Diablo 4, a two-year-old game, recently entered Season 10, bringing numerous improvements and additions to players, offering a wealth of new experiences.
For example, Locran's Talisman, previously only found in Infernal Hordes, can now be found as loot from bosses, making it much easier to find.
Because Locran's Talisman grants a significant crit bonus to most characters, it's crucial to strive for it. Therefore, this guide will explain the specific uses of this amulet and how to obtain it.$1
Unique EffectsAs the item description for Locran's Talisman indicates, it focuses on increasing your critical strike ability in the game without requiring many resources. Each point of Primary Resource grants you 0.1%-0.4% critical strike chance when casting skills, up to a maximum of 100 stacks.
If you have over 100 Primary Resource points, each additional Primary Resource grants you 0.2% critical strike damage, up to a maximum of 500 resources. Additionally, it grants 25% resistance to all elements.
How To Obtain It?As mentioned above, starting this season, you can obtain it from boss loot. It can be found in Andariel and Harbinger of Hatred. To obtain the amulet from the chest, you must reach Torment 1 difficulty and find the key.
You can find Andariel in Hanged Man's Hall and Harbinger of Hatred in Harbinger's Den. Defeating them will reveal a chest containing Locran's Talisman and a large amount of other $1. Note that since these are high-level bosses, you need to defeat lower-level bosses before you can farm them. If you have the summoning materials, you can also spawn higher-level bosses directly.$1
The keys to unlocking the treasure chest are 3 Pincushioned Dolls and 3 Abhorrent Hearts. Pincushioned Dolls can be obtained by farming Beast in the Ice and Lord Zir, while Abhorrent Hearts can be obtained by farming in Urivar.
In addition, Pincushioned Dolls and Abhorrent Hearts can also drop from Kurast Undercity and World Bosses. If you have a lot of Tribute of Titans, you can enter Party Finder and defeat bosses to obtain them.
Given its critical hit power, I think classes that rely on critical hit effects, such as Sorcerers, may need it. So if you're looking to build a more powerful character, it's worth exploring it based on the details provided here.
Ravens Druid Build is one of the most popular builds in Diablo 4 Season 10. Its core focus is on making Ravens' skills cooldown-free, high-damage, and Cataclysm nearly permanent through skill adjustments and gear matching.
This build allows for speedruns to reach Pit 100 in under 2 minutes and easily earn 300 paragon points, making it an extremely efficient playstyle in Diablo 4 Season 10.
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First, adjust Druid's companion skills to core skills. This allows them to be used without a cooldown, making them powerful and reusable, allowing for high-frequency damage output.
Second, unlimited spirit is acquired by wearing MjOlnic Ryng while Cataclysm is active. This combination not only grants unlimited spirit but also makes Cataclysm's effects nearly permanent, allowing for a recurring effect.
Finally, Storm Crows form is unlocked, transforming Ravens' unnatural magic damage into a nature magic storm skill that deals lightning damage, helping to trigger cooldown reduction and damage bonuses. Next, we'll detail the key crafting strategies and features of this powerful Ravens Druid build.
Energy BonusEnergy bonuses primarily affect Overabundance. Overabundance is a Magic Chaos Power in Season 10. When your Spirit exceeds your maximum Spirit, you activate Overabundance for every 100 Spirit points you generate, increasing your damage by 50%-100%. This effect stacks up to three times and lasts for 5 seconds.
In addition, you can use up Spirit with Purge the Infected Chaos Perk. It consumes 5 Spirit points, ensuring a critical hit that deals direct damage to poisoned enemies, allowing Ravens' skills to deal increased damage.
Gear RecommendationsGear plays a crucial role in Diablo 4. These $1 will help you maximize your performance. Banished Lord's Talisman can be equipped on gloves, boots, or pants. Its core function is to consume 275 primary resources, guaranteeing a super-powered core skill, increasing critical damage by 72%, and significantly boosting Raven burst damage.
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Fists of Fate is best worn on gloves or pants, increasing hit chance and attack speed, adding a random bonus of 1%-360% to damage, and frequently activating Energy Recharge to ensure skill rotation.
Kilt of Blackwing can be worn on gloves, boots, or pants, with pants being preferred. Equipping it on pants grants 120% Raven damage, 20% more damage than other locations, providing a more significant output boost.
Shroud of False Death is recommended for chest armor, as it provides passive stat bonuses and adds 15% bonus damage to War Cry, further boosting overall output.
For the ring, choose Aspect of Retaliation. Used in conjunction with Debilitating Roar, this ensures your character is always in a fortified state, balancing damage and survivability.
Paragon BoardWhen assigning a paragon board, prioritize Keeper Glyph. This is a must-have item, boosting survivability and basic stats. Then, select Dominate Glyph in Untamed panel to gain an additional 10% overpower multiplier. This grants critical hits and overpower damage, boosting your output.
When Poisoned enemies are nearby, Heightened Malice panel adds 35% bonus damage. Each additional Poisoned enemy increases damage by an additional 5%, significantly boosting your area-of-effect damage.
Defense RecommendationsTo ensure basic survivability, prioritize items such as Soothing Spices to boost both resistance and armor, or Song of the Mountain to increase armor, then stack your armor with Grand Skulls to maximize your armor. You can also use Shroud of False Death to increase your maximum health or use it as an off-hand item to reduce cooldowns and avoid being killed by bosses mid-game.
MercenaryIf you own Vessel of Hatred, you'll unlock four mercenaries in Diablo 4 Season 10. You can choose them as your primary companion or as one-off attack reinforcements.
Subo is recommended as a mercenary, as he provides 25% bonus critical damage and movement speed, further improving your damage efficiency and speed. For more support, you can choose Raheir, but at a cost of some damage. The choice is yours based on your needs.
How can you maximize the success of your Ravens Druid build in Diablo 4 Season 10? Different players have different answers. You can use this Ravens Druid build strategy to help you choose your own development direction.
In Genshin Impact, Flins is a 5-star Electro character from Nod-Krai. He serves as a guardian of lighthouses and graveyards, possessing a gentlemanly demeanor and a uniquely dark sense of humor. His abilities revolve around his new Lunar-Charged reaction, allowing him to transform his Skill and Burst abilities into powerful combos, dealing even more devastating damage in battle.
Features Of FlinsBased on the information we have so far, Flins is a character worth investing time and in. His core combat strategy is to maximize the theoretical limit of Lunar Charge reaction, ultimately becoming a powerful DPS character capable of dealing continuous elemental reaction damage and unleashing bursts of power.
To fully utilize Flins, you need to understand his most suitable weapons and artifacts, as well as how he performs differently with different weapons and artifacts.
Flins isn't suited to simply stacking his stats or playing on a team focusing strongly on generalization. He requires a carefully curated combination of weapons, artifacts, and companions to achieve a smooth skill rotation and impressive damage output.
When this team is developed, Flins's damage output can surpass many established main carries. You can obtain sufficient Gennesis Crystal in $1 to further develop your team.
Best Weapons And Alternative WeaponsFor Flins' development, weapons are the foundation for high damage output, and his exclusive polearm, Bloodsoaked Ruins, is the core of the core.
This weapon isn't just a tool that provides basic stats; it's the key to completely strengthening his entire damage rotation. Its passive effect not only directly increases the damage of his Lunar-Charged state after Flins unleashes an Elemental Burst, but also returns energy, keeping Flins's skill rotation relatively compact.
Furthermore, the inherent Crit stat of Bloodsoaked Ruins allows you to balance your artifact builds without over-pursuing Crit, instead investing more resources in Elemental Mastery or Attack% to achieve a balanced stat balance.
Therefore, Bloodsoaked Ruins is the most suitable weapon. If you don't have this weapon in your inventory, we strongly recommend obtaining it through Genshin Impact Top Up.
If you can't get your hands on this exclusive weapon, which requires Gennesis Crystal to extract, there are plenty of high-quality alternatives.
Staff of Homa, as a highly versatile main carry weapon, still provides excellent damage support for Flins thanks to its Crit Damage bonus and HP-to-ATK mechanics. Jade Winged-Spear is ideal for sustained engagements, steadily increasing Attack as it stacks. If you prefer Elemental Mastery, Scarlet Sands can also perform well when combined with Elemental Mastery.Among four-star weapons, Deathmatch's Crit Rate improves damage stability, while Ballad of Fjords excels in teams with multiple elemental reactions.
Weapon selection shouldn't simply focus on base stats; it's crucial to consider whether Flins' Lunar-Charged reaction can trigger frequently while maintaining high damage.
Optimal ArtifactsIf weapons are the cornerstone of build development, then artifacts determine Flins's damage ceiling.
Night of the Sky set is undoubtedly the best for Flins. The two-piece set provides a bonus to Elemental Mastery, injecting a core boost to elemental reaction damage. The four-piece set grants Flins Gleaming Moon stacks when teammates trigger Lunar reactions, boosting not only Crit Rate but also the team's overall Lunar output.
Even in a Crit-heavy build, this synergy ensures Flins's damage output remains stable.
Sands's choice should be tailored to the team's positioning. If your team is built around elemental reactions, prioritize Elemental Mastery. If you need to boost base damage, choose Attack%. Goblet's Attack% is generally the optimal choice, while Circlet's should flexibly choose between Crit Rate and Crit Damage based on the overall Crit stat balance. Sub-stats prioritize Crit, Elemental Mastery, and Attack%, while ensuring sufficient Energy Recharge to ensure sustained Burst coverage.
Flins's strength lies in balancing attack output with Lunar-Charged reaction damage. A well-rounded stat mix is crucial to avoid wasting potential.
Talents And ConstellationsTalents have a more significant impact on Flins's damage output than many players realize. Burst has the highest priority, as it's key to unlocking Lunar-Charged and core damage. Skills come in second, crucial for skill coverage duration and energy recycle. Normal Attacks can be upgraded last.
Of course, if you're looking for even greater constellation effects, you can upgrade Normal Attacks as well. In addition to talent, Constellations also significantly impact Flins's power.
In Genshin Impact, each Constellation a character gains increases certain bonuses. If you want a smooth gameplay experience, rather than having characters that struggle to defeat bosses, it's recommended to top up to recharge Gennesis Crystal and extract the characters you need.
For Flins, Constellation 1 reduces skill cooldowns and returns energy when Lunar Reactions are triggered, resolving early skill rotation issues. Constellation 2 upgrades Normal Attacks to AoE Lunar-Charged damage while also reducing enemy Electro resistance, resulting in a significant damage boost.
Constellation 4 increases Attack and strengthens the passive skill's Elemental Mastery bonus, making it highly compatible with reactive builds. Constellation 6 offers the biggest boost, significantly increasing Lunar-Charged damage and providing a reaction damage bonus for the entire team.
Even at C0, Flins is already a strong main DPS character. High constellation can propel him into the ranks of top-tier main carries, fully maximizing his stable damage output, centered around reactions.
Team Configuration: Optimal Hydro And Electro SynergyFlins' optimal team requires consistent Hydro and Electro coverage. Currently, the strongest Flins team consists of Flins, Ineffa, Aino, and Furina.
Ineffa continuously attaches Electro, returning Energy and boosting Lunar-Charged damage. Aino ensures Hydro coverage, provides Elemental Mastery bonuses, and consistently triggers reactions. Furina replenishes Water and provides a damage buff for the entire team, tying the entire system together.
This configuration allows for smooth rotation, ensuring Flins always has the elements necessary to trigger Lunar-Charged, maintaining stable damage output.
If the aforementioned characters are missing, appropriate character substitutions can still maintain team strength.
Electro position can be replaced by Fischl or Yae Miko, while Hydro position can be Xingqiu or Yelan. If survival pressure is high, a shield or healer can be assigned to the last position.
The core of this team lies in Flins's reliance on continuous elemental reactions. Building a team around consistent Electro and Hydro coverage allows him to fully utilize his skills and maintain high-intensity damage.
In short, Flins should be cultivated as a dedicated main carry, not a transitional role. His signature weapon, Bloodsoaked Ruins, ensures a smooth cycle of burst play. Night of the Sky gives him both high-burst and stable reaction damage. Talents and Constellations increase his maximum power, and high-quality Hydro and Electro teammates ensure uninterrupted reaction triggers.
Flins is not a flash-in-the-pan character, and he is a powerful main carry whose explosive power requires a Lunar-Charged mechanic that perfectly complements the team's structure. As long as he matches his relics and teammates well, he can transform from a potential player into the core of the team and become a reliable pillar of combat power in future adventures.
Recently, Monopoly GO has upgraded its Community Chest feature. During the now-concluded Summer Escape album, this activity was a huge hit with players. To earn more Monopoly GO Stickers, players teamed up with friends, completed tasks, and worked together to win more generous rewards.
The new album Bon Appetit has begun, and I'm sure some new Monopoly GO players may have questions about this gameplay format. Let me explain.
What Changes Have Been Made To Community Chest Feature?This question is likely a common one among players. Compared to the previous one, Monopoly GO has upgraded Community Chest from a simple daily game to a weekly cooperative event. This requires players to complete tasks with three friends to collect keys and open treasure chests to receive rewards. Each treasure chest requires three keys to open, requiring players and their friends to work together to collect enough keys. The more keys you have, the more rewards you can earn.
The most sought-after reward among players is $1, introduced during Summer Escape album. It's undoubtedly the rarest sticker in the game.
Currently, Community Chest is the most reliable way to obtain a 6-Star Sticker Pack, but this method requires completing a series of tasks. Opening three chests within a week will reward players with at least one 6-Star Sticker Pack.
Community Chest has nine tasks, requiring players to complete three tasks each with three companions. Both players and their companions must complete their respective tasks to unlock a key in Monopoly GO. These tasks typically involve landing on a specific square, rolling a certain number of times, or playing a certain number of games of Shutdown and Bank Robbery games.
What If I Forget To Open Community Chest Before The Next Album?Don't worry, even if you forget to open Community Chest before the next album, the rewards you receive will not be lost with the end of the album. If you don't actively open the chest to claim your rewards, such as free dice or Monopoly GO Stickers, after the album ends, the game will automatically claim them before the next album begins, ensuring you and your teammates receive your due rewards.
However, please note that when a new album begins, your progress bar will reset, and the rewards you earned will also reset. To earn more rewards, you and your teammates will need to work together to open the chest again.
You May Like: $1
Do Rewards Carry Over To The Next Album?The answer is a resounding no. Each album is unique, and rewards earned from one album do not carry over to the next. While rewards earned from the previous album do not disappear, they will be automatically claimed before the start of the current album.
This includes the 6-star sticker pack earned in the previous album. It's tied to the previous album. Even though the previous album has ended, when you open it, you'll still receive the relevant content from that album. If you think you'll get the 6-star sticker pack for the next album by opening it, you might be disappointed.
While rewards don't disappear with the end of the album, it's still recommended that you manually open them. This way, you can keep track of your collection and use rewards like dice promptly.
Monopoly GO's game mechanics, prizes, and album rules may change, but the joy of playing Monopoly GO remains unchanged. Enjoy it now.
Hi, players! I’m excited to introduce a new Warlock build for Last Epoch 1.0 with the Wheel of Torment, which can tackle high corruption. In this guide, I’ll walk you through step by step on how to craft your own Torment Warlock. Let’s dive right in without delay!
Gear SetupHere’s a breakdown of the gear setup for this build, focusing heavily on unique items, although not all of them are necessary:
Staff: The essential item is the Wheel of Torment staff, which stands out for its unique ability to actively torment enemies, providing Haste and Necrotic Penetration. It’s incredibly powerful, even allowing for a simplified one-button play style because of its chance to cast Chthonic Fissure on rare bosses. Helmet: The Bone Clamor helmet is another crucial piece, granting one ward per 3% uncapped Necrotic Resistance, emphasizing the importance of maximizing Necrotic Resistance. Ring: Ashes of Mortality further enhance damage and cast speed while providing ward retention and a ward boost based on hitting damned and ignited enemies, which are likely to occur frequently in combat. Relic: Twisted Heart of Uhkeiros rounds out the Uniques, providing level and cast speed bonuses along with ward augmentation, synergizing well with the build.Moving on to other gear components: the Oracle amulet offers Necrotic Resistance, while the Necropolis Plate body armour and Spidersilk Sash belt provide additional Necrotic Resistance. With standard boots, gloves, and ring, the gear setup is complete. The choice all depends on your amount of $1.
Skills & SpecializationsChthonic Fissure: The initial step is to head left and upwards to acquire the node Chaotic Rupture. This node ensures that Chaos Bolts are automatically generated from your Chthonic Fissure, eliminating the need for manual activation. The next node to prioritize is Of Gloom and Flames, doubling the size of your Chthonic Fissure, resulting in increased Chaos Bolts and spirits.
After securing these nodes, the focus shifts to acquiring Damned Waters, Twisted Waves, and Grim Tide. The Grim Tide significantly boosts Chthonic Fissure and ailment-inflicted Necrotic damage multiplicatively for every 1% added crit multiplier. Twisted Waves amplify torment damage multiplicatively for every 2% uncapped Necrotic Resistance.
Considering the build’s high mana consumption, allocating points into Fragile Crust (3 points) and Fell Fire (1 point) helps manage mana more effectively. Investing 3 points into the Tombgorger further amplifies the multiplicative damage of your torment.
Soul Feast: Soul Feast plays an important role in this build. The first thing you want to do is get Hellmind and into Waning Life, which provides Necrotic Penetration and damage chance per intelligence. Then to get mana to ensure you never run out of mana, especially when fighting rares and bosses.
After that, allocate 5 points into the Bones of the Accursed. If you want more Ward, you should invest in this setup. However, if you prefer more damage, move 1 point into Grim Affliction, which offers 35% multiplicative damage but half the ward. This decision is entirely up to you.
Chaos Bolts: The first thing you want to do is get Extracted Liberation, which makes your Rip Blood auto-cast. Then, you want to get another Affliction where your Bone Curse is auto-cast. So, with your Chaos Bolts, you don’t have to manually trigger Rip Blood or Bone Curse. This setup helps with life leech and mana leech, making it very effective.
Next, you want to get the Condemned to Chaos and Mania in Flames for the ignite chance and the damned. Additionally, you want multiplicative damage based on having ailments on the enemy. Lastly, allocate 1 point in the Grave for 2 DoT per missing health.
Bone Curse: The last skill, Curse of Bones, is its basic setup. First thing you want to do is to turn it into a Necrotic damage curse. You then want to get Marrow Thief, which is going to give you bone armor chance to kill for some survivability. Get Brittle Bones, which is where you're going to get your kill threshold, and then get slow duration.
Rip Blood: What you need to do is to put 5 point into Splatter. Then turns it into Ward Gain and made it a Necrotic spell. Boost its damage and then get more Ward back from Rip Blood. If you can handle it when it comes to mana, which is going to double your Rip Bloods.
Passive TreesAcolyte: Starting with the base Acolyte tree, you want 8 points into Forbidden Knowledge, 6 into Stolen Vitality, 1 into Mana Mortality, and 5 into Unnatural Preservation. You want as much Necrotic Resistance as possible, and you're almost going to max your Necrotic Resistance in this first tree because you've got 6 vitality and then you've got 60 Necrotic Resistance.
Warlock: You want 5 into Soul Stealer, 5 into the Occultist Mind for mana and intelligence. You want to put 6 into Spirit Leech, which is going to keep you alive. You're then going to get some Ward, but this note is very important: Ward Decay Threshold per 1% Necrotic Resistance.
You're then going to put 5 into Harrowing Armor, which is going to help you stay alive, and 5 into Dark Protections, which is going to give you damage reduction and help you stay alive. You want to make sure you have Withering because this is also going to give you less damage taken while withering and help keep you alive.
The launch of WOW Classic SOD Phase 3 introduces a new level cap of 50, the new world events, and a host of improved content. As standard with each phase release, each class also has a new set of runes to discover.
In SOD Phase 3, Warlock has access to 6 new runes, which can be equipped on Bracer and Head gear to provide additional buffs to the character. So when players reach level 40 and above, they will desperately need tips to find the runes they need.
This guide covers all the new Warlock Runes introduced in Season of Discovery Phase 3, including details on each rune’s effects and how to obtain them. Let’s get started quickly!
Immolation Aura RuneFirst, Immolation Aura is an important rune for Warlock class known as masters of dark magic. It burns nearby enemies every 2 seconds and reduces all magic damage taken by 10% until canceled.
To obtain this rune, players need to find three Reagents scattered around Ashenvale on different types of demons. In this case, we will defeat them and ask for specific materials.
These demons are located within Emerald Portal in Ashenvale, also known as Bough Shadow. Here, you need to defeat Dreamyre Imp to get Dreamyre Fire, Emberspark Dreamsworn to get Dreamsworn Horn, and Dreamhunter Hound to get Dreamhunter Fang.
Once you have all three items, combine them to get your Immolation Aura Rune.
Unstable Affliction RuneUnstable Affliction is a very easy to obtain Warlock Rune and is arguably one of the most powerful runes for Warlock. It may become the rune of choice for Affliction Warlock builds in the future.
To find it, all you need to do is build a Friendly reputation with Emerald Wardens. You can then buy it from any Quartermasters for 1 $1 and 60 Silver.
You can participate in Nightmare Incursions in different areas through four portals and complete tasks assigned by Field Captain NPC to gain the reputation of Emerald Wardens. Missions can include defeating enemies, gathering resources, or defeating bosses, some of which require teamwork.
I would like to remind you that these portals have specific level ranges and completing higher level missions alone is risky. Therefore, I would recommend you to just choose one that suits your level.
Currently, you can start in Duskwood at level 25, Ashenvale at level 40, and Feralas and Hinterlands at level 50.
Summon Felguard RuneTo get Summon Felguard Rune for your Warlock in Phase 3, you first need an Explorer Imp. This is also Warlock companion introduced in Season of Discovery Phase 3.
Whenever you defeat certain mobs with Drain Soul, you have a chance to receive an Explorer’s Soul, which summons an Explorer Imp for you. You can use them to explore Fel Slivers, Fel Tears, Fel Scars, Fel Rifts, and Fel Cracks scattered around the map.
Note that you must keep exploring these until you get Summon Felguard Rune. Their exact locations vary, but here are a few that can currently be found:
Fel Silver: Barrens, Westfall, Silverpine Forest Fel Tear: Swamp of Sorrows, Desolace Fel Scar: Feralas, Azshara, Blasted Lands Fel Crack: Barrens, Ashenvale, Redrige Mountain Pandemic RunePandemic is an extremely powerful Warlock Rune for SOD Phase 3 endgame content. Its ability to make your damage critical cannot be underestimated.
But it’s also a relatively easy rune to find. Your first task is to find two specific monsters in Feralas and loot their belongings. The items you need can be found in containers near the corpse. Among them, you can find Grimtotem Necklace on Dead Diseased Grimtotem Shaman, and Broken Woodpaw Staff on Dead Diseased Woodpaw Mystic.
Combine these two items to create a Diseased Nature Staff. Then, head to Woodpaw Camp near (72, 50) and use it on the nearby Diseased Forest Walker. Once it’s awakened, loot its Pandemic Rune.
Backdraft RuneBackdraft is a viable rune for any DPS and Tank Warlock. To obtain the runes, you need to interact with four Leyline Confluxes scattered across Azeroth.
You still need Explorer Imp, though, so you can get 4 Worldcore Fragments from their exploration. Backdraft Rune can only be obtained by collecting all four and combining them. These four Leyline Confluxes can be found at:
Azshara Leycryst: Azshara Feralas Leycryst: Feralas Hinterlands Leycryst: Hinterlands Blackrock Leycryst: Searing GorgeJust a reminder, in the last location you have to fight a level 47 elite. It’s immune to Arcane Damage, but that’s not a big problem for Warlock.
Vengeance RuneVengeance is Head Rune added in SOD Phase 3. As a Warlock Tank, this is a very useful rune that provides temporary HP and makes your wings slowfall under Metamorphosis Form.
Players need to complete Wild Gods quest chain to unlock this rune. Everyone in your party will need to obtain Wild Gods from Shadowtooth Emissary in Emerald Sanctuary in Felwood. However, only one person needs to travel to Jintha’alor and farm Troll Elites.
Please note that one person in the party needs to have Wildwhisper Draught in order to travel to Razorfen Downs. Then you need to find Amnennar the Coldbringer and clean his room, drink Draught and accept his quest.
The quest requires you to go to three dungeons and claim Wild Offerings from Delirious Ancient using the items he gives you. When you see “You feel a shadowed presence” on the screen, use the item near the creature. You can only kill these souls once per lock, so many players reset the dungeon over and over. The three dungeon missions are:
Zul’Farrak: Defeat Gahz’rilla, clear the area, find the spider ghost, use Agamaggan’s Roar to spawn a level 52 elite, defeat it, and collect Wild Offering.
Maraudon: Defeat Princess Theradras, clear the area, and find the ghost in the upper-level water. Use Agamaggan’s Roar again to spawn a level 52 elite, defeat it, and collect Wild Offering.
Blackrock Depths: Kill Houndmaster Grebmar, High Interrogator Gerstahn, and complete Ring of Law. Find the basilisk ghost on Dark Iron Highway and use Agamaggan’s Roar to spawn a level 52 elite, defeat it to collect Wild Offering.
Finally, bring these Wild Offerings back to Shadowtooth Emissary to claim your new Vengeance Rune.
In any case, WOW Classic SOD Phase 3 has officially started, and we need to find the necessary runes as soon as possible to upgrade our Warlock gear so that we can be prepared before entering the new raid!
In today's discussion, we'll delve into the Spectre build guide for the Path of Exile 3.24. I must advise against starting with the Spectre build guide on a low budget or as a league starter. However, in the Necropolis League, we now have access to the Moon Dancer Spectres which can enable you to embark on this build right from the start.
Build OverviewOnce you can obtain 4 spectres, that is when you can start fully playing this build. To get 4 spectres, you need the Death Attunement node on the skill tree, as well as having a Level 25 Raise Spectre gem. This can be achieved by having a Level 21 Raise Spectre gem along with a plus level of Raise Spectre from either your Bones of Ullr or unique boots.
There is an option of getting a Replica Dragonfang's Flight that gives up the spectres to Level 3 extra. However, using the exclusive Perquil's Toe does more damage, requires very little $1 on gear, and is a great deal on the skill tree.
Skill TreeFor the low-budget approach, we are going to be going in with the Ascendancy node of Mistress of Sacrifice. This is because of the low-budget build we'll be using Bone Offering to give ourselves and our minions block chances.
We'll also be running Commander of Darkness for resistances to us and our minions, Mindless Aggression for damage and life, as well as Bone Barrier to provide ourselves with some leech. I would recommend not specking into the leech nodes and simply having the generic leech, so it has less strength to it than it should be.
We are going for the tempering as Enduring Bond mods. We're going for Spiritual Command or Sovereignty, as well as the Redemption and Righteous Army on the left-hand side, Gravepact in the bottom, and then we're just picking up Blocking nodes and resistance notes. In the former Sanctuary, we're also picking up Eldritch Battery.
Gem LinksEldritch Battery allows you to use the Divine Blessing setup. The problem with the Divine Blessing is that it's going to cost a lot of energy shield. Because of this, it's something you will take when your gear is supplying enough energy shield for this to work. The other auras we'll be running are Generosity Wrath, Petrified Blood, and Determination.
Petrified Blood, you don't have to be on low life all the time. You can use a life flask to get full HP. The purpose of this is to create a state of over-leeching. As our minions will leech consistently to us, we will always be covering ourselves from the damage that's coming in.
We'll have a Conductivity curse, a Frostblink, Convocation, Faster Attacks with Shield Charge, and an Animate Guardian in a separate link, which you don't really need to use if you don't want to or feel comfortable with it because the medium budget cannot use an Animate Guardian.
The weapon will be a generic trigger weapon for Bone Offering, and Desecrates will have a Feeding Frenzy setup for Stone Golem and Raise Zombie, which will not only act as buffing for our minions through making the enemy take elemental damage to the Elemental Army and giving them damage buffs to our minions through Feeding Frenzy, but also act as meat shields to cover you and make you safer.
Links for the spectres are very straightforward as well. We'll have Raise Spectre, Minion Damage, Spell Echo, Returning Projectiles, Pierce, and Faster Projectiles for single Target switch gems. You would then remove the Returning Projectile for Slower Projectile.
As far as the pantheon is concerned, for the low budget, we’re going to be running the Brine King for freeze immunity and the Arakaali for the ignite reduction of duration. Outside of that, we can utilize the unique jewel Unending Hunger, which will perform well for clear speed.
Gear SetupThe goal for the low budget build is to prioritize getting block sorted and having life and resistance capped, along with sorting your attributes through your gear. For example, Perquil’s Toe provides a lot of dexterity, but you’ll need additional dexterity, which can be obtained through other gear pieces.
The weapon will be a trigger, preferably +2, but +1 is the cheaper option, with a minion damage modifier, and the shield should have life, with a level of minion skills. The helmet should have life and +1 level of minion skills if possible.
In later stages, the chest piece will be a Delve modifier chest, granting an extra spectre to go from 4 to 5 spectres. Before that, in the low budget setup, aim for a corrupted 6-link with life, resistances, or attributes.
Gloves will focus on life and resistances. Look for energy shield bases to ensure coverage of the energy shield. In a great low-budget state, the high-budget version will use Elder Influenced boots to obtain that level of spectre per kill. Double Bone Rings with minion damage and attack speed are beneficial. Additionally, prioritize attributes like light for the darkness and throne.
For jewels, focus on life combined with minion damage after using a minion skill recently, or consider flat lightning damage. Rumi’s Concoction is a recommended approach, and consider using a jewel that provides effects like taunt or blind.
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!
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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!