Recently, the content leaks of Genshin Impact 5.7 have emerged one after another, especially the information about the two new characters Skirk and Dahlia, which has caused heated discussions in the player community. Although the current game is still in Version 5.5, concerns about the new characters are continuing to ferment.
According to the current leaked information, Skirk, as an important NPC in main Fontaine line, has been highly anticipated by players since his appearance. Although Skirk's specific values have not yet been exposed, we can also guess that the mechanism of this five-star character may be overly dependent on Cryo meta. Then her flaws are also easily exposed - when the environment changes, her strength will be greatly reduced.
At the same time, the leak of the four-star Hydro character Dahlia is equally disturbing. This new character, who may come from Mondstadt, will focus on Attack Speed buffer. It is worth noting that this is not the only four-star support with attack speed buff as the core in Genshin Impact in the past two years. Because of this, this repetitive design immediately raised questions about the usefulness of the character, after all, the strategic value of attack speed stats in the current version is still controversial.
Mika's DilemmaPreviously, Mika's launch as a 4-star Cryo character had suffered a major failure. Many players considered this a disaster, as he was undoubtedly one of the worst supports.
This Knights of Favonius front-line surveyor is very young. He is mainly attack speed buff and Physical DMG buffs, and can also bring a certain degree of healing to teammates. But unfortunately, no matter from which aspect, his bonus ability is not ideal, or even equivalent to no effect. In addition, attack speed is usually not an important stat in Genshin Impact, which made Mika quickly abandoned by players and chose other characters as a replacement.
It is worth noting that Dahlia's current leaked information has many similarities with Mika. They are both 4-star supports and can also serve as an Attack Speed buffer. They are even likely to come from Mondstadt! This really makes people worry that Dahlia will repeat Mika's mistakes.
What's more worrying is that the current version already has a more practical character like Yun Jin. If Dahlia cannot provide a breakthrough mechanism, then his existence value will be questioned by many players. After all, for most players, it is better to prioritize the cultivation of the existing team rather than consuming $1 to extract a new character that is not easy to use.
Attack SpeedTo understand the players' concerns, we first need to understand the awkward position of attack speed in the combat system of Genshin Impact. Unlike basic stats such as HP, ATK, and DEF, attack speed is only slightly effective for some characters who rely on Normal Attacks as their main damage output, but it is also very limited.
Even for characters such as Ayato, Ayaka, Itto, and even Yoimiya, higher attack speed allows these characters to attack more frequently and increase their overall damage output to the enemy, but in fact their output limit does not depend on the attack frequency. This feature makes Attack Speed buffer often give people a sense of dispensability.
Judging from the existing information, if Dahlia wants to avoid repeating Mika's mistakes, he still needs to focus on solving his practicality problem first. How can he have his own outstanding advantages compared with other similar characters? We can only hope that the developer will do it.
However, these are our own speculations, after all, these leaks may be wrong. The information we know about Dahlia is not complete enough, and it is not rational to make arbitrary conclusions based on the current information.
What's more, these concerns also reflect the players' anxiety about the lack of innovation in character design. Since the release of Genshin Impact, the developer has launched nearly 100 controllable characters one after another, and it is difficult to avoid the homogenization of character positioning. But if it is not solved, then for players, this will greatly affect the diversity of the game build, thereby reducing the fun of the game.
All in all, the information we currently have about Version 5.7 is not sufficient, and more key information will be revealed later. We hope that the developer can avoid repeated mistakes and keep pushing Genshin Impact forward!
Some Unique Items and Legendary Aspects will be introduced in the upcoming new season Belial’s Return, which makes many fans can’t wait to experience the new game.
Unique items are very important resources in the game, which can greatly affect our equipment build. It can be class-specific or universal to all classes. Just like Umbracrux and Harlequin Crest for Rogues. If further subdivided, it can be divided into ordinary unique items and Mythic Unique items. The former is relatively common, while the latter is rarer and more powerful.
Legendary Aspects are modifiers that can improve the potential of the player’s character and make it more powerful. It can transform Rare items into Legendary items. It has extremely high practicality, offensive and defensive properties.
Generally speaking, it can also be divided into class-specific and universal to all classes. For example, Aspect of Creeping Death is universal to all classes. Currently, the developers have modified these two resources and will release them in S8: Belial’s Return. $1 is essential to quickly acquire these important resources starting in Season 8, so you can accumulate some gold now to enhance your builds with these Unique Items and Legendary Aspects in the new season and maximize the potential of your class.
Here are the six new Unique items and Legendary Aspects announced in Season 8, as well as their affixes and powers.
New Unique Items And Legendary Aspects BarbarianBane of Ahjed-Den - Unique Gloves
Affixes:
+4-6 Ranks of Mighty Throw +114-150% Critical Strike Damage +7-10 Fury Per Second +8-12.5% Cooldown ReductionUnique Effect:
Your Mighty Throw will detonate pulses every 12 seconds, increasing Fire Damage by 400-600%.
Aspect of Delayed Extinction Offensive Aspect
Both Mighty Throw and Steel Grasp gain a damage multiplier, increasing damage by 125-250%.
DruidGathlen’s Birthright - Unique Helm
Affixes:
Inherent: 15% Attack Speed +10.5-15% Willpower +224-296 Armor +2-3 Ranks of Humanity +17.5-23% Movement Speed While in Human FormUnique Effect:
By using Nature Magic while in Human form to use Critical Striking on an enemy, you gain Anima of Forest for 15 seconds. Infusing Anima of Forest also grants you Perfect Storm and Earthen Might, which are extremely powerful Key Passives.
Aspect of Impending Deluge - Offensive Aspect
Storm Strike increases the damage of its abilities by 30-50%, doubles the number of attacks, and lasts for 6 seconds.
NecromancerSanquivor, Blade of Zir - Unique Two-Hand Sword
Affixes:
Inherent: +60% Summoning Damage +32-50% Chance for Army of Dead to Deal Double Damage +214-242 Intelligence +1,060-1,142 Maximum LifeUnique Effect:
You can deal Vampiric Curse damage to enemies by Summons, and Consuming a Corpse will contribute a Vampiric Curse. In addition, Army of the Dead can release souls from Vampiric Curse, and Army of Dead’s damage will increase by 12-25% as souls are released.
Aspect of Service and Sacrifice - Offensive Aspect
Skeleton Warriors lose 25% of their health per second in combat, and their death explosion deals 200-300% physical damage.
RogueBand of Ichorous Rose - Unique Gloves
Affixes:
Inherent: +4 Maximum Poison Traps +10.5-15% Attack Speed +3-5% Maximum Poison Resistance +41.5-55% Poison Resistance 18.5-27.5% Chance for Poison Trap to Cast TwiceUnique Effect:
Poison Trap sets a trap that damages enemies when they enter it, and also:
Benefits from Combo Points Has no Cooldown during Inner Sight Cooldown is reduced by PreparationAspect of Contamination - Offensive Aspect
Poison Trap explodes for 150-250% damage when triggered, and if it Critically Strikes, you also deal 20-40% increased poison damage for 5 seconds
SorcererHail of Verglas - Unique Helm
Affixes:
Inherent 1: 7.5% Maximum Cold Resistance Inherent 2: 50% Cold Resistance +10.5-15% Intelligence 13-17.5% Maximum Life +10.5-15% Attack Speed +4-6 Ranks in Ice ShardsUnique Effect:
Ice Shards can spread and add 2 more, increasing your damage by 1-1.5% for 5 seconds.
Shivering Aspect - Offensive Aspect
You apply 15% more Chilling effects, and enemies take 35-55% more damage, depending on how Chilled or Staggered they are.
SpiritbornSunbird’s Gorget - Unique Amulet
Affixes:
Inherent: +30% Resistance to All Elements +16-25% Movement Speed +2-3 Ranks of Potent +2-3 Ranks of Furnace +2-3 Ranks of AccelerationUnique Effect:
Storm Feather increases your speed when you and enemies are moving, and can create a Firestorm that deals damage. For every 5 Storm Feathers you pick up, Firestorm’s damage increases by 100%, but it does not last longer.
Rip and Tear Aspect - Offensive Aspect
Rushing Claw deals 10-30% more damage and is empowered based on Charges it has:
Deal great damage Deal a critical hit Attack once moreAt the start of a new season, all classes gain an offensive Legendary Aspect. For example, the new attribute of Spiritborn is Rip and Tear, Barbarians will be able to equip Aspect of Delayed Extinction, and Necromancers, Rogues and Sorcerers, their new attribute is Aspect of Service and Sacrifice. For Druids, it can equip Aspect of Impending Deluge.
The new season Belial’s Return will meet us on April 29, as its name suggests, we will meet the previous boss Belial. At the same time, in addition to these unique items and Legendary Aspects, we can also look forward to new tasks and challenges, as well as nerfs to super-powered builds.
While Genshin Impact and Honkai Star Rail are constantly refreshing players' views on open world games, HoYoverse's highly anticipated Zenless Zone Zero is about to usher in a major update, including new areas, new characters and new factions. This news makes all proxies feel excited.
New Areas Waifei PeninsulaThis place, famous for mining and refining Porcelume, is located in Throne Quarter, on the outskirts of Lemnian Hollow, and is full of dangers. The story of ZZZ version 2.0 will begin here.
Waifei Peninsula was originally used as a monitoring zone to monitor Lemnian Hollow, the original hollows in the game. And its name Waifei Peninsula comes from Cantonese characters.
The earliest residents who settled here were responsible for guarding this extremely dangerous valley. And over time, an outpost was established in Waifei Peninsula area. Eventually it became Failume Heights.
Failume HeightsThe city sits on a cliff, with a stunning view of the port and the area. The area is rich in Porcelume, a precious material that resists Ether Corruption. It is a vital material in mining. It is also the economic pillar of the area, but there are many secrets hidden behind it.
Perhaps many clues that have not been answered before will be connected here, such as Sarah's true plans, the conspiracy of Exaltists, etc. But I think the most important thing is the biggest mystery that the two proxies have always wanted to know - the truth about the fall of the old capital and the secrets that Phaethon siblings have been keeping. In short, I am sure that players will get a great new adventure here.
Lemnian HollowAs an original Hollows hiding an ancient civilization, although Lemnian Hollow has only been mentioned once before, it has always been the most active hollow, often causing trouble for nearby residents.
Now, players can look forward to exploring here in 2.0. Oh, and there's also a bigger and more complete Aerospace City ruin waiting for you.
New CharacterAs a key figure in Season 2, Yixuan is the current leader of Yunkui Summit. Her striking yellow cape easily leaves a deep impression. She will appear with new members from Defense Force's Obol Squad and the previously revealed idol group Angels of Delusion.
In 2.0, players can become a new disciple of Yunkui Summit and learn Yixuan's craft. Although it is not yet known what this is, with Yixuan as a mentor, it will be exciting to learn anything! Perhaps from now on, players will have to consciously accumulate $1.
New FactionsThere will be many major factions in Season 2. Some of them have appeared and returned again, and some are making their debut. They are Angels of Delusion and Obol Squad from Defense Force.
In addition, a new teaser trail will be released on April 13, through which players can learn more about what they want to know.
Other ImprovementsIn addition to the above new content, Version 2.0 also brings some gameplay improvements to everyone, which can effectively enhance the player's gaming experience.
Map EnhancementsThe map experience of Zenless Zone Zero has been greatly improved, integrating residential and combat areas together, bringing players a smoother and more realistic experience. From now on, there will be no more annoying long scene switching, which will make the game more convenient.
Especially Failume Heights, its scale has been expanded, and many new features have been added. All of this makes it more like a complete city. The larger scope also gives it unlimited expansion space in the future.
What is more concerning is that Failume Heights may have a new daily system to be released, and there may also be a mini-game about Suibian Temple. I hope the official will give more instructions about this mini-game in the future.
Travel System & UI ChangesMeanwhile, Zenless Zone Zero Season 2 also brings a new Travel System & UI.
Travel System: Version 2.0 not only brings a larger map format but also adds very convenient features such as mini-map and navigation tools. In addition, you can now travel directly between Failume Heights and Hollow without going to the video store! This really helps a lot, doesn't it? UI: New UI combines all content and everything together, so that Proxies can now enjoy faster destination selection speed and clearer New Eridu's geography.In addition to the above, the game has also made improvements in plot and combat methods, but the information we know is not enough at present. We will continue to pay attention to official information in the future. I hope to get more new surprises.
By the way, there is another very important news - the developer is exploring ways to release it to different platforms. It is said that Zenless Zone Zero will land on Xbox in the future! This means Xbox owners will also have the opportunity to experience ZZZ's exciting combat, breathtaking visuals, and a whole new chapter in Proxy's adventure.
As 2nd anniversary of Honkai Star Rail approaches, players' attention is subtly switching between 3.2 Amphoreus campaign update and the preview information of 3.3. After seeing the gameplay kit of Hyacine leaked in Honkai: Star Rail Version 3.3, I was very curious - can this upcoming 5-star Wind Healer really change the current healing pattern of Luocha, Lingsha, and Huohuo?
The leak details Hyacine' s active abilities, her passive traces, her eidolons, etc. If the leaked information is accurate and has not changed after the release of Version 3.3, players can prepare for all these equipment in advance and pre-acquire them.
Version 3.3 LeaksAs an important NPC in Amphoreus plot line, Hyacine has aroused speculation since her debut due to her unique memosprite mechanism. Now HoYoverse has officially confirmed through official dynamics that this Remembrance Character will be launched as a playable character in May, and the equally popular Cipher will also be launched at the same time.
According to the current leaked information, we can clearly know the fact that players will consume numerous $1 in version 3.3, which may trigger a new round of resource hoarding craze.
Although version 3.2 has occupied the center of the topic with Castorice, Anaxa and Amphoreus campaign updates, with this leak of news, many players have set their sights on the more strategically profound version 3.3. According to the latest capture records of Honey Hunter World database, Hyacine's skill set presents an amazing composite healing characteristic, and its mechanism design around the dual core of Max HP & SPD may bring revolutionary changes to tactical system of Honkai Star Rail.
Hyacine Complete KitAccording to leaked information, Hyacine's Complete Kit contains three disruptive mechanisms:
Dynamic HP conversion system: Normal attacks directly link the percentage of maximum HP to maintain the output threat while stacking survival attributes. Memosprite Ica: This permanent summons inherits 50% of Hyacine's maximum HP. It can not only achieve full automatic endurance through out-of-turn healing, but also has a unique gain stacking mechanism. Petrichoric Clear Skies state: Three-turn Petrichoric Clear Skies state triggered by using Ultimate, at which time Hyacine will heal all team characters. The amount of healing is a certain percentage of her own maximum HP plus a fixed value.When Hyacine is in Petrichoric Clear Skies state, Ica will take action immediately after Hyacine uses a skill. When Ica triggers Talent's healing effect, it will restore additional HP to friendly targets. This powerful healing power can make the team worry-free, which makes Hyacine a good choice for players to build a team.
It is particularly worth noting that Ica is a non-turn-based action - this memosprite that does not appear on the action bar can trigger healing after any friendly unit acts. This kind of detachment from the traditional restriction mechanism completely breaks the tactical framework of the existing healing role. When paired with new Relic set Warrior Goddess of Daythunder, Ica's Gentle Rain effect triggered each round can provide an additional 15% team crit damage. Hyacine's design that deeply binds survival and output gain makes Hyacine's strategic value far beyond traditional healers.
Ideal BuildThe exclusive Relic Daybreak Thunder Valkyrie mentioned in the leaked intelligence is clearly designed to target Hyacine's mechanical pain points:
2-piece: It can increase the player's SPD by 60%, which also directly relieves the pressure of Hyacine build. 4-piece: When the treatment is triggered, it gains Gentle Rain state, providing an additional 6% SPD and 15% team critical damage.This set of Relics perfectly meets Hyacine's need for SPD and also forms a perfect closed loop with her own abilities. This makes it possible for her to become the most powerful healing profession and one of the characters with best sustain in Honkai Star Rail.
In terms of lineup matching, the synergy between Hyacine and Tribbie is particularly prominent - Tribbie can increase its own maximum HP according to the total maximum HP of its allies, so HP limit increase provided by Hyacine can be converted into double benefits, and this mechanism linkage may give birth to new tactics.
However, its strict build requirements may also become a problem - in order to exert the full strength, players need to obtain Relic and Ornament pieces with SPD as the sub-stat to meet her needs for SPD. This may require players to consume a lot of game resources to achieve. This high investment and high return feature may make Hyacine a good helper for krypton gold players. Civilian players may need to wait a little for the subsequent mechanism.
In any case, for players who lack a talented healer, Hyacine will be the best choice, and we look forward to her arrival bringing us more surprises!
As Diablo 4 Season 4 begins play testing on PTR on April 2, we’re discovering that the developers have made changes in the new season that affect nearly everything about the game. Not only that, Season 4 also reshapes the meaning of character creation and attempts to make them a tool to destroy bosses. This is crazy!
Here, we’ll summarize the top five changes in Season 4 that surprised me the most, which may make you feel that the familiar Diablo 4 has completely disappeared. Without further ado, let’s get started.
More World Tier XP BonusesIt’s no secret that level 50 marks the beginning of Diablo 4 endgame, as this is when your gear and builds should start to come together.
It is at this stage that you need to clear Capstone Dungeons and their bosses to advance to the next World Tier for more XP and better loot. Previously, it only took a few hours to get to this point, but next season, it will be faster.
The developer has previously introduced in a live broadcast how players in Diablo 4 will gain XP benefits through World Tier difficulties. Starting next season, World Tier 2 has a 50% bonus XP, World Tier 3 has a 150% bonus XP, and World Tier 4 has a 250% bonus XP.
You can expect to see the new endgame crafting system in Season 4 sooner as you progress to higher World Tiers faster. This is an exciting change for those who crave more powerful $1 but don't have the time to spend weeks grinding to level 100.
Aspect System SimplifiedThe powerful buffs Legendary Items or Aspects bring to a build work well. But the original Aspect system forced you to keep Legendary Items or Aspects in your stash in order to put on new gear, which was very annoying.
But in Season 4, not only can you replace gear less frequently, but Legendary Aspects will now be permanently present in your Codex of Power menu.
Most Aspects can be randomly rolled to determine the strength of the bonus number. While Legendary items have increasingly higher bonuses as they roll, you can permanently increase the number in your Codex of Powe by salvaging them at Blacksmith. You can imprint this aspect on other gear as needed without retaining anything in your stash.
This means our risk of using a perfectly rolled aspect on ordinary items will disappear, and it will be easier to try different ones.
The developers seem to have simplified this system so that you can focus on Tempering and Masterworking items later in the game.
Uniques Drop Limit Remove & Item Power ChangeThe most exciting change is that the number of useless items dropped in Season 4 is about to drop significantly. Because the developers removed the restriction on Uniques, they now drop in World Tier 1 and 2, and monsters of level 55 or higher can even drop Uber Uniques.
For example, Necromancer can even find Black River Scythe before level 50, which causes devastating Corpse Explosions. This way, builds that rely on powerful Uniques will no longer have to wait until the endgame to reach their maximum strength.
The change to item power is also one of the surprising statistics in Diablo 4 and will also make loot more relevant. Previously, it was always bad to find gear with weak stats because of low item power. But in Season 4, item power has been standardized to where you don’t really need to think about it.
Maximum item power gear will always drop from level 95 or higher monsters. This means that by a round level 80, item power will become irrelevant when you run Nightmare Dungeons in World Tier 4. You only need to care about the actual stats of your gear and whether it’s worth upgrading them.
Build More DiversityAlso, Diablo 4 Season 4’s two new crafting systems, Tempering and Masterworking, allow you to add specific statistics to your items.
Whether you want movement speed or class-specific stats, your items will reflect which stats are important to you. On the surface, this may not seem like a big deal, but it will radically increase the number you can build.
In the new crafting system, you can choose which stats to invest in and to what extent. A Rogue with a lot of mobility cooldown reduction and grenade damage can invest heavily in Stun Grenades since they will drop whenever you evade.
Flexibility in stat selection adds variety to Diablo 4’s build options. Even if you decide to follow the build guide, it will take a while to create the theoretically best item, so you’ll have to decide which stats you personally care about during the process.
New Endgame Dungeon: Pit Of ArtificersFinally, the developers revealed the new endgame dungeons coming to Season 4, which are Greater Rifts in Diablo 3. This is a limited-time dungeon that becomes increasingly more difficult as the levels go up, and has a new name: Pit of Artificers.
You can think of them like Nightmare Dungeons, but the goal is to race through them and eventually earn rare loot and materials.
The game will have more than 100 tiers, and the monsters will become increasingly difficult. Of course, as you level up, the rare loot at the end gets better and better.
Pit of Artificers will drop items to summon Tormented Bosses, which will drop materials allowing you to select an Uber Unique on your first kill. With Andariel joining the regular boss roster, you will no longer have to fight Duriel repeatedly to find the rarest items in the game.
While the new endgame activities in Season 4 won’t solve the problem of challenge in the open world fading away over time, it will add variety where it’s desperately needed. Considering we still don’t know what the season-specific features will be, this is a promising foundation for an increasingly stale part of the game.
In any case, the arrival of Diablo 4 Season 4 is bound to bring us a series of new surprises. Let us wait and see!
See More: $1
If you're familiar with WoW Season of Discovery, you likely understand that efficiently completing all your prequests and consistently engaging in dungeons will swiftly propel you to level 50.
However, for those who seek a more immersive experience, this guide offers comprehensive coverage of optimal questing zones, alongside valuable advice, recommended levels, and strategic routes tailored to enhance your journey during Season of Discovery Phase 3.
5 Must-Know Leveling Tips For SoD Phase 3Before delving into the details, it's essential to grasp 5 key points:
Firstly, Season of Discovery presents an array of engaging content, including new runes and PVE experiences such as Nightmare Incursions in Ashenvale, Duskwood, Hinterlands, and Feralas. These events not only provide valuable experience and reputation but also offer unique items like the Anguish of Dream and the Nightmare Siphon to aid in your leveling journey.
Secondly, during the questing process towards level 50, there are often periods of slower progression. Engaging in dungeons like Uldaman, Zul'Farrak, and Maraudon can mitigate these lulls. It's advisable to undertake each of these dungeons at least once due to the multitude of quests available, providing substantial experience and introducing fresh content.
Thirdly, certain recommended zones may experience overcrowding, prompting the need for rerouting. Many of these zones encompass broad level ranges, allowing for flexibility in exploration.
Fourthly, it's important to note that undertaking quests marked as "green" provides comparable base experience to those labeled "yellow" or "orange" as long as you remain within five levels of their suggested level range.
Lastly, this guide serves as a comprehensive overview rather than a definitive roadmap to the fastest route to level 50. It aims to offer guidance on worthwhile zones and content areas to explore throughout your journey.
Stranglethorn Vale (Pre-quest + 40)Stranglethorn Vale proves to be an exceptional questing zone for Phase 3, as well as an ideal area for those in their early 40s.
Renowned for its dense population of hostile creatures and abundance of kill quests, it offers a fertile ground for efficient leveling. Most initial quests in this zone lead to subsequent higher-level tasks, enhancing its appeal as a starting point for adventurers seeking optimization.
Before delving into Stranglethorn Vale, it's advisable to collect quests between Grom'gol and Booty Bay. Many of these quests overlap in various areas, allowing for simultaneous completion and streamlined progression.
Additionally, quests such as "Up to Snuff" and "Bloody Bone Necklaces," forming part of separate quest chains, need not be rushed during the first attempt. These chains often circle back to the same areas, simplifying future completion.
Should challenges arise, whether due to player-versus-player encounters or overcrowding, Dustwallow Marsh presents a viable alternative for smoother questing.
However, I recommend venturing into Scarlet Monastery Cathedral until reaching level 41 or 42, offering a strategic advantage over competing adventurers.
Badlands (41-42)At approximately level 41 or 42, our journey leads us to the Badlands.
This region remains beneficial for leveling until around level 45, offering straightforward starting quests that yield ample experience. However, the primary allure lies in its connection to Uldaman, housing numerous dungeon quests to undertake.
Among these quests are "Solutions of Doom," situated in the southern Badlands at coordinates 51,76; "Power Stones," located at the heart of the region at 42,52; and "Platinum Disc," obtainable upon completing the dungeon itself. These quests provide adventurers with rewarding challenges and opportunities for progression.
Swamp Of Sorrows (Horde - 42+)For Horde players, it's advisable to remain in the Badlands until reaching approximately level 42 to 43, before transitioning to the Swamp of Sorrows.
This area offers promising opportunities for leveling, although caution is warranted due to the scattered yet dense population of hostile creatures.
Particular attention should be paid to the higher-level mobs near the Pools of Tears, especially with the presence of the new raid, Sunken Temple (also known as The Temple of Atal'Hakkar). Additionally, a formidable elite dragon roams the vicinity of the Eastern pool, necessitating vigilance.
Moreover, herbalists seeking Blindweed should take note that the Swamp of Sorrows is one of the few regions where this valuable resource can be harvested. Its scarcity makes it a lucrative commodity, especially as Phase 3 approaches.
Dustwallow Marsh (42+)Our next destination is Dustwallow Marsh. It serves as a suitable area for early leveling, spanning from levels 35 to 45. However, the optimal level range within this zone typically falls around level 42.
Of particular note is the presence of a quest named "Tiara of the Deep," which constitutes one of the dungeon quests for Zul'Farrak. This quest can be obtained in the southern section of the zone. Dustwallow Marsh offers a mix of quests catering to varying levels, though many of them are part of quest chains, which may not be the most efficient for leveling.
Personally, I tend to venture into Dustwallow Marsh during periods of quest scarcity in other zones or when facing challenges such as player-versus-player encounters in hotspots like STV.
Tanaris (44-45)Around levels 44 to 45, it's time to venture into Tanaris.
Tanaris stands out as one of my preferred zones for questing in the mid-40s and is home to the entrance of one of the finest dungeons available in this level range: Zul'Farrak. To fully engage with this dungeon, it's essential to gather numerous Zul'Farrak quests from Gadgetzan.
These quests encompass "Troll Temper" from Trenton Lighthammer, situated at coordinates 51,28; "Scarab Shells" from Tran'rek, located at 51,26; and "Divino-Matic Rod" from Chief Engineer Bilgewhizzle, positioned at 52,28.
Additionally, adventurers can acquire several quests from other zones, including "The Tiara of the Deep" from Dustwallow Marsh around 46,57, and "Gahz'rilla" from Thousand Needles at 77,78. However, it's crucial to note that completing "Gahz'rilla" necessitates obtaining a Mallet through a Hinterlands questline, so it's advisable to delay pursuing this quest. Finally, "The Prophecy of Mosh'aru" awaits discovery in the eastern section of Tanaris, known as Steamwheedle Port.
Feralas (45-46)Between levels 45 to 46, Feralas emerges as the next optimal destination.
Prior to embarking on your journey to Feralas, ensure that you acquire the quest "Screecher Spirits" from Steamwheedle Port in Tanaris, as discussed earlier. Navigating this zone may pose challenges due to frequent changes in elevation, as well as the presence of numerous bodies of water and steep hills. Additionally, Feralas serves as the habitat for higher-level Nightmare Incursions, offering exciting opportunities for participation.
While exploring Feralas, be mindful of the high density of hostile mobs, which can be encountered throughout the area. However, it's crucial to exercise caution around the northern region, particularly the level 60 dungeon area known as Dire Maul. This area is teeming with elites that can pose significant challenges, making it advisable to steer clear of this vicinity.
Hinterlands (46-47)Around levels 46 to 47, it's advisable to journey to the Hinterlands.
This zone boasts numerous kill quests and dense mob populations. Notably, it is renowned for housing the challenging Jintha'Alor elite quest lines, requiring group coordination for completion.
Although Horde players will find more quests available compared to Alliance counterparts, the Hinterlands offers viable content for both factions. I strongly endorse undertaking these quests, as they provide a rewarding and immersive experience akin to navigating an outdoor dungeon. Ensure you assemble a full group, including a tank and a healer, as you'll encounter numerous higher-level elites. Allocate a minimum of 45 minutes for this endeavor to account for its duration.
Completing this run will yield nearly a full level's worth of experience through grinding and quest turn-ins. Additionally, it grants access to the Sacred Mallet, enabling the summoning of a secret boss named Gahz'rilla within a dungeon. Furthermore, adventurers may encounter the quest "The Ancient Egg" during this run, which was previously a prerequisite for Sunken Temple.
However, its relevance may have diminished since the dungeon transitioned into a raid.
Searing Gorge (48-49)Finally, if you've reached this stage, you're on the right track, as by levels 48 to 49, you can conclude your leveling journey in Searing Gorge.
These quests can pose some challenges, so I recommend tackling them with one or two companions to ensure safety. The area is dense with both mobs and quests, and occasionally, the respawn timers may catch you off guard, especially in the depths of caves or mountains. Exercise caution.
Additionally, at this level range, I suggest undertaking some runs in Maraudon. This dungeon offers a plethora of rewarding quests and presents an enjoyable experience with valuable gear. It features two distinct wings that can be completed independently, denoted by orange and purple colors, respectively. You can obtain several quests for Maraudon in Desolace, such as "The Pariah's Instructions" located at Centaur Pariah (50,86), and "Twisted Evils" starting at Willow (62,39).
Furthermore, within the dungeon itself, you'll encounter two additional quests. "Legends of Maraudon" unfolds into three separate quests during a single run, offering significant experience gains, while the "Seed of Life" is obtained from the final boss, Princess Theradras.
There are also 3 distinct quests available for both Alliance and Horde factions, but they originate from different locations. These quests are named Shadow Shard Fragments, Vyletongue Corruption, and Corruption of the Earth and Seed.
If you intend to prepare in advance for these quests, Stranglethorn Vale (STV) is an excellent zone to begin prequesting. Ensure you visit each of the eight zones to unlock their flight paths before embarking on your journey. Additionally, resist the urge to rush through content solely to reach the maximum level. Classic emphasizes the journey of leveling, offering numerous opportunities for exploration and discovery along the way.
Do you want to be invincible in Last Epoch Arena? If so, then don’t miss this guide. Here you will find everything you need to know about Arena. Without any further ado, let’s dive right in!
How To Enter The Arena?First, you may be wondering, how do you actually get into the arena? To do this, you need to reach Champion’s Gate located here in Divine Era.
To find that waypoint, you just need to right-click on the arena key. This way, the map will automatically open at Champions’ Gate Waypoint, so you don’t have to manually search for it on the map. But the first time you want to reach the arena, you need to reach Champions’ Gate without teleporting to unlock the waypoint.
Champions’ Gate is actually a nice Hub-like town with Target Dummies inside that you can use to test your character’s DPS.
How Does The Arena Work?The next question we want to answer is: what is Arena and how does it actually play?
Arena is an endgame activity. It’s exactly what you’d expect: a closed area with waves of monsters spawning. Arenas have different layouts, with different visual themes, but they all essentially function in the same way.
There are four portals on the map from which mobs spawn. After entering the arena map, Shrines may spawn at the edge of the arena. So it’s usually best to start by moving a little from the center and see if there are any Shrines you can use.
Some arenas also have environmental hazards in the middle of the map. As you advance through the arena, monsters gain higher levels, health, and damage.
After every five waves of monsters, a few barrels will appear on the map, and you can destroy them to get $1 and loot. Keep an eye on them to avoid missing them like I did at first. At this time, stash and shop NPCs are also available, so you can store items to avoid full inventory.
Also, if you’re playing with other players who die during your run, they can respawn during the break after every fifth wave. Once you complete ten waves, you can move on to the next arena map.
Arena Of Champions & Endless ArenaNow, this is where the differences between the two different types of arenas begin.
Fixed forty waves of enemies in Arena of Champions. After every ten waves, you can choose modifiers for loot, enemy damage, and health.
Since this arena type has 40 waves of enemies, you have three modifiers to choose from in waves 10, 20, and 30. After wave 40, the boss of the arena appears.
Currently, Champions are divided into three types: Sentinel, Rogue and Primalist-like Champion. You need to kill Champions to complete the arena, which will reward you with loot and unlock higher difficulty levels in Arena of Champions.
And then for the second type of arena in Last Epoch, Endless Arena. The arena is what you’d expect, with endless waves of enemies. After 90 waves, you will face one of the arena’s champions.
Arena KeyOf course, Arena Keys also come in two types. So you might be wondering what exactly is the difference between them?
Normal arenas can be used to access either arena type. Arena Key of Memory is only useful for Endless Arena, as it allows you to start from wave 100, or half divide the highest wave number you have reached (rounded to 10). For example, Arena Key of Memory will allow you to start at wave 110 if you reached wave 215 before.
Note that you can also use Arena Key of Memory at any level of Arena of Champions, but it will have no effect in this arena type. Since Arena Key of Memory has a much lower drop rate, using it for Arena of Champions will be a waste of keys.
RewardsSadly, the loot rewards you can earn in Last Epoch Arena are rather lackluster. The amount of useful loot you get is very low. Considering the time it takes to get the loot, you’re better off running Monolith or dungeons in the high tier.
Enemy and arena design also often result in a slow and boring experience. Sometimes enemies will spawn quickly and reach you instantly, making the arena feel like a dynamic and fast-paced experience. But unfortunately, you’ll also encounter enemies that are painfully slow.
The biggest enemy here is Drowned Husk. They take a long time to move anywhere. So you’ll experience some unpleasant downtime in the arena.
It would actually be great if all arena maps were as simple as Arena of Champions map. It was so small that we could take out ten waves of enemies easily.
Arenas provide a large amount of XP, but unfortunately, the time required to complete them does not make them an effective way to level up your character.
Why Run Arena?Hence the number one reason to visit Arena: a change of pace. If you’re tired of running Monolith repeatedly, maybe jumping into the arena for a while will give you a unique experience.
You can then also use it to test your build. Since the arena has an endless mode with scaling difficulty, it’s a great place to test how strong your character build actually is.
In addition, the online arena mode also has a ranking list, and players with the highest number of passes can become famous in the Last Epoch community. So it adds this competitive aspect to the game.
The last reason to run an arena is for the unique loot drops like Penumbra, Omen of Thunder, and Vaion’s Chariot. These items can only be obtained through Arena. Keep in mind that each of them can be obtained from specific Arena Champions.
Tips And TricksFinally, I’ll share with you my final tips for playing in the arena.
First, keep moving. There’s a lot of visual chaos in Last Epoch, especially the more flashy character builds. Sometimes, when there’s a lot going on the screen, you simply don’t see AOE highlights of enemy attacks. To avoid dying from this attack that you can’t see, you can constantly move around, making your character a really hard target to hit.
Also, remember to open the barrel with loot and collect it every fifth wave so you don’t lose it.
Be sure to check out Shrines and use them strategically. Remember, you can stack buffs in Shrines. For example, if I see four Shrines available, I will choose the reward from two of those Shrines at the start of the map and leave two for the sixth wave of enemies on that map.
Next tip, keep your character close to the center to avoid being idle for long periods of time while waiting for enemies to slowly crawl out of the portal on the other side of the map.
Note not to use Arena Key of Memory on Arena of Champions, as this key type is less common and does not bring any benefits to that arena type.
One final tip: know your enemy. Some enemies are particularly dangerous and attack very hard. Over time, you’ll learn which enemies to attack with burst skills or which enemies to use defense cooldowns against. Pay attention and remember to kill your enemies for future runs.
FinalThis concludes Last Epoch arena guide. Of course, you’ll also encounter arena nodes as you progress through Monolith. For these nodes, some tips here apply as well. I hope you found this guide useful. See you next time!
As we all know, a new phase of WoW Classic Season of Discovery is just approaching and will release within 2 days. Today, I’m here to provide you with a closer look at some of the important adjustments planned for the highly anticipated Phase 3, which you might not yet be aware of. Let’s dive right in!
If you thought the Phase 3 announcement was a little too fast, you're not the only one. Blizzard knows that they usually would like to give us 2 weeks' notice. It is a bit frustrating, though for a lot of players to not be able to have the announcement early enough to have enough preparation.
Although there is not much time left to make adequate preparations, you can still obtain as many $1 as possible before this new phase in Season of Discovery.
Class & Pet ChangesThese updates include feral Druids receiving a new helmet enchant resembling a Wolfshead Helm. This enchant grants you 20 energy every time you shift into form, augmenting the power-shifting play style, particularly beneficial for Cat Form users.
There's a potential addition of Catnip in the next phase, boosting attack speed by 30% for 30 seconds, likely obtained as a consumable in the new PVP or Emerald Dream zone. These enhancements are significant for Feral Druids, catering to their needs and play style adjustments.
Hunters might obtain the Core Hound pet, possibly becoming a favored choice with its anticipated Flame Breath ability, potentially useful in PVP scenarios. Stay tuned for these exciting developments.
There's other blaring issues, something like class tuning. In particular, something like Shaman's being ridiculously powerful now. Blizzard has taken notice of these overly powerful classes, but will also say that towards the end of a phase, we probably won't be seeing class tuning going on because you usually will have them focus their development time on basically working on the next phase.
Rune ChangesYou may have noticed some runes sharing the same slot, have interesting wordings like the Gore rune for Feral Druids. It says that a last rate swipe or Maul will reset the cooldown of Mangle, but the last rate and Mangle are on the exact same rune slot. And this is something that Blizzard is also obviously aware of, but apparently it's a tricky fix. It's something they are trying to find a solution to.
But you might also notice that some runes don't actually give you DPS increases. It actually takes 855 seconds on average for the Gore rune to proc, giving you the same energy as a single power shift, especially now with the Helm enchant. So that makes this rune quite literally one of the weakest runes of all time.
And now, just caution players to temper your expectations in the next phase. We are definitely seeing some runes seem super overpowered and some seem kind of afterthought. I think if we are vocal enough with Blizzard, they will take a look at these runes that are very much underperforming, and potentially the ones that are very much over performing.
Blood Moon UpdatesThere's a little confusion about the Blood Moon event and the new currency called Massacre Coins. If you will be able to actually use the new currency for the mount, so if you want to buy yourself a mount, but don't worry, you can actually trade the new currency down at a 1:1 ratio for the silver used before.
So you'll definitely be able to get any of the old items from the Blood Moon event at the same pace. You don't have to worry about completely hoarding all of your current currency. You could use them to gain honor really quickly right at the beginning of the next phase to try to actually hit the highest ranks and get your entire PVP set within the first week.
Faction ImbalanceShamans are amazing AOE healers, but Paladins bringing kings out scaled that towards the end. But it was really that humans had Sword weapon skill that made them so powerful in WoW Classic. At Level 60, every race will have a way to pick 2 separate weapon skills that will give you +5 weapon skill. That means that the racial of weapon skill are completely useless for both Horde and Alliance.
The only racial that is effective within PvE is going to literally just be having an increase in your attack power from the Orc racial or having an increase in your attack speed from the Troll racial. Meaning that Horde, in the aspect of racial, has a significant advantage, basically an entire extra trinket than Alliance does. So if you’re going to be trying to parse or if you’re going to be trying to speed run Horde versus Alliance.
Actually pointing out that the rep bonus for being a human, you actually get 10% more reputation for being a human, will save you a huge amount of time in the long run. As well as humans have been the undisputed kings of melee for all of WoW Classic.
It suggests that it’s somewhat acceptable for other classes or races to receive attention in the Season of Discovery, particularly because it’s a seasonal realm and not an everlasting one. Hopefully, this will diversify the gameplay. Nonetheless, it also implies that only Orcs and Trolls have racial that effectively boost DPS in PvE.
In this guide, I’ll be sharing one of my favorite POE 3.24 League starter builds, Explosive Trap Trickster. In Necropolis League, I enhanced this build and added the features we needed most, namely leveling, gear progression, and crafting sections. This build is enough to help you destroy everything early in the league! Without further ado, let’s get started.
Main SkillFirst, I’ll show you the skill, Explosive Trap. You will throw traps and these traps will explode many times. All explosions can hit the same enemy, which is where our DPS comes from and how many traps we have.
When you view POB, you can set the number of explosions that hit the target. As always, I set it to an average blast since most enemies have a small hit range.
BuffsNow for the buffs of this build. We can automatically cast Warcry through Enduring Cry and the new Call to Arms Support. So we don’t have to press any extra buttons when mapping or fighting enemy bosses.
In addition, Enduring Cry will solve a big problem in the build, which is recovery. Warcry will give you a lot of life regen in a short period and will give you Endurance Charges. Because we are using Immortal Call as our guard skill. The uptime of the guard skill will be much greater than 1 second, which is an excellent combination.
Will The Nerf Have An Impact?Some players may have noticed that in this patch, they removed the reduced mana cost mods from jewels. But this isn’t a big issue for me since we’re only using one mod, so I think this build will still be good.
Explosive Trap Of ShrapnelI know everyone is talking about Explosive Trap of Shrapnel. This patch they increased gem damage to reduce the area of effect of the explosions. This reduces the overlap of explosions, meaning less damage than before.
From my testing so far, the base Explosive Trap and Explosive Trap of Shrapnel do almost the same damage if we talk about single target damage. However, I think it’s better to clear with Shrapnel, which you can use to kill map bosses. But when you want to challenge Ubers or harder content, you need the basic Explosive Trap.
There is also a personal issue with Explosive Trap of Shrapnel, namely that you have to farm the lab for it. I think this is not a good plan because it all depends on RNG and maybe you won’t see what you want for 3 hours. But of course, if you enjoy growing gems, then go for it!
Mana Issues And Physical ReductionAlso, there are two issues with this build. The first is mana. Our traps are very expensive in mana, so we’ll need to use Mana Flasks until the mana costs of our rings and amulets are reduced.
If you are lucky enough, or you have a little extra $1, you can buy Praxis. It will easily solve your mana problem until you get the gear.
The second problem is that when you open POB, you will see that our build does not have any physical reduction. But it doesn’t matter, because we have more than 70% chance of avoiding enemy attacks, and we have enough energy shield and life pool to withstand bigger hits.
I played this build last league and completed my Atlas, defeating all endgame bosses without armor on my character. Keep in mind that you’ll get additional physical damage reduction from Endurance Charges thanks to the new support gem and Enduring Cry.
Passive TreeNext, let’s walk through how to navigate in my version of Path of Building.
Passive trees are the most important to a good leveling experience. You can see at the bottom, click this button and get a drop-down menu and select the current level for the corresponding tree.
First, grab a Trap Wheel here in the level 22 tree instead of going to Written in Blood. In the next one, you can choose what to pick first, but I recommend going with Snowforged and Elemental Mastery here. This is also your first lab time.
When you do the second lab, on the level 55 tree. Most of the time, you get mastery because you get Polymath Ascendancy node. The different types of masteries you assign will do more damage. So that’s why I chose a lot of masteries this time. Here again is a single small node that will be counted on the next tree.
On level 69 of the tree, you will complete the third lab and complete the campaign. I want to draw your attention to the fact that there is a node here that gives +10 Strength. Besides, if you feel you’re lacking damage, you can also get extra Curse nodes and add a second Curse to the build.
Other TipsYou may also want to ask some FAQs, such as the pros and cons of this build, and learn more about Transfigured Gems, mana issues, and how to solve them.
Here, I would like to talk more about leveling. As you probably know, I don’t like using other skills to level up other than my main one, so that’s why I’m not using Rolling Magma or other methods to level up here. I know this isn’t the most efficient way to complete a campaign, but for me it’s a more enjoyable experience.
I also try to include weapon progression here, what gear you can use early on, or how I did it. Even in the early stages of the league, these weapons should be cheap. Of course, this is my personal preference, but if you have something better in your pocket, I wouldn’t stop you!
Another thing that is in outrageous demand is the crafting part. You can learn how to craft items with this build with a very high success rate. Don’t forget to always double or even triple check before embarking on expensive crafting methods.
Gem SetupAfter this part is completed, only the gem part is left, which also contains the drop-down menu next to the skill set. Click on the appropriate level your character has and try using gems. Don’t worry if you can’t find the 4-link at the moment, you will find it later.
At level 38+, this is where Herald of Ash fits in. But you cannot use this Herald unless you have one of the reservation wheels found in the level 48 tree. So please keep this in mind.
Bandit And PantheonMaybe you’re curious about Bandit and Pantheon. For Bandit, Alira is a good choice. She’s great for the early and mid game because of her mana regen, resistance and crit multi.
When it comes to Pantheon, Soul of Solaris must not be missed. If you haven’t been hit recently, you can upgrade this to take 8% less elemental damage. Also, this will give you a bit of movement speed and physical damage reduction.
ConclusionOverall, Explosive Trap Trickster is one of my favorite skill and Asdendancy combinations. Trickster Asdendancy is very flexible, so you can easily re-spec other skills if you wish. Regardless, I hope you’ll find this league starter useful.
Welcome to this new build guide for the swift Ghostflame Lich in Last Epoch 1.0. The primary objective of this build is to swiftly navigate through the Monolith to target farm various echo rewards efficiently such as the Uniques and Exalted Items, as well as to farm Exile Mages for experimental mods.
Build OverviewThe main skill we’re using is Ghostflame, and it deals with fire and chronic damage to us while also draining our mana when we are channeling. For this setup, we’re looking to scale the initial hit of the Ghostflame, not the ailments from it, to one-shot enemies as we go.
To deal damage and be fast, we need a lot of points for the Ghostflame skill to grab all the damage multipliers. The great thing is that the skill has so many tags on it, scaling from a lot of different sources like fire, Necrotic damage over time, spell channeling, and movement.
With this build,we can get over 200% movement speed, and we can basically stay in Ghostflame all the time without having to worry that much about getting our mana drained.
Gear SetupWith mana, finish with Ghostflame, and this will lower the overall cost of the skill. By also using Wandering Spirits and picking up the Infuse Soul passive, provide a 15% chance to gain 12 mana whenever a spirit expires. Then, we’re also using Transplant with a Pale Blood passive, which will give us 30 flat mana when we use Transplant.
Telf'un's Mirage is a small source as it also provides us 2 mana gains when we dodge while channeling potions is a huge part of this build as well. By using Divine Girdle with the experimental mod 'mana gained on potion use', we can grant us up to 40 flat mana whenever we use a potion. While on the subject of potions, it sits very well with all the other things we’re using for this build.
One of them is a Grimoire of Necrotic Elixirs, which will give us up to 40 Necrotic damage to melee attacks and spells. It also takes up to 4% less void, Necrotic, and poison damage for 4 seconds on potion use. Exsanguinous is another item which also will grant us up to 30% attack speed, cast speed, and movement speed if we have used a potion in the past 4 seconds. Some other gear you can choose depends on your amount of $1.
Skills & SpecializationsGhostflame: Wraith Form grants additional dodge rating per intelligence while channeling Ghostflame. Spectral Menace reduces the channel cost by up to 70%. Spirit Of Dread provides extra movement speed while channeling Ghostflame and converts it into a movement skill.
Doom Surge adds further movement speed. Fiery Desecration allows Ghostflame to deal damage in a full circle, albeit with an increased channel cost. It's beneficial if mana can be sustained. Domain Of Torment increases the damage multiplier. Disdain reduces damage taken while channeling the Ghostflame skill.
Atrocity provides an extra damage multiplier. The Decrepit Mortals release a curse on enemies for a short duration, causing them to take an additional 15% more damage over time. When triggers Banshee, enemies will also fear, and Ghostflame will deal more direct damage to them, up to 75%.
Reaper Form: Soul Shroud gives us armor per point of intelligence. Vile Shroud provides Necrotic resistance and poison resistance per point of intelligence. Soul for a Soul increases damage. Reaper's Curse adds additional increased damage. Death Comes Quickly grants the Swiftness buff upon killing an enemy.
These buffs will increase movement speed by 1% and can stack up to 10 times. With the Haunting, we have a chance to apply Mark for Death on enemies on hit. This is triggered by using Death Seal as it counts as a hit.
Transplant: Pale Blood gives us 30 mana when using Transplant. When hitting an enemy with Transplant, we gain mana per hit. Acolyte's Fervor grants the Haste and Frenzy buff upon using Transplant.
Squeamish applies fear on departure, while the other option applies fear on arrival. Fleeting Form provides extra cooldown recovery. Bone Armor grants the Bone Armor buff, providing extra armor, less damage taken, and increasing the duration of the Bone Armor.
Death Seal: This is another skill that we're using. This will seal our health, preventing us from going above the current value and deal damage to us. Moratorium increases the duration of Death Seal. Soul Stability prevents health loss from effects draining a percentage of current health.
The Quick and the Dead grants the Haste Buff upon releasing Death Seal. Doomcall amplifies the damage of Death Seal waves for each stack of Damned on us. Mortal Pulse triggers death waves every second while sealed. Tachycardia increases the frequency of death waves.
Desperate Shroud provides additional armor and stun avoidance per 10 missing health. Deadlock makes it so if our health is above 33% of your maximum health when we activate Death Seal, this will reduce it to 33% of our maximum health, making us able to stay on low life.
Wandering Spirits: Infusing Soul allows us to gain mana. We get a 15% chance to gain 12 mana per Spirit when they expire. Sheltering Spirit provides extra Ward and medium just for increased mana efficiency for the skill. Thin Veil ensures we get more spirits. Terrifying Presence ensures enemies near Spirits are also feared.
Drained Will makes Wandering Spirit also Shred resistance of nearby enemies. This helps with half of our damage from Ghostflame, as the skill is both fire and Necrotic-based. Sins of the Forgotten makes Wandering Spirit now also inflict enemies around them with the Damned ailment.
Idols & BlessingsFor the idols, you want to pick up mana efficiency with the Ghostflame. For the suffix, you could go with either resist, health, or Ward retention. The chance to apply fear is amazing, as we also get a 75% damage multiplier from the Ghostflame passive to feared enemies, and this will help to sustain that debuff when Death Seal is hitting enemies.
We also have 2 Grand Bone Idols with Ward per second when channeling Ghostflame and also with increased spell damage while on low life.
Next, for blessings, I recommend using Grand Echo of Solarum, Grand Light of the Moon, Grand Survival of Might, Grand Defiance of Yulia and Grand Patience of Herkir.