of you are more worried about the role-playing side of things, then you really can’t go wrong with Kid Stuff and Dream Home. As the former adds hours of extra content revolving around your parents while the latter gives you a sweet pad that puts anyone’s outpost to shame.
And if you’re looking to have a human punching bag that can make every waking moment of their lives miserable, then Hero Worshipped is the trait for you.
Your skills in Starfield are one of your character's most defining features.
Not only will they play a role in dialogue and choices. But more importantly, they'll determine what you're best at and the style of playthrough you're likely to pursue.
Although all skills have their purpose, it's not an equal playing field. Some skills are simply not that great, while others are just plain terrible, specifically skills like Botany, Gastronomy, and Nutrition. These skills sound and play like afterthoughts that were made for no better reason than to fill up the screen.
Meanwhile, skills like Rejuvenation turn Starfield into Call of Duty with regenerating health. And Persuasion lets you avoid conflict altogether to ensure the best possible outcome.
Today we’re talking about some changes that need to happen in Season of Discovery Phase 2. From addressing Hardcore and player complaints to fixing some PVP issues, including the economy we’ve been focusing on. Without further ado, let’s get started.
The first thing I want to talk about is PVP. I think there can be a lot of PVP improvements in Season of Discovery.
Of course, we’ll see more PVP highlights in Phase 2, as we’ll have Arena Grand Master and Tidal Charm. Players will go insane for PVP in these areas.
But I think PVP event could also be greatly improved. For example, in Ashenvale World PVP event, many players constantly run this event to farm reputation. But imagine if instead of this style mode where you have to kill the boss, there would be a designated player.
So, assuming a player is chosen, everyone in Alliance must protect him, while everyone in Horde tries to kill him at the same time. So, in this standard PVE mode, you just have to knock down the mobs, but you can also try to defend and kill someone on the other side.
I think this will be much better for Phase 2. And I think they could do more creative things to make PVP events more interesting.
There’s one other thing about PVP that I really think needs to be looked at, and that’s layering. If something to reduce layering further, it could bring some real benefits to PVP.
I’m just imagining the next phase of Arena Grand Master and Tidal Charm. If there were something like 11 layers in Crusader Strike, it would really take away the prestige and excitement of those items.
I’ve been looking around for my Runes and half of them just come from some random farming or something. I think this might be the “Discovery” part of Season of Discovery.
As a Priest, I absolutely love Metamorphosis Rune questline. But I completely missed this, which is why I upgraded Warlock myself.
I really think every class needs at least one Rune in every phase. I’m not saying every rune has to be an epic questline. But that’s a very exciting part of the mode to me.
Meanwhile, as a Priest, I just travel around the world killing various mobs for drops. But it’s not that exciting. And that also brings me to the issue of farming Waylaid Supplies.
The developers hope to have at least one rune that everyone has, which is a huge grind. And Waylaid Supplies is the kind of grind where you have to grind so many boxes to get one of your runes.
But a big problem is that Rune is actually very related to certain classes. For example, as a Priest, my AOE damage is very poor. In order to get my Mind Sear Rune, I have to do all Waylaid Supplies farming.
I absolutely love the idea of grinding through a difficult and challenging grind to earn one of your runes. But because it is some kind of consistent grind. You’ll get consistent results every time you grind a mob and don’t get anything, or grind a treasure chest, but don’t get anything in the chest. This can be very frustrating.
Hopefully Waylaid Supplies farming will become more consistent with future phase, and I’m sure we’ll do it again for another rune. But it can definitely be improved.
Currently, there isn’t enough to do in this mode, and perhaps the next phase should have a more serious grind to really reward the most serious players.
This is actually another complaint I’ve seen from some of the best players in the game. They enjoyed the mode, but they ran out of things to do after only putting in 80-100 hours.
The problem is that the character identity is a little lost. You can’t really work 300 hours straight in your role and really build this immense advantage. This has a very personal connection to your character.
I’m not saying you have to give them some insane legendary item to invest more time in. But there really should be something that you can spend a long time with and that is visually appealing to other players. Because if they get bored and there’s nothing to do, it actually hurts the mode.
The last and most important change that I think should appear in Phase 2 is Dual Spec.
I mean, we have a lot of different Runes, but we never use them. Because I’m always stuck with the same specs and I don’t want to pay WOW Classic SOD Gold to respec. Therefore, we need Dual Spec for this new Rune system.
And Dual Spec can really stimulate excitement and energy in the player base. Because when you get these Shadow Priest Runes, you’ll never use them because you’re playing Discipline Priest.
I feel like when the developers are hyping up this Melee Hunter build, it’s taking something away from the mode. And no one wants to run it because they have to be completely rested. Therefore, if they provide us with Dual Spec, this may be welcomed by more players. I think this is something that can really be done in the future.
These are just the most basic things I’d like to see changed in Phase 2. The coolest thing is that the developers are clearly listening to us. They want to hear your feedback, and they want to make this mode as great as possible. I’m sure we can have a lot more fun in the next phase!