For whatever reason, the developers seem to have a special preference for Druid class. It has been strong for several seasons, and it is still doing very well in The Pit in Season 7.
When players reach the endgame, powerful monsters make it necessary to have a truly powerful build to make players unstoppable in the endgame and have fun. There are many powerful Druid builds, but the most powerful is Cataclysm Druid Build.
Required Aspects: Stormshifter’s Aspect
Required Uniques: Tempest Roar, Mjölnic Ryng, Airidah’s Inexorable Will
Because Cataclysm is a powerful ultimate damage-dealing skill, the idea of this build is to minimize the cooldown of Cataclysm. Airidah’s Inexorable Will and Stormshifter’s Aspect can both reduce the cooldown of your ultimate skill, so these two items are essential.
If you want to farm gold happily in the endgame, then these items are almost essential.
The basic skill of Druid is Maul, which can enhance Druid’s Spirit. At the same time, you also need to point out Enhanced Maul. It can increase your maximum health percentage. This can increase the tolerance in battle. When you are besieged by a group of enemies, more health can keep you fighting longer.
Pulverize is a core skill. When other skills are on cooldown, using Pulverize allows Druid to continue to deal area damage to the enemy. Maul and Pulverize can work together to not only continue to cause damage to the enemy but also protect Druid to a certain extent.
Debilitating Roa can apply debuffs to surrounding enemies. This skill can not only reduce the damage you receive but also provide a certain degree of assistance in the team.
Earthen Bulwark can provide a barrier for Druid when activated. This barrier can make some damage in a short period. How much can be absorbed depends on Druid’s maximum health? The higher the health, the more it absorbs. At the same time, enhancing this skill can also make Druid unstoppable, which is conducive to Druid getting rid of control and moving to a suitable output position.
Hurricane can continuously deal damage to the surrounding area. You can enhance Hurricane with Enhanced Hurricane and Savage Hurricane. Endless Tempest is a must-have skill because it can extend the duration of Hurricane and Cataclysm.
Occult Gems are new gems in Season 7. Each gem can give the character armor and additional special powers.
Witch Power is the theme of Season 7
Unique Power: Vengeful Spirit
Normal Powers:
Purging Touch and Voice of the Stars can work together to allow your Cataclysm to do more damage.
Mercenaries can provide players with an extra boost, don’t ignore their help in the game. Players can hire two types of mercenaries with Gold.
Main Mercenary:
Varyana, Berserker
Skills: Cleave, Recklessness, Whirlwind, No Escape
Reinforcement:
Raheir, Shieldbearer
Both of these mercenaries can be of great help to Druid when facing a group of enemies
Cataclysm Druid is very powerful. When Druid releases Cataclysm, all enemies will be crushed by the powerful damage. Cataclysm Druid also performs well when facing bosses. But you can’t think that Cataclysm Druid is invincible. You still need to pay attention to the order of skill release. When your health reaches a dangerous value, release defensive skills to recover in time.
In general, the feature of Cataclysm Druid Build is simplicity. When the player completes this build, there is almost no difficulty in operation. Just wait for the cooldown of Cataclysm to end, and then release it. Cataclysm Druid allows players to enjoy invincible fun in The Pit, seasonal quests, and nightmare dungeons.
S-Game recently released a demo video about the boss battle, which aroused the strong interest of all players. Below I will share some information about Phantom Blade Zero with you based on this video.
The conventional offensive means of the game are the light attack and heavy attack of the main weapon. Taking PlayStation controller as an example, the corresponding buttons for light and heavy attacks are the square button and the triangle button. Players can use the combination of light and heavy attacks to perform combos, cause damage, and reduce the enemy’s health.
There are two main defensive means in the game:
L1 defense is divided into continuous defense and perfect defense. Press and hold the L1 button. The character will take a defensive posture and defend against the enemy’s attack at the cost of consuming Sha-Chi. If the protagonist’s Sha-Chi is exhausted, there will be a big stiffness, and he will be unable to move for a short time, allowing the enemy to attack.
In contrast, pressing L1 at the moment before the enemy attacks can achieve perfect defense, which will not only not consume your own Sha-Chi, but will reduce the enemy’s Sha-Chi. If the timing is not accurate and perfect defense is not achieved, a certain amount of Sha-Chi will be consumed. Perfection can be judged by the orange sparks of the weapon collision during defense. If the enemy’s Sha-Chi is exhausted, of course, it will enter a big stiffness, and this is the best time for the protagonist to attack.
The slide dodge of the R1 button is a relatively safe defense method in the game. It does not consume any resources and can handle almost all attacks of the enemy in the game.
Among the many enemy attack methods, there are two special attacks that require extra care, namely red light attack and blue light attack.
It is not difficult to see that the core combat system of the game is centered around Sha-Chi.
Different from the defensive system in Sekiro, Sha-Chi is both a defensive resource and an offensive resource. The player’s Sha-Chi can be used for defense or to launch a heavy attack with the triangle button to perform a combo. The enemy can also defend your combo, but it will reduce the enemy’s Sha-Chi.
In summary, the most basic combat strategy of the game is to use L1 to defend perfectly and use the triangle button to perform a heavy attack at the right time, while guarding against the enemy’s undefended red light attack and using R1 to resolve it. For players with a basic understanding of action games, the basic combat mode can be mastered in about ten minutes.
This main weapon is actually the two weapons held by the protagonist in both hands. The short knife in the left hand is Crimson Viper, which is mainly flexible and maneuverable, mainly used in light attacks; the long sword in the right hand is White Serpent, which has large and long attack movements and is mainly used in heavy attacks.
The biggest feature of White Serpent & Crimson Viper is flexibility and maneuverability, and it can execute enemies from a distance.
In the first stage of the boss battle, the player needs to fight seven enemies at the same time. Obviously, the chief is our main target.
If you only attack the chief, you will find that when his health drops to a certain value, a companion will use silk thread to replenish his health. At this moment, you realize that you also need to reduce the number of enemies on the battlefield as soon as possible, and don’t give the chief a chance to recover.
The snake-shaped long sword White Serpent is swung wide, and the action often rotates in a circle, which is very suitable for dealing with multiple enemies. More importantly, the short knife Crimson Viper can trigger the execution action at a distance without getting close to the body, which is very useful for quickly clearing the field.
This weapon’s combo often has a small stiffness when closing the move, and it can stop at any time. When attacking, you can immediately press the perfect defense when you close your hand, and the attack and defense switch is extremely fast.
The feel of Soft Snake Sword is completely different from that of White Serpent & Crimson Viper. When you first use it, it is just like it looks, soft and weak, with low damage and poor ability to reduce Sha-Chi.
The hidden mechanism of Soft Snake Sword is: after holding down L1 to defend, press the triangle button to initiate a new parry action. If you have resources (the points below the weapon icon), consuming one grid of energy to parry the enemy’s blue light attack perfectly can almost instantly clear the enemy’s Sha-Chi value and derive a new combo move.
This demonstration is one-to-many. In action games, one-to-many is not a well-designed battle scene, or it is not compatible. Friends who often play action games must have a deep understanding: the one-to-many in Ninja Gaiden is very fun, but the one-to-one boss battle is not so refreshing; the one-to-one duel in Sekiro is very exciting, but it is easy to be killed by attacks from all sides when it is one-to-many. One-to-one and one-to-many are not easy to balance.
Just like in action movies, if the villains rush forward, two fists cannot beat four hands. Even if the protagonist has a lot of skills, he will probably lose. If the villains stand aside and watch, it is too fake, and anyone can see that it is acting.
The soldiers can neither rush in all at once and beat the protagonist so that he can’t fight back, nor can they just stand by and watch indifferently. These seven brothers have provided a new solution.
When there are many people on the scene, the seven will frequently set up formations and attack together. This not only resets the battlefield situation and prevents the player from being surrounded for a long time, but also gives the player a good time to cause damage, because this move is easy to resolve and can immediately make a set of heavy damage.
When there are not many people on the scene, his companions will take the initiative to adjust their position, surround the protagonist, and attack in turn. This method seems to surround the player, but because the attack and defense speed of the game is very fast, the enemy’s movement time is completely enough for the player to deal with the enemy in front of him, which actually gives the player time to defeat them one by one.
At the end of the demonstration video, the protagonist uses a giant axe to end the chief. It should be noted here that when this giant axe is activated, the protagonist is not invincible and will stop moving when hurt. The video demonstrator is obviously very familiar with this move, so he confidently uses this move to end the battle.
Phantom Blade Zero will announce its release date this year, and you must be impatient! Let us wait for new news about this game together.
You need to travel toward the Shaman’s Lair in Diablo 4 to be able to complete the Wretched Delve Dungeon. The Wretched Delve Dungeon itself is available in the southwest part of Scosglen.
However, it is simply unlocked once you have successfully completed the Tur Dulra Stronghold event. In the Dungeon, you'll find the Offensive Aspect of Static Cling, an invaluable early-game Aspect for any Lightning Sorcerer build. For that reason, a number of you might want to tell you about this Dungeon fast. If you wind up stuck within the Wretched Delve Dungeon though, this informative guide will tell you how to locate the Shaman’s Lair in Diablo 4.
Traveling towards the Shaman’s Lair in Diablo 4 Wretched Delve Dungeon
As mentioned previously, to gain access to the Wretched Delve Dungeon, you need to clear the Tul Dulra Stronghold event within the Scosglen Domain. Don’t forget to have interaction with the Shrine around the north a part of the Stronghold. Afterward, the Dungeon is available at the southwestern part of the Scosglen map at X: 8513 and Y: 4234 coordinates.
Get within the Wretched Delve and you'll quickly observe that the Dungeon is stuffed with ghosts and undead. On the latter floor, you will come across Fallen enemies frequently as well. Simply stick to the quest objectives and you'll eventually come across the Shaman’s Lair within this Diablo 4 Dungeon:
Complete the very first objective by defeating all enemies within the Burial Cairns a part of the Dungeon.
Just carry on through the map and defeat enemies on the way.
The objective counter should eventually appear.
Otherwise, head towards the tunnels within the western part of the Dungeon.
“A barrier continues to be dispelled” message can look once the objective is cleared.
Travel towards the Tunnels of Tur Dulra: Activate the Levers.
Look for glowing levers within the middle of the map.
You should find both of them near one another guarded by spikes.
Destroy the Fallen Idols: 3.
Fallen Idols are Elite enemies that appear to be like totems and may fire projectiles. Be careful when you got these phones low health simply because they will spawn other Elite monsters.
Now, going back objective, you have to find and defeat the Spiritcaller of Squalls boss.
Spiritcaller of Squalls is only going to spawn when you have reached the Shaman’s Lair.
The Shaman’s Lair area is generally located within the lower center of the Dungeon, right before the blocked exit.
Spiritcaller of Squalls is really a Fallen Shaman therefore it can spawn mobs while fighting.
In Diablo 4, all Dungeons possess a randomized layout. Although the basic layout for every run will change somewhat, you may still find patterns and fixed general locations for bosses and objectives. Watch Sipder’s video below to obtain the general location from the Shaman’s Lair.
Wretched Delve Dungeon Details:
First Completion Rewards:
+30 Renown
Codex of Power: Offensive Aspect of Static Cling
Objectives:
Slay all enemies within the Burial Cairns.
Travel towards the Tunnels of Tur Dulra: Activate the Levers.
Destroy the Fallen Idols: 3.
Defeat the Spiritcaller of Squalls.
Friends, I have a new obsession. A sparkling dopamine oasis l that I just can't tear myself from for more than a few agonizing minutes at any given time. Oh, Diablo 4? It’s alright, yeah. Quite fun. But it’s recently taken a backseat to something much more illustrious. His name, the subtitles inform me, is Denysov, and he lives in Diablo IV's realm of Sanctuary. He is really a lone man, having a lone hammer, who, despite nightmare and terror unfolding throughout him, come hell or harsh splinters, just creates his lovely door all darn day.
Denysov is definitely an NPC having a single animation loop, and I cannot start to explain just how much I admire this excellent human and the stoic, yet chirpy, demeanor. There are what seem like two flayed corpses dangling from the nearby post, but so far as Denysov is worried, they might as well be considered a couple of plastic bags caught on the spiked fence. But it isn’t apathy for his fellow Sancturian sufferers that grants him such lucid and serene concentration, no! The opposite actually: he knows the best way to honor the departed would be to keep the wheels of industry turning tirelessly in their stead.
He’s a folksy, working-class hero. The kind of salt-of-the-earth, splinter-fingered, chapped-lipped cherub that Bob Dylan might have written a song about. Oh, Mr. Door Makin’ Man, create a door for me personally, he’d sing. Silence Robert! We’d all say. We’re hearing the sonorous, deeply inspiring reverberations of hammer on wood, something you may never hope to emulate, you crusty bunch.
As we’re given so little information, it’s our duty as scholars of Door Makin’ Denysov to analyze each wholesome utterance he exhales from his wonderful lips (each as ornate yet practical as miniature, perfectly made doors to his pious soul), and therefore glean whatever insight we are able to from the lone paean his Door Makin’ Majesty deigns to impart here. Let’s unpack it, shall we?
“Been focusing on this door for days…”
For days, he admits that! Truly an artisan’s artisan. My secret suspicion is the fact that Denysov, skilled because he is, could easily finish the door inside a single day, but opts instead to every night retire towards the land of dreams, wherein angelic choruses inspire fresh flourishes every morning. To Denysov, a door is not a door without a minimum of three divine visions inspiring little fish or whatever around the corners, perhaps a handle within the shape of a swan’s delicate neck.
“Not much else to complete ‘round here.”
Again, we’d be foolish to mistake this apparent apathy for many sorts of malaise from the soul, for which Denyson is actually exhibiting here is the kind of Zen mastery you’d normally have to sequester yourself from the remainder of society for many years to achieve. Denison knows there’s plenty that may be done. He’s clearly exhibited the kind of creative mindset that informs us he’s never been bored for any single minute of his blessed existence. Instead, Denison recognizes that the time has come to create a door, and therefore, the planet around him has simply ceased to exist.
“Even less to market. Hm. Should fetch a pleasant price.”
You observe that. A nice price. Not a high price. Not a tidy sum, or some other such covetous colloquialism. In his perfect soul, the particular money plays a really secondary fiddle towards the knowledge the transaction itself denotes a shared moment of appreciation over such solid craftsmanship. The gold is ephemeral, naught but trinketry within the glow from the riches that form when two folk stand there, chins ‘twixt thumb and forefinger, inside a silence so robustly angelic that the unspoken phrase “Yep. Bloody nice door, that,” cannot pierce it. A nice price indeed! Should all of us be lucky enough to get fetch a cost so nice for the endeavors one crisp winter morning? And even because the armies of hell bear recorded on us, and goatmen chew off our ears probably! We would then, I am certain, finally know - oh not only repeat what like foolish, gaudy parrots, but truly know! - that truth and sweetness need not be mutually exclusive.
Diablo 4 has launched with five classes, which trace their roots back to the last three Diablo games in certain forms or any other, even when their skills and talents have been revamped and updated for that modern era.
While I’m sure some kind of grand infographic can give more data sooner or later (including hopefully sales for that fastest-selling Blizzard game of history?), we all know at least what's the most-picked class hanging around. And honestly, it wasn’t what I was expecting.
As such, it doesn't come with every other data showing in which the other four classes rank so as. Given that I would not have access to the predicted Sorcerer as #1, who honestly knows what’s next? My guess could be 2) Rogue, 3) Barbarian, 4) Necromancer, 5) Druid. Why?
I think Druid has become the least recognizable “archetype” and several players might not really be connected to the class when they didn’t play Diablo 2’s expansion. But it’s an excellent class regardless! Again, those are simply my guesses. I thought Rogue or Barb could be #1, but Rogue can be a bit complicated for many and Barb can be a bit boring using its melee focus and insufficient magic.
The Sorcerer/Sorceress/Wizard class, together with Barbarian, has now experienced all four Diablo games. I think they’re a high pick due to the wide range of elemental powers they are able to use, lighting, frost, and fire, mainly, with flashy spells and big damage.
Such big damage, actually, I also think they could be topping lots of “what’s the strongest class” lists, the ones may be making their decision this way so they are able to Ice Shard their method to victory within the endgame. But beware, fast nerfs will always be around the corner in Diablo, which in fact had a slate of these right before the official launch. Interestingly, Sorcerer, of classes, was barely touched whatsoever.
Personally, Sorcerer is generally my last pick. I don’t possess a specific reason, I just don’t love the archetype or playstyle, a minimum of in past games. Not saying they’re bad or otherwise fun, just a matter of personal preference for me personally. I will play one eventually, but it’s likely to be my fourth or fifth pick, to tell the truth. I started with Barbarian, focusing on a Rogue, Druid is next without a doubt. But to every their own.
Whether it's being employed as intended or bugged continues to be unclear, however, the resistance stat doesn't currently do much.
Diablo IV players are scratching their heads regarding the game's resistance stat, which based on one content creator, is all about 10 times worse than the game's other defensive stats.
Kripparrian, who's known for creating content around Blizzard's ARPG franchise in addition to Blizzard's digital card game Hearthstone, tries to explain in a single of his latest videos. He is playing a Sorceress and it has stacked resistances because of the main Sorceress stat, Intelligence, also rewarding an added bonus to all resistances. In doing so, he's learned that resistances don't appear to compare favorably with regard to other defensive stats.
Breaking on the numbers, Kripparrian explains that each other defensive stat in Diablo IV, including armor and damage reduction from close, are vastly better than stacking resistances. Armor, for instance, grants both physical damage reduction and resistance to any or all elements, whereas bits of gear typically have only resistance to a particular element.
At first glance, a bit of gear that has a 50% elemental resistance roll might seem good. But in reality, it only enhances the overall potential to deal with that element with a few percentage points, and overall offers hardly any actual damage reduction. A bit of gear with a decent plus percent to armor value, however, raises overall mitigation to each type of damage with a higher percentage.
"Any type of resistance, on a piece of content of gear, is undoubtedly the worst stat onto it," Kripparrian says. "Don't make use of a single bit of resistance gear, since it is a total waste until they review this horrendous system."
He uses a couple of the game's elixirs for example. One elixir grants players 30% more Life, a substantial boost, while another elixir within the same tier that increases a specific resistance stat by 20% only means less than 1% damage reduction overall.
"It's among those situations where it's whether completely bugged system or someone forgot part from the equation, they missed a decimal at the minimum," Kripparian writes.
Part of the issue, as Kripparian along with other content creators like Onepeg note, would be that the actual calculations behind resistances are really confusing. Other defensive stats, like close damage reduction, are one-to-one when it comes to how much damage reduction they provide, whereas a bit of gear with plus 50% to some resistance only actually increases that resistance with a few percentage points.
"I have no idea if it's a bug or otherwise," Onepeg says. "All I know is appropriate now the stats of the items this says it's doing can be quite misleading."
Funnily enough, the category that Kripparian says is one kind of Diablo IV's weakest because of how resistances work, the Sorcerer, can also be the game's most-played class. According to Blizzard, Diablo IV may be the studio's fastest-selling game ever, beating out both Diablo III and World of Warcraft's Shadowlands expansion. That means Diablo IV likely sold a lot more than 3.7 million copies in the first twenty-four hours, although Blizzard has yet to show official sales numbers.
Fresh meat is back around the menu, and you are the main course.
If you've run into the Butcher in Diablo 4, then you didn't survive to inform the tale. He's a familiar face if you have played the earlier Diablo games, even though he's not a primary boss within this one, he is able to show up at virtually any time to provide you with the timely reminder that running is another viable tactic. He moves fast, hits hard, and is not scared of mopping the ground with you, but If you'll still want to discover the Diablo 4 Butcher and then try to take him down, here are a few pointers.
Diablo 4 Butcher: How to find him
The Butcher doesn't come in any set location in Diablo 4. Instead, he's a distinctive boss who turns up randomly as you're exploring the dungeons strewn across Sanctuary. I've only personally encountered him once while I was leveling, though our other Guides Writer, Sean, ran into him twice while farming the short dungeon, Anica's Claim. PC Gamer Global EIC Evan Lahti encountered him in the first four hours of Diablo 4 co-op and couldn't bring him down having a team of three.
It appears as if the Butcher won't come into the open world so your best bet if you wish to run into him—or for him to encounter you, axe first—is to invest as much time as possible inside dungeons. Of course, you'll still need to depend on RNG for him to appear, but you will have more of an opportunity of that happening, instead of someone that spends the majority of their time in the outdoors world.
How to Conquer the Butcher
There's no making your way around the fact that the Butcher is among the toughest threats we've presented in Diablo 4. If you meet him while leveling, it's highly unlikely that you'll survive the encounter if you don't have a particularly tanky class like barbarian or druid. If you play a sorcerer much like me, you'll wish to get yourself from there as quickly as your teleport and/or evade allows.
In my case, I was dead when I realized he was there to ensure that basically removed any real have to learn some of his attacks. If you do wish to be prepared for when, or if, he pays a surprise visit, listed here are the moves you'll have to react to:
Basic attack: The Butcher will swing his cleaver and sickle inside a sweeping melee attack. This is the only attack that does not stun you.
Hook: If you try to create some space between you, the Butcher will endeavor to pull you to his location together with his hook. This also briefly stuns you so you will be unlikely to dodge any follow-up attack.
Roar: This AoE attack may also stun you, so get from the way as quickly as possible.
Headbutt: Another attack and stun combo to prevent. He lifts his left leg before he does it but it is fast so be cautious.
Charge: The Butcher charges you down by trying to get away, inflicting massive damage and stunning you.
If you're determined to stand your ground, your best choice is to attempt to stay behind him, this way, besides the roar, the majority of his attacks should miss. That said, he's a pretty impressive attack speed, so you will need quick reactions to get from the way of some of his quicker attacks. If you have to escape unconditionally, consider his charge and hook, each of which can spell death for you personally if you're not prepared to dodge from the way. If you do have the ability to kill him, you will have the opportunity to get The Butcher's Cleaver's unique weapon, which has the opportunity to fear and slow enemies on hit. Though similar to his spawn rate, this drop is right down to luck.
If the Butcher kills you, he'll despawn, and you'll have to pray to the RNG gods if you would like another opportunity to fight him. Likewise, for too long to kill him, there's also an opportunity he'll disappear—clearly, the Butcher is picky about his opponents.
A former Dota and StarCraft pro won Blizzard’s race but lost almost 100 hours of progress
Former Dota 2 and StarCraft pro Souaïb ‘cArn’ Hanaf became Diablo IV’s first player to hit level 100 while playing in Hardcore mode (where death is permanent), immortalizing his name inside the new hit action RPG. But his overpowered Barbarian later died in the worst possible way, the grim fantasy realm of Sanctuary’s first champion erased permanently before most players had even finished the sport.
“No…” Hanaf said throughout a recent livestream, his voice full of dread as the sport became frozen on his screen. “Hello...are you currently kidding me?” As previously spotted by PCGamesN, the always-online game had disconnected from Blizzard’s servers, killing the amount of 100 Barbarian within the process. That’s because Diablo IV’s hardcore mode treats disconnect like death to be able to discourage players from attempting to pull the plug inside a losing battle to prevent losing a character.
It would be a brutal and unworthy death for that character who Hanaf had poured 86 hours into during the period of Diablo IV’s first week. Most hardcore mode characters die eventually, truly in boss fights, nightmare dungeons, or any other challenging late-game activities. Instead of going out inside a blaze of glory, Hanaf’s Barbarian essentially died by slipping around the live service multiplayer same as a banana peel.
Blizzard’s hardcore mode race saw a few of the biggest Diablo fans compete to grind the brand-new game as fast and as safely as they possibly can. While some players accomplished it entirely on their very own, others banded together in co-op mode where XP might be farmed more proficiently thanks to such things as bonuses for playing included in a group.
Hanaf particularly leaned on the small exploit for rapidly completing dungeons. Normally, it requires a few minutes to allow them to “cool down” before players can reset them and start again. During Diablo IV’s Early Access period, however, players realized the party leader could abandon the group and restart a dungeon immediately as the rest rejoined, saving time. It was an arguably controversial advantage inside a series most fans keep company with single-player dungeon crawling.
Even though the Barbarian who cemented Hanaf’s victory has become dead, his name is going to be immortalized together with 999 others as they’re carved right into a real-life statue of Diablo IV’s main antagonist, Lilith. It’s the best thing too because the statues will most likely last a long time, as the always-online game itself will ultimately shut down, disconnected similar to the first hardcore mode character who reached level 100 inside it.