It's insane! The biggest problem with WoW TBC Classic Anniversary remains unresolved!
Diablo 4 x DOOM Collaboration Event $125 Cosmetics Spark Mass Player Discontent | More Expensive than DLC!
Dear fans, Diablo 4 Season 12 has just launched, bringing a wealth of new content. Besides transforming into The Butcher and experiencing the thrill of wielding this ferocious boss's power to annihilate all enemies, there's also the brand-new unique Bloodied items and Killstreak system to help you create unprecedented build power!
Of course, the developers didn't stop there. The day after the release of Diablo 4 Season of Slaughter, on March 11th, they also launched a new collaboration event with Doom: The Dark Ages. As a dark fantasy shooter, DOOM's intense combat and exaggerated visuals perfectly match the theme of The Butcher's carnage in Diablo 4 Season 12. Therefore, the event has generated considerable buzz since its launch.
However, after experiencing the event, many players didn't give the initial reviews of this Diablo 4 x DOOM collaboration a positive one. The player community described it as another pointless money-grabbing event. So, what's the real story? Let's take a look at the full details of this collaboration and share our thoughts. Then you can decide whether to participate.
DOOM: The Dark Ages Event ReliquaryThis collaboration event launched on March 11, 2026, coinciding with the release of Season 12, and will continue until April 26, 2026.
The highlight of this update is DOOM: The Dark Ages Event Reliquary. Like regular Reliquaries, players need to use a specific token instead of $1 to unlock rewards. The key token is Dark Ages currency, which can only be obtained by defeating Elie and Champion enemies during the event.
There are 10 items waiting to be unlocked in DOOM: The Dark Ages Reliquary. However, these items are usually just cosmetic and don't offer any real benefits to your character. If you're aiming for increased character strength, you can ignore them; if you're an avid collector, don't hesitate to add these cosmetics to your inventory!
Players can use these rewards to transform ordinary shields into Doom's Shield Saw and their melee weapons into Slayer Flails. These new weapon styles might bring some different fun to your monotonous killing spree.
In addition, during the event, players can collect Doom Chests dropped by defeating Lair Bosses, which have a chance to drop unique weapons that resemble Doom's Crucible Blade. Finally, once you unlock all 10 rewards, you can also access the exclusive Forsaken Gates Town portal.
If you log in to the game during the event, you'll also have a chance to obtain free unique emblems, with the following times:
The Dark Before Dawn emblem: March 11 PT / March 12 PKT Grandeur of the Gutted emblem: March 13 PT / March 14 PKT Rip and Tear emblem: March 15 PT / March 16 PKTIf you find out too late, the event may have already ended, but don't despair, as they will most likely reappear in a later Reliquary event. So stay tuned!
Collaboration Bundles Available in the Premium ShopBesides the event gameplay, the collaboration bundles in Premium Shop have become a point of contention because of their high price and low cost-effectiveness.
The core item in this bundle is the Doom Slayer Armor Pack, which includes cosmetics for all 7 classes and costs 5,700 Platinum ($49.99). Meanwhile, each Praetor skin for each class is individually priced at 2,500 Platinum (~$24.99) and cannot be used across classes, making it more expensive to collect all the skins.
There's also The King of the Forge-Wing Bundle, valued at 2,800 Platinum ($24.99). This bundle includes Mecha Dragon Serrat mount skin, which is only available for cat mounts.
Additionally, you can also purchase the unique Cyclopean Cackle Bundle and Souls of the Lost Bundle for 2,500 Platinum (~$24.99).
Attention! If you're interested, please note the timing: The premium shop content will be available on March 12 at 12:00 PM PT / March 13 at 12:00 PM AKT.
Besides these, there's a small surprise to look forward to: Cacodemon and Lost Soul Pets.
You can pet and interact with them. The Cacodemon and Lost Soul Pets are priced at 2500 Platinum each. Each pet comes with a Mount Trophy and an Emblem, offering a fantastic opportunity to enrich your collection.
The collaboration costs significantly more than the base gameWhile the collaboration items visually recreate Doom style, the overall pricing strategy has sparked considerable discussion among players.
The complete collaboration outfit costs $125, a price not only significantly higher than the upcoming Diablo 4's Lord of Hatred expansion at $39.99, but also exceeding the base game's price of $49.99. For a collaboration that only offers cosmetic content, this pricing is clearly excessive, disappointing many players.
Overall, this Diablo 4 and DOOM collaboration leans more towards cosmetic and commercial aspects, with relatively limited innovation and integration in gameplay. The high prices have deterred many players. However, setting aside the collaboration itself, Diablo 4 season 12's gameplay mechanics are excellent, and player interest remains high.
Please note that this event ends on April 26th, so join now to win your exclusive rewards. It's also worth mentioning that the new Diablo 4: Lord of Hatred DLC officially launches on April 28th, so you won't have much free time!
ARC Raiders Update: New Enemies, Beard Customization, and Blueprint Controversy
ARC Raiders continues to bring players new gameplay experiences and insights with each update. This game, primarily focused on shooting and extraction, has launched a new seasonal event, mainly adjusting resource balance and also buffing enemies.
Each ARC Raiders update brings new challenges and opportunities, but player feedback on these updates can easily spark significant conflicts. Below is a breakdown of ARC Raiders update content, player requests, and subsequent developer updates.
IntroductionThe new event update largely follows this year's update roadmap, meeting player expectations. Shrouded Sky is the name of this update, and players can easily guess from the name that it will present significant environmental challenges.
Following the usual practice of seasonal events, Shrouded Sky creates environmental conditions unlike any before. The changes to the raid gameplay have many players eager to try their hand at the new map.
Hurricane map conditions introduce dust and debris into the air, affecting players' offense and defense. For example, strong winds often leave players overwhelmed in crisis situations.
On the other hand, sudden environmental chaos can also present an excellent opportunity to ambush enemies, maximizing damage while minimizing impact for a surprising and unexpected effect.
Open terrain allows hurricanes to rage more freely, increasing the difficulty of survival. Extreme weather and interference from ARC machines also place higher demands on players.
Update - Enemy and Character AppearanceThe update to ARC machines introduces two new ARC enemy variants. Breaking with established patterns, these new enemy variants alter combat strategies, such as in multi-location battles. To achieve victory, players are forced to change their strategies and step outside their comfort zones.
Besides these significant changes that force players to rethink their winning tactics. Other changes worth noting for players include changes to character appearance. Players can now equip various facial hair options.
Common hairs include stubble and beards, which undoubtedly add a fun element to otherwise monotonous battles and are a small way to showcase one's unique style. This also adds richness and diversity to Raiders' looting in Rust Belt.
Enhancement - ExpeditionIn ARC Raiders updates, players can clearly feel the developers' increasing emphasis on Expedition system, its importance self-evident. Initially, Expedition system was an experimental mechanism for recording progress.
Now, Expedition system is evolving into a more mature reputation system. Completing projects and objectives becomes the player's task; successfully completing a series unlocks personal milestones.
After completing an Expedition, the player's game progress is complete. They can choose to rewind and reset certain points, while also receiving permanent bonuses to better prepare for the next Expedition.
The rewards for completing Expeditions are quite substantial. Players can earn $1, receive character bonuses, increase warehouse capacity, and improve resource utilization. Throughout the year's update roadmap, players will find that Expedition system will be released in multiple cycles.
This also reflects that Expedition system may become a flagship feature of ARC Raiders, serving as one of its iconic elements. The highly distinctive Expedition system continuously satisfies players' curiosity.
Community - Mushroom WarsBesides the official new initiatives that have generated considerable discussion among players, some new hot topics have emerged in the games community, such as Mushroom Wars, which initially raises questions.
Regarding Mushroom Wars, mushrooms specifically refers to the organic resources needed for player exploration, which are generally very rare. However, as exploration progresses, players learn that resource spawn points are limited.
Waiting patiently at spawn points to obtain more resources has become a consensus among most players. Therefore, frequent battles erupt near spawn points, even those often located in remote and less-visited areas of the map.
This frequent warfare transforms resource acquisition into a predatory activity, significantly increasing the danger of the areas and making players vulnerable to death. This player-driven change in game mechanics is part of ARC Raiders' unique appeal.
ControversyLearning from the previous update, many players discovered a bug in the blueprint system. By employing specific techniques to farm chests at specific locations on the blueprints, players could obtain substantial amounts of weapons and loot.
This latest map update, however, patched the drop rate of resources, especially ARC Raiders blueprints. An excessively high blueprint drop rate is detrimental to gameplay.
Since this has negatively impacted player experience, to mitigate player frustration, developer Embark continues by increasing the probability of obtaining high-level crafting materials, thus reducing the negative impact of decreasing blueprint availability.
Every new game update inevitably draws criticism from a large player base, with a core focus on whether it protects their interests. Some players believe it's extremely beneficial for the long-term development of ARC Raiders. Others object, arguing that the acquisition speed of gear doesn't significantly improve.
Also Read: $1
ExpectationsThe latest update reveals that the next update will be Flashpoint. Flashpoint is expected to launch around the next phase of Escalation content cycle. While the developers haven't provided detailed information, players can generally infer from past updates that the map environment will probably change.
The biggest anticipated update for ARC Raiders is Rift Tide, expected to make a strong late-game appearance. The new environment will move away from Rust Belt, making exploring coastal biomes a new focus. The addition of a large ARC boss enemy will present players with even greater challenges.
The above summarizes the player's reactions to this update. Gathered here because of our love for ARC Raiders, please look forward to the next update!
Style vs Substance: The Brutal Reality of Marathon and ARC Raiders
Bungie's Marathon officially launched on March 5, 2026, and its striking similarity to Embark's ARC Raiders, released on October 30, 2025, has sparked considerable discussion among players. Can Marathon steal more players from ARC Raiders?
Initial data shows that Marathon's peak concurrent player count on Steam was slightly over 86,000. This is far less than its competitor, ARC Raiders, which boasted a remarkable 264,000 concurrent players on Steam upon its launch last October.
Both are PvPvE resource-grabbing games, inherently sharing many similarities. Both possess similar mechanics, such as shields, bandages, weapon attachments, traders, quests, stamina, and unique PvE enemies. Even both games feature energy guns.
So, given their high degree of similarity, what are the differences between these two games?
Game PerspectiveThe first and most obvious difference is the game's perspective. ARC Raiders offers a more forgiving third-person perspective, initially focused on PvE gameplay and still retaining strong PvE elements. Marathon, on the other hand, breaks the genre's boundaries, adopting a high-risk, high-reward first-person perspective, emphasizing player-versus-player combat. Marathon is known for its hardcore, PvP-centric gameplay.
Therefore, ARC Raiders allows you to experience pure PvE fun or fully enjoy the thrill of PvP. Marathon focuses more on PvP. These two games offer two different perspectives, allowing players to choose freely.
Frankly, you can play ARC Raiders casually without any problems. But Marathon is not so easy. I would even say that Marathon is not suitable for casual players.
Game InterfaceMarathon's HUD and user interface are a chaotic mess, like an obnoxious first-year art student's exhibition, filled with colors and symbols. While you eventually learn them, their design is far from intuitive. It looks like a random jumble of small cubes with some nonsensical designs; unless you read the descriptions, you have no idea what they are. Meanwhile, the map, PvE enemies, and sound effects are all a jumbled mess.
ARC Raiders currently offers a more polished and comprehensive experience. ARC Raiders's combat experience is far superior to Marathon's. You can attack monster parts, and they react. While fighting them is still frightening, they don't feel invincible. The monsters in Marathon are more like tanks, with only their heads as weak points.
ARC Raiders' sound design is simply amazing. You can accurately pinpoint the location of nearby machines through sound effects, and if you hear multiple machines, you can identify them solely by sound. Moreover, the gunshots are very pleasant to hear, and the environmental sound effects are perfectly in line with expectations.
ARC Raiders' map events and design are also superior. Flare flares truly offer players more options. Events like night raids, cold waves, and hurricanes genuinely change how players interact with the map, keeping the game constantly fresh.
Everything in ARC feels more meticulously designed: item pickup is clearer, the user interface is simpler and more ergonomic, missions and contracts provide a real sense of progress, you know exactly what to do, you have your own base, you can invest time at your own pace and desire, creating a more engaging intrinsic goal, and you can customize your character, both in appearance and skill tree.
Game ContentFor a game to maintain its longevity, it undoubtedly needs continuous updates and upgrades, bringing more challenging elements.
Many people love ARC Raiders because each extraction feels like completing a huge challenge, but since the first Expedition, players have rarely experienced that exhilarating moment of successfully extracting. Unless you play particularly recklessly, extractions are almost inevitable. However, Marathon does this much better; every successful extraction is a huge and exhilarating challenge.
Marathon is better suited to an extraction shooter because every moment is filled with brutal challenges. ARC Raiders, on the other hand, feels more like a PvE loot-hunting game. To obtain the high-level ARC Raiders Weapon, you must defeat Queen and Matriarch bosses, something many players haven't achieved even after two resets. Marathon makes high-level content more accessible through a clear faction progression system, rather than restricting it to specific enemies like ARC Raiders.
After the second Expedition, ARC Raiders' weaknesses became increasingly apparent. While I enjoy the game's social interactions, once you reach level 75, the items become as monotonous as a shopping list, leaving only those highlights. ARC Raiders should take a good look at Marathon. If there's any room for improvement in ARC, it's increasing the difficulty.
In addition, there's equipment. $1 are lackluster; aside from the golden weapon, the crafting costs for other equipment are pitifully low. I hope the consequences of PvP will be more severe, so players will be more motivated to seriously prepare their gear.
Everyone is comparing these two games because they are essentially both survival shooters. One will succeed, the other will fail - that's the reality. Most survival shooter players won't play both games simultaneously because they don't have that much time and energy.
Therefore, in the long run, Bungie and Embark need to compete for player bases. This is beneficial for players; both games need to continuously upgrade and improve to attract more players.
How To Become A Rescue Raider In ARC Raiders? | Essential Items, Tips And Strategies
Since its release, ARC Raiders has been loved by players for its thrilling gameplay mechanics and diverse enemies. But what's even more surprising is its friendly atmosphere in Solo Mode, which is unlike any other competitive shooter.
This atmosphere sets ARC Raiders apart from other shooters. Countless new players have tried the game because of its peculiar yet friendly player environment.
Based on this, some players have created a new gameplay: acting as a Rescue Raider to revive downed players. If you're curious about this gameplay, read on.
Why Did Rescue Raider Gameplay Emerge?ARC Raiders is a shooting game, but its friendly atmosphere in Solo Mode has sparked widespread discussion since its release.
In most shooting games, the basic game mechanic is that players fight against enemies, winning to gain loot and losing to lose their lives.
While ARC Raiders introduced a unique PvPvE mechanic, putting players in the threat of other hostile players and ARC bots, the core gameplay remains largely the same.
Over time, players were likely to tire of this type of gameplay, leading to a loss of appeal.
However, the friendly interaction between players in Solo Mode transformed the game. The in-game chat function and simple emotes allowed players to quickly understand each other upon meeting, even enabling previously unfamiliar players to team up against the powerful ARC.
In this context, some players moved beyond simple combat and looting of ARC Raiders items. They focused on rescuing wounded and downed players, turning the game into a high-risk rescue mission.
Perhaps this initially stemmed from a few players seeking a more challenging experience, but it quickly gained popularity among others.
This fresh interpretation of the core game mechanics, perfectly blending the thrill of gunfights with the act of helping others, provided players with a novel and rewarding experience.
Strategies And TechniquesIf you want to become an excellent Rescue Raider, having the desire to do so isn't enough. Rescuing others requires careful action, quick reflexes in the face of battlefield situations, and constant vigilance.
Here are some strategies to maximize your rescue success rate with ARC Raiders while ensuring your own safety.
Choosing The Right Map And LocationStay in the center of the map as much as possible, avoiding remote locations, which can reduce the time required to reach the Remote Raider Flare launch point.
Additionally, you can choose smaller maps, such as Buried City and Stella Montis. On these maps, you can reach your destination faster and rescue other players.
Improving MobilityARC Raiders features a skill tree system with three distinct specializations: Conditioning, Survival, and Mobility. Players can unlock these skills to gain different bonuses.
To become an excellent Rescue Raider, you can enhance your Mobility branch, helping your character gain better climbing, jumping, and stamina, resulting in faster movement.
State Your PurposeTo avoid being misunderstood by other players, it's best to quickly state your purpose when approaching a downed player. Many players don't believe they'll be rescued in ARC Raiders. Clearly identifying yourself can help them persevere and build trust.
Risk ManagementIt's important to note that discovering a Remote Raider Flare doesn't mean the location is completely safe. Many downed players have been attacked by other raiders, who may still be in the area.
Before reaching your destination, listen carefully to your surroundings, assess potential dangers, and check if an attacker is still nearby.
Furthermore, always remain vigilant during revival and avoid reckless actions. Rescue others only when their own safety is guaranteed. If unexpected situations arise, you might engage in intense combat with other players, but the most important thing is to evacuate safely.
Essential ItemsAs a Rescue Raider, the most important item is Defibrillator. It's a Rare-level ARC Raiders item that can quickly revive downed players and restore some health.
There are several ways to obtain it: you can loot it while exploring the map or craft it in the workshop. If you don't have blueprints and haven't obtained them through looting, you can get them from Lance.
However, this isn't a cost-effective option. Rescuing players in ARC Raiders this way will consume an unimaginable amount of coins.
Furthermore, to ensure your safety during dangerous rescue operations, you'll need to equip some powerful weapons, but you should also consider the burden these $1 place on your character.
For Rescue Raiders, the most important thing is healing others and preserving yourself, not winning a spectacular battle. Therefore, you need to consider your own situation and make trade-offs between mobility and firepower, prioritizing agility.
Weapons like Burletta and Vulcano might be worth trying.
The thrill of Rescue Raider gameplay lies in players rescuing others in unknown situations, which undoubtedly increases the danger of adventuring on the map. This reflects both the friendly atmosphere and flexible game mechanics of ARC Raiders, while also providing players with a completely new experience different from looting and combat.
Whether you're a thrill-seeking pacifist player or looking to try something new, becoming a Rescue Raider and saving others is a gameplay style worth exploring.
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Path of Exile Dec 21, 2023How To Play This Toxic Rain Pathfinder Tank Build In POE 3.23 Affliction League?
Toxic Rain Pathfinder was my starter build for League and it didn’t disappoint me at all. You can easily scale into the late game while remaining tanky. You can also easily farm tier 16 empowered Legion and Expedition. Without further ado, let’s get started.
Skill Itself And Area SolutionOur skill choice is Toxic Rain. Fire a projectile with your bow, which will spawn Spore Pods where it lands. Over time, this will start to cause chaos damage in an area, and they can overlap each other.
We’ve gained huge buffs in this league, but we’ve lost gems that increase area quality. Therefore, we need a new method to reach the area threshold of 39% increase.
I’ve seen others use Searing Exarch Helmet Implicit, which increases the area. But I think giving up 15% or more of Despair Curse effect is bad.
So I came up with a simple solution, which is to exchange for a Medium Cluster Jewel. In this way, only 1% of damage is lost in exchange for 10% Area of effect and 8% life.
Clear SkillTo increase the speed of clearing, we use Caustic Arrow. When you fire a projectile, it creates Caustic Ground where the projectile lands. Over time, this can cause chaotic damage.
But it is difficult to pass the level using this skill alone. Therefore, we added Arrow Nova Support. With this combination, our clearing speed will be much faster.
Secondary Source Of Damage And Damage ScalingOur biggest and best multipliers come from secondary sources using Ballista. We can have 5 of these and they will help stack Wither on the boss. By default increases Chaos damage by 90%.
In addition, we also get an Ascendancy node, which will increase the Wither effect and give us the chance to cause a Wither.
The other really big damage increase is skill effect duration. Because Pods will stay in the fight longer and deal damage for longer.
We can keep all the mana because we use Eldritch Battery for the build. We’ll spend our Energy Shield just like we have mana, but we can use our skills more freely because we don’t have to worry about mana.
You need at least 400 Energy Shield as I think that’s a good breakpoint for Divine Blessing to set. Even after you use Divine Blessing, you have enough Energy Shield to send Toxic Rain and still not deplete Energy Shield.
Which New Ascendancy?We can use Charm because we selected Wildwood Primalist as our secondary Ascendancy. I also used 2 Spell Suppression Charm and a Mana Reservation Charm, so we didn’t have to use Enlighten.
Also, because I’m using a clear setup rather than a single target setup, this means the damage we take will be much higher. And POE currency cost of running the map is very high. Therefore, this build will need to continue to be updated. Of course, you can adjust it to suit your play style.
DefensivesOn the defensive side, we convert 63% of physical damage into elemental damage. Of these, 50% were achieved just by using Lightning Coil. The rest comes from the helmet.
Because we treat so much damage as elemental damage, we can use all elemental damage reduction flasks to reduce converted elemental damage, such as Ruby, Sapphire, and Topaz Flasks.
In addition, we can also use Grace Aura to increase the evasion rating, so that we will almost never die from the monster’s normal attacks or projectiles.
Now that we are almost untouchable by physical attacks, the remaining danger is spell damage. Skill Tree, Gear and Charm can achieve 100% Spell Suppression.
ItemsSince we’re using Eldritch Battery, you’ll need Energy Shield and Evasion Bases and the pure Energy Base Helmet.
Weapon: Our weapon is a standard crafted bow with +1 socketed bow gems that increase attack speed and cause chaos damage over time. Quiver’s life and damage overtime are mostly related to attack skills and bow damage. Quiver: Now we use Penetrating Arrow Quiver because I also use Caustic Arrow for clearing, which is why I say this is not the best setup for a single target. Amulet: Amulet is also a crafted one. You just buy an amulet with Fractured Chaos Resistance and reforge Chaos through Harvest until you deal damage over time and get +1 for all Chaos skill gems. Gloves: High life chaos resistance and attack speed. Suppression and chaos damage multi as implicit. Boots: Suppress movement speed avoids Elemental Ailments and avoids Elemental Ailments and action speed by implicit. Helmet: Life and large Energy Shield rolls, for Eldritch Battery crafting physical damage treated as fire. And improve implicit physical damage, such as Cold or Lightning and Despair Curse effects. Ring: Life and attributes and resistance and crafting lowest Frenzy Charges. Belt: Life and strength also increase Flask Charge buff and increase the effect of flasks on you. FlaskSo the flasks we use are Ruby, Sapphire, Topaz, Quicksilver and Divine Life flask. All flasks require this mod: increased effect and reduced duration.
Be careful when you roll your flask, as there are many mod combinations of the two, but it will reduce the duration even more. So your flask won’t have 100% uptime.
The sub-mod reduces mana cost, chance to avoid being frozen, and all elemental resistances. When you get into a boss fight, change your Quicksilver flask to a Silver flask with attack speed.
That’s it for my Toxic Rain Pathfinder build guide. Ready to dive into Affliction League with Toxic Rain Pathfinder build? Looking forward to seeing you in the game!
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WoW Series Dec 21, 2023Phase 2 Of WoW Season Of Discovery Is Around The Corner! - Gnomeregan Overview
WoW Season of Discovery Phase 2 will open up with Gnomeregan for its level up raid and Stranglethorn Vale for its PVP event zone. But how has Phase 1 gone, and how have people reacted to it?
In the case of Phase 1 on Blackfathom Deeps and Ashenvale, people have loved the experience. Myself included.
Phase 1 - BreakdownThere has been a rush of people spamming Ragefire Chasm for Horde, Stockades for Alliance and Wailing Caverns & Deadmines for both to get geared up for Blackfathom Deeps.
The bosses were tougher than some people expected, with many wiping and struggling on later bosses. However, the loot experience and freshness of the content made it a genuinely pleasant experience.
Regarding the PVP event zone, people seem to be enjoying it. It’s an overall okay experience. Blizzard has been fine-tuning and monitoring player reception and feedback to the event, both raid and PVP. Overall, it’s good but could be better and not as good as people expected.
This doesn’t even account for the rush to get runes. The world feeling alive and active, seeing thousands upon thousands of players spamming these low-level dungeons because we’re stuck here for a few more weeks, and almost no one is bored yet.
Leveling has been fun. People are gearing up alts since the level cap is 25, and it’s not difficult to do. SoD Gold itself is now a valuable commodity, with people proud of their 50g. However, buying gold with real money trading is $1 per gold, which is exorbitant. But then again, if people are selling, that means some are buying.
Overall, Phase 1 is incredible and leaves people excited about what’s coming next.
PvE - Gnomeregan: Level-Up RaidAnd that is Gnomeregan and Stranglethorn Vale (STV) in Phase 2.
Gnomeregan isn’t an iconic dungeon or place, aside from the fact that the Gnomes still do not have their homeland restored after 20 years.
But what are the bosses of Gnomeregan, and what kind of changes can we expect from this dungeon?
BossesWhen you go into Gnomeregan, you open up with Grubbis, a trogg that is rather brutish, but overall, a simple fight. Since this is the opening boss, I don’t think the difficulty of Grubbis will increase by much, but his loot table will definitely change.
Grubbis spawns after a short roleplay event in which you clear waves of mobs, avoiding the dynamite explosion before he comes out hollering. I wonder if they’ll keep this event or if they’ll remove it. It makes sense either way.
The second boss is Viscous Fallout, another simple boss. You simply have to clear the trash mobs around it so you can pull it without pulling extra packs, which will wipe your party. As far as being changed for a raid boss, I assume they’ll make it, so you have to fight some of these trash mobs with it. So, I expect it’ll start with some ads that pull regardless of clearing the ads around the Viscous Fallout.
Then, we move on to the third boss, Electrocutioner 6000, which is a simple boss. Most of the bosses are simple and, for the most part, spank and tank. But that’s just for Gnomeregan, the dungeon. Once it becomes a level-up raid, this will definitely change. I can assume that this mob will have a new deadly mechanic, as with most of the other bosses.
The fourth boss is also the most hated boss for Feral Druids in Classic due to the need to farm Manual Crowd Pummelers. With Season of Discovery, that is no longer the case, as we get a new and improved version of Manual Crowd Pummeler called the Automatic Crowd Pummeler. This new item is a permanent item with a 3-minute cooldown that you can use infinitely. I don’t know if they plan to remove the original version, but they likely will. As for the boss itself, the changes that’ll be implemented are likely going to involve giving it actual mechanics and things you have to keep an eye out for.
The fifth boss of Gnomeregan is the Dark Iron Ambassador, who is a rare that isn’t guaranteed to spawn. This mob will probably get turned into a named mob and given an expanded nature within the raid.
Finally, we have Mekgineer Thermaplugg, the big bad end boss of the dungeon and soon-to-be raid. This kind of boss was very likely going to be as brutal as Aku’mai has been in BFD. In the classic dungeon, like the rest of Gnomeregan, he is a spank-and-tank boss. However, for the level-up raid, expect him to have some new brutal abilities that’ll test your ability to clear this level-up raid. I don’t know what those abilities will be, but with how difficult Aku’mai has been for some people, this boss will also likely be very difficult to clear.
What Will Be Added Or Changed?Now that we’ve covered the six bosses of the dungeon, let’s talk about what more they will add or change in the raid.
Gnomeregan is a level 30 to 35 dungeon for the most part. So, with it being turned into the endgame raid of Phase 2, that means the dungeon mobs and bosses will be pushed to level 40.
That also doesn’t account for the fact that BFD only had six bosses, and one of those bosses was just a named rare with no abilities. In contrast, BFD, the level-up raid, had seven full-named bosses with a whole loot table and abilities.
So for Gnomeregan, we can expect 1 to 3 new bosses, new events, new quests, and a massively changed loot table.
As BFD has shown us, the loot table of the dungeon versus the raid is staggeringly different.
The loot table of the level-up raid is significantly larger than the loot in the BFD dungeon. So, we can expect similar loot changes to happen to Gnomeregan, whose current loot table is rather pitiable.
I won’t guess as to what items they’ll add to the loot table. But considering the amount of insane and awesome loot that BFD got, expect a few new purple items, fantastic new gear, crafting recipes, elixir crafting recipes, a new world buff, more quests, and perhaps even more than what I’ve listed.
A great note for players is that getting to Gnomeregan for Horde will be much easier than it was in Classic. Players will be able to essentially teleport to Gnomeregan and not have to do the long and arduous trek that Horde players had to do to get to Deadmines in Phase 1.
PvP - Stranglethorn ValeNow, moving on to the PVP content - Stranglethorn Vale, the PVP event zone.
This is an iconic zone, and one that I would wager money that most people have had a terrible PVP experience on. Either you got griefed or you were the griefer.
For anyone that played on a PVP server, it’s an absolute core in experience for not just Vanilla players but Classic players to be ganked or murdered in Stranglethorn Vale. People have been ganking and abusing low levels in this zone for a long time, and I expect this to only get worse in Phase 2 of Season of Discovery.
Between the Gurubashi Arena for the trinket, the fishing event, and the whole zone being turned into a massive PVP event zone, some of the most iconic questing in where one of the go-to zones to level up...... All of these facets coming together is going to make this place absolutely wild come Phase 2.
If you aren’t one of the first people to get to level 40 early on in Phase 2, I would highly recommend leveling up in another zone to avoid experiencing the hard ganking that will probably happen. This advice is only for people that play on a PVP server. If you play on a PVE server, have fun! It’s going to be a great experience.
I personally don’t know if there’s going to be a reputation involved with the STV PVP event similar to how you get Warsong Gold reputation for doing the Ashenvale event zone, but I would guess that even if we don’t get a reputation, there’ll be more events and things happening at the Gurubashi Arena and fishing event. Additionally, even if we don’t get a new reputation, a Wrathty based reputation will likely get earned through the PVP event zone.
Whether it makes sense or not, law wise doesn’t hold much weight. The experience is what truly matters here. Having a Trollbane murdering trolls is a beautiful concept, and I say that as a Horde and Troll main.
Blizzard’s Handling Of SoDNow, shifting focus from PvP & PvE to Blizzard’s handling of Season of Discovery.
Buffs and nerfs have been coming out pretty quickly. Changes in the quality of life are being implemented almost instantly. They’ve been monitoring feedback and reception in Phase 1. And so far, despite Hunters being nerfed twice, the game is still balanced. Yes, Hunters remain the strongest DPS even after the 2 nerfs.
Regarding Runes and how they feel, Blizzard has done a phenomenal job. Runes feel great, especially as a Druid player. Being able to spam Wrath infinitely at no Mana cost has made leveling up and playing the game much easier and enjoyable.
However, I’m personally not fond of how quickly all the runes were discovered. Given the huge player base in Season of Discovery, it’s not surprising that all the runes were found so rapidly.
I hope that the next set of 12 runes for each class introduced in Phase 2 takes longer to discover and involve more interaction and unlocking. Considering the numerous new zones and places to uncover these new runes in Phase 2, I believe it will indeed take longer to find all the runes.
To give Blizzard credit, the decision to place the Warlock Metamorphosis rune inside BFD wasn’t the smartest, but they’ve acknowledged this mistake and stated they won’t repeat it in the future. They’ve made adjustments, allowing players to acquire said rune both inside and outside BFD.
Overall, with phases lasting 4 to 12 weeks at most, the content being enjoyable and well-positioned makes the game feel like a much-improved version of Classic.
I can honestly say that Season of Discovery is my favorite version of World of Warcraft to date. Hopefully, when they finish Season of Discovery and fully unveil WoW Classic Plus, they’ll incorporate all they’ve learned to provide us with an outstanding and long-term future for Classic Plus.
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WoW Series Dec 19, 2023The First 6 Druid Runes In WOW Classic Season Of Discovery
Next we will talk about the first 6 druid runes in WoW Classic Season of Discovery and where to find them. There is a good balance in these 6 early druid runes of healing, balance and feral spec. So hopefully this season of discovery druid rune guide helps you get a good range of abilities early in the game.
Fury of StormrageStarting out with the first Rune, the Fury of Stormrage. This Rune completely reduces the Mana cost of Wrath, and you get it from your class trainer in Teldrassil. Up in the tree at level two, they give you a quest to go out and defeat some grills. Doing so, they will drop the Luna Idol. Once you hit level four, you can equip the idol and complete its requirements, which in this case are to defeat six creatures affected by your Moonfire. So go learn Moonfire, go out and hit things with Moonfire, then defeat them six times. Click the idol again, and you’ll get the Rune, nice and easy.
Living Seed RuneNext, the Living Seed Rune, which is a healing rune that plants a living seed on your target when you critically heal them, going off after 15 seconds for extra healing. You want to be around level seven or eight for this. Search for Glade Flowers around Teldrassil. Here’s what they look like. Keep an eye out, as they’re quite spread around. Just have this in the back of your mind while you’re doing other things.
Click on three Glade flowers, combine them to make the Glade Crown. Take it to Teldrassil at Starbreeze Village, where you can find a big Wooden Effigy. Use the crown, which you combined with the flowers, to spawn a level seven Elite mob. This shouldn’t be too hard. Once you’ve defeated it, it drops the Living Seed Rune. If there are other people, you can group up for this, but it shouldn’t be too much of a challenge.
LifebloomAnother healing Rune, Lifebloom, a powerful heal over time, especially for the early levels. You want to be around level 9 or 10 for this. Head to the northwest of Teldrassil where the Harpies are. Once there, a skeleton can spawn. Click on this skeleton to summon a spirit. Then, you need at least one other player to help you channel a big portal that appears. Just channel the portal, and you get the Rune. It’s really as simple as that. There should be lots of people doing this quest right now, lots of movement around in this area.
If you party up with people, everyone who helps gets a copy of the Rune, so that’s really useful. You don’t have to worry about people taking it. The only hard part about this is waiting for the remains to respawn. If somebody does this quest just before you, there’ll be nothing here, and you won’t know where it spawns. Just hang around, wait for people to turn up, group up, and wait for these remains to spawn. Keep looking around; eventually, it’ll spawn. Grab it, click the portal, and get the Rune.
SunfireNumber four, Sunfire. This is a big damage rune also located in Teldrassil. This deals big damage upfront and then damage over time as well. To get this, head to a specific tree in Teldrassil. You’ll notice a little circle at the entrance as a sign that you’re in the right spot. Look for lunar stones on the tree, cast Moonfire on each of these four stones, and a lunar chest will spawn at the base of the tree where the circle was. Open the chest to get your Sunfire Rune.
All you need for this is Moonfire. If you’ve got it, you can head here and get it, or you can just wait until the quests take you into this area. Once you have Sunfire and Fury of Stormrage, you have a huge damage ramp early on that is just so nice on a druid.
Mangle RuneNow it’s time to get onto the feral stuff, your animal druid stuff: Mangle. Okay, this is the Mangle Rune. This replaces your Claw ability and lets enemies take additional damage from bleeds and Shred. To get this, be level 10 in Teldr Hil and go defeat Rageclaw, a level 10 normal mob in the central cave of Ban'ethil Barrow Den. Once you’ve defeated him, it drops the Idol of Ursine Rage. Equip the idol, keep Rage in bear form above 50 for 60 seconds.
The easiest way to do this is to go to the starting zone and aggro a really low-level mob, like a level one or a level two mob. Hit it once to get aggro, then turn your back to it. It will start hitting you in the back because it’s such a low level, and you’re in bear form. It won’t do much damage, so just stand there and take the hits. Your rage will grow and grow. You just have to stand there for 60 seconds.
If you’ve already moved on to Darkshore and the mobs are a bit higher, maybe find someone who can heal you while you do this, or just pop a heal over time. Go into bear form and just tank it out. Move from pack to pack to regain health, but this shouldn’t be too hard. This is a very fast way to do it, so time it for yourself, around 60 seconds. Just keep your rage above 50, and then that will complete the idol. All you do is click the idol again, like all other idols. Click the idol again once you’ve passed the requirements, and you will get your Mangle Rune.
LacerateFinally, Lacerate, the sixth and final early easy game Rune. That’s Lacerate, a rune for your bear form that deals bleed damage over time and also generates threat. Leave the starter zone of Teldrassil and go to Darkshore.
Now you need to collect an item here called crab treats, which can either be dropped from the fur bogs at around level 12 just south of the town Oradine or fished up right on the docks of Warden when you land. If you land, go talk to the little fisherman just south of Warden. Get a fishing rod from him and fish there. You can fish these up. Or you can go fight the fur bogs. Once you’ve done that, you’ll get crab treats. Now you need to go to the beach, which is just south of Warden.
As soon as you get here, you can do this. Look for the young Reef Crawlers. It’s important to get these and not the ones further south, which are higher level and harder to fight. Feed them the crab treats, and they will come up to you, like a little cute animation. You’ll get the Lacerate Rune, and that’s it.
That’s it. Six super easy early game runes that give a good mix of balanced healing and feral abilities and should keep you pretty comfy on period all the way up to level 20. The next runes are scattered more around the world and require higher levels to do.
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Other Games Dec 14, 20238 Worst Decisions You Can Make In Starfield
Starfield has a lot of choices. Some of which are a no-brainer. While others are still being debated. And then, there are some choices that are just straight up stupid. Chances are, you probably made some of these stupid decisions during your playthrough without knowing.
So in this guide, we’re going to be taking a look at the worst decisions you can make in Starfield.
1. Botch The Bank HeistEarly on in the main story, you’re going to find yourself in a keyless city hunting down an artifact with Sam Coe, close to its whereabouts lying in the local Galbanks Vaults.
But there’s one small predicament: in true Western fashion, the bank is being held up by a gang of bandits. What’s worse is that there are hostages inside who are all fearing for their lives.
Seeing as the gang is unwilling to talk to the rangers, you’ll have the opportunity to act as a mediator and negotiate with the group of deadbeats and try to resolve the situation. However, if you’re incompetent enough, then you’ll have the opportunity to completely ruin the heist.
If you did find some way to slip into the bank without convincing the bandits to stand down, then you’ll find the crew’s leader waiting for you inside the vault with a hostage in tow.
By now, any sane player would have killed the thief and enjoyed being brandished as a hero. But you’re not the same player, are you?
Simply wait for the gang to give up on trying to negotiate with the Galbank employee, and he’ll kill him right in front of you.
The funniest part of this quest, however, is Marshall Daniels’s reaction, who, despite being mortified by your incompetence, still decides that you’re Freestar Ranger material.
With characters as stupid as this, it’s no wonder you’re the one getting everything done.
2. Let Tomisar GoAndreja’s questline is filled with twists and turns, but it climaxes at the end when you must confront Tomisar, a high-ranking official within the House Va’ruun and Andreja’s only link to a home.
After spending all of two minutes arguing with Tomisar, you have to choose one of 3 options: kill Tomisar, let Andreja kill Tomisar, or, for whatever reason, let him go.
Option 3 may seem fine enough. However, it’s a choice you’re sure to regret after you make it. From a story perspective, this makes little sense. You just spent the past hour trying to avenge Andreja’s friends. Now, you’ve suddenly grown into a soft spot.
And despite Andreja’s threat of reporting Tomisar to the High Council, for some reason, I don’t think they really care about what happens to those outside the House of Varun.
From a gameplay perspective, well, you do miss out on some pretty sweet robes. It’s perfect for anyone trying to roleplay as a Sith Lord.
Ultimately, the choice of whether to kill or spare Tomisar is yours, and don’t worry about upsetting our new goth mommy, as our standing with you is unchanged regardless of the choice you make.
3. Cheat On Your SpouseFallout 4 really spoiled us with the amount of romance options that were available to us.
Not only did we have a greater number of potential suitors, but you were also able to flirt, develop relationships, and sleep with all of the potential partners or wanderers, so long as you keep all your lovers out of sight from each other.
But trying to do the same thing in Starfield is a big mistake. It seems like everyone in Starfield is monogamous. And since all the characters you can woo are members of Constellation, word gets around much faster.
Although you’re free to flirt with whoever during the early stages of a relationship, the more serious your bond becomes with a potential soulmate, so to do the consequences.
If you’re caught chatting up other members after you’ve popped the big question, then your partner will lose your trust, and without saying the right things, you may end up in divorce court.
4. Be A Lone WolfEver since their inception in Morrowind, followers have become a staple in Bethesda games and only get better with every new game.
We’re now at the point with Starfield, where followers are pretty much a must, and going through the game as a lone wolf is less of an option and more of a hindrance. Bethesda’s companions have gone from glorified mobile storages to full-fledged characters with desires, needs, and characteristics.
In gameplay terms, your followers can also do a lot more than carry your burdens and fight mud crabs. They comment on their surroundings, engage in conversations, and can even speak on behalf of the player.
And that’s not to mention the world of romance options, which allow you to gain your companion’s trust and get things spicy in the bedroom for those sweet buffs.
So, as cool as you may think you are for uncovering the mysteries of the galaxy alone, the best lesson Starfield teaches is that everything’s more fun with friends, even if they aren’t real.
5. Pay For Crew MembersNow, I know that playing Starfield as a lone wolf is a no-go, but let me explain to you why spending Starfield Credits on a crew is not the best idea.
When you reach New Atlantis, you may be tempted to recruit all the potential crew members you can find. However, if you give the game some time, then you’ll be able to recruit crew members completely for free during the main story.
And best of all, these crew members have a personality, a trait that’s highly lacking with these random space scoundrels you can find in bars, who don’t even have a name.
What’s worse is that despite them taking up a slot in your ship, these crew members typically only have 1 or 2 skills maximum, which pales in comparison to Constellation crew members that have 4 skills with at least one maxed out.
Worse yet, is that you can’t even sleep with any of these companions. And that’s where I draw the line and choose to leave these second-rate crew members drowning their sorrows in the bars I found them in.
6. Rush The Main StoryStarfield has more side content than any other Bethesda game to date.
Knowing this, it may be enticing to beeline your way through the main story and play through the other side missions and faction quests after you finish the main story. And although this is a perfectly apt way of going about it, it’s not something I’d recommend.
Without going into spoilers, New Game Plus will completely reset your progress except for your skills. But that’s not all that makes your second playthrough different. Many of the quests and events are changed, so you’ll be getting an altered version of the story, and even the side missions will play out differently.
7. Choose The Wrong TraitsTraits are a new addition to Bethesda’s game design, and they’re simple enough to get the hang of.
Unlike perks and skills, traits are a one-off effect that gives the player a buff and a debuff. But with a total of 17 traits currently in the game, you’d be correct in thinking that it’s balanced.
While all of the traits offer something to add, most offer a standard boost to health, stamina, or oxygen, with little added in terms of gameplay or story elements. And then, there are traits like Spaced or Introvert, which feel like they’re working against you rather than with you. I mean, what kind of a trait would punish you for having friends?
Thankfully, for every bad trait, there are 2 good ones. Wanted is basically a must for anyone doing a Glass Cannon build as it gives a massive 20% damage bonus while on low health. Taskmaster, as part of your ship, instantly repairs at a fee. And Empath is a trait that virtually has no faults, as it’s really hard to make your companions upset unless you blow up a colony ship or something.
Finally, those of you are more worried about the role-playing side of things, then you really can’t go wrong with Kid Stuff and Dream Home. As the former adds hours of extra content revolving around your parents while the latter gives you a sweet pad that puts anyone’s outpost to shame.
And if you’re looking to have a human punching bag that can make every waking moment of their lives miserable, then Hero Worshipped is the trait for you.
8. Choose Terrible SkillsYour skills in Starfield are one of your character's most defining features.
Not only will they play a role in dialogue and choices. But more importantly, they'll determine what you're best at and the style of playthrough you're likely to pursue.
Although all skills have their purpose, it's not an equal playing field. Some skills are simply not that great, while others are just plain terrible, specifically skills like Botany, Gastronomy, and Nutrition. These skills sound and play like afterthoughts that were made for no better reason than to fill up the screen.
Meanwhile, skills like Rejuvenation turn Starfield into Call of Duty with regenerating health. And Persuasion lets you avoid conflict altogether to ensure the best possible outcome.
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WoW Series Dec 14, 20235 Changes That Need To Be Made In WOW Classic SOD Phase 2!
Today we’re talking about some changes that need to happen in Season of Discovery Phase 2. From addressing Hardcore and player complaints to fixing some PVP issues, including the economy we’ve been focusing on. Without further ado, let’s get started.
PVP ChangesThe first thing I want to talk about is PVP. I think there can be a lot of PVP improvements in Season of Discovery.
Of course, we’ll see more PVP highlights in Phase 2, as we’ll have Arena Grand Master and Tidal Charm. Players will go insane for PVP in these areas.
But I think PVP event could also be greatly improved. For example, in Ashenvale World PVP event, many players constantly run this event to farm reputation. But imagine if instead of this style mode where you have to kill the boss, there would be a designated player.
So, assuming a player is chosen, everyone in Alliance must protect him, while everyone in Horde tries to kill him at the same time. So, in this standard PVE mode, you just have to knock down the mobs, but you can also try to defend and kill someone on the other side.
I think this will be much better for Phase 2. And I think they could do more creative things to make PVP events more interesting.
There’s one other thing about PVP that I really think needs to be looked at, and that’s layering. If something to reduce layering further, it could bring some real benefits to PVP.
I’m just imagining the next phase of Arena Grand Master and Tidal Charm. If there were something like 11 layers in Crusader Strike, it would really take away the prestige and excitement of those items.
RunesI’ve been looking around for my Runes and half of them just come from some random farming or something. I think this might be the “Discovery” part of Season of Discovery.
As a Priest, I absolutely love Metamorphosis Rune questline. But I completely missed this, which is why I upgraded Warlock myself.
I really think every class needs at least one Rune in every phase. I’m not saying every rune has to be an epic questline. But that’s a very exciting part of the mode to me.
Waylaid Supplies FarmingMeanwhile, as a Priest, I just travel around the world killing various mobs for drops. But it’s not that exciting. And that also brings me to the issue of farming Waylaid Supplies.
The developers hope to have at least one rune that everyone has, which is a huge grind. And Waylaid Supplies is the kind of grind where you have to grind so many boxes to get one of your runes.
But a big problem is that Rune is actually very related to certain classes. For example, as a Priest, my AOE damage is very poor. In order to get my Mind Sear Rune, I have to do all Waylaid Supplies farming.
I absolutely love the idea of grinding through a difficult and challenging grind to earn one of your runes. But because it is some kind of consistent grind. You’ll get consistent results every time you grind a mob and don’t get anything, or grind a treasure chest, but don’t get anything in the chest. This can be very frustrating.
Hopefully Waylaid Supplies farming will become more consistent with future phase, and I’m sure we’ll do it again for another rune. But it can definitely be improved.
SoD Needs More ContentCurrently, there isn’t enough to do in this mode, and perhaps the next phase should have a more serious grind to really reward the most serious players.
This is actually another complaint I’ve seen from some of the best players in the game. They enjoyed the mode, but they ran out of things to do after only putting in 80-100 hours.
The problem is that the character identity is a little lost. You can’t really work 300 hours straight in your role and really build this immense advantage. This has a very personal connection to your character.
I’m not saying you have to give them some insane legendary item to invest more time in. But there really should be something that you can spend a long time with and that is visually appealing to other players. Because if they get bored and there’s nothing to do, it actually hurts the mode.
Dual SpecThe last and most important change that I think should appear in Phase 2 is Dual Spec.
I mean, we have a lot of different Runes, but we never use them. Because I’m always stuck with the same specs and I don’t want to pay WOW Classic SOD Gold to respec. Therefore, we need Dual Spec for this new Rune system.
And Dual Spec can really stimulate excitement and energy in the player base. Because when you get these Shadow Priest Runes, you’ll never use them because you’re playing Discipline Priest.
I feel like when the developers are hyping up this Melee Hunter build, it’s taking something away from the mode. And no one wants to run it because they have to be completely rested. Therefore, if they provide us with Dual Spec, this may be welcomed by more players. I think this is something that can really be done in the future.
These are just the most basic things I’d like to see changed in Phase 2. The coolest thing is that the developers are clearly listening to us. They want to hear your feedback, and they want to make this mode as great as possible. I’m sure we can have a lot more fun in the next phase!
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WoW Series Dec 14, 2023WOW Classic Season Of Discovery BFD Guide
It’s time to start absolutely pumping in the Blackfathom Deeps in WOW Classic Season of Discovery. Here are some tips to make every single boss easier and to increase your DPS or make it easier if you are struggling at all.
Baron AquanisFor Baron Aquanis, grab a bubble before engaging the boss. This will increase your movement speed as you jump across the platforms, allowing you to engage with the boss even quicker. If anyone gets the Baron bomb, make sure they jump into the water to avoid knocking everyone else off. Interrupt their cast and make them move.
If you’re a ranged DPS, don’t worry. Just sit in the water the entire time and continue pumping the boss. You’ll have no issues, and there’ll be no downtime.
Ghamoo’raFor Ghamoo’ra, a secret is that Shaman tanks can literally tank this boss the entire time. You don’t even have to worry about their Armor. Just one tank it and keep pumping while the boss has its shield. It only takes magic damage, so use any magic damage abilities you have for extra damage. Casters can pop the little bubbles to get some extra Mana back, but be aware that it damages them and everyone around them. When the boss breaks its main shield, it will do an AOE hitting for 700 damage and knocking back any melee. Take a step back or ensure you have full health to absorb this. Watch out for the threat drop. From there, make sure you start burning the boss.
Ly SarevessLady Sarevess is the easiest boss. She has an add, so have an off-tank this and literally ignores it the entire time. The most important thing is to make sure you’re kicking her freezing arrow. If you do this, no one will ever get frozen, and you won’t need to move. Just pump the boss down and enjoy.
GelihastGelihast has a very low HP bar, but you need to hit him three times. As he’s healing back up, he takes almost no damage. The only thing that can wipe your group here is not dodging the little Murlocs that move around the room. It’s easier to be in the middle of the room or behind one of the little eggs, which spawns the Murlocs. If you’re there, you only have to watch for Murlocs coming from one side. The boss heals up to full and starts taking damage again before the Murlocs are gone. Pay attention if you want to increase your DPS and start pumping the boss again as soon as he’s at 100% HP.
In phase three, I suggest completely ignoring the ads that spawn and burning the boss because his HP is so low after killing Gelihast. Turn into the opening and kill the ads to unlock the Teleportation Stone. An invisible night elf next to it will help you repair if you ever have any wipes.
Lorgus JettLorgus Jett is a Gauntlet boss, so conserve your Mana accordingly. There are three rooms in this fight. In the first one, focus on interrupting the Healer. In the second one, again, make sure you’re interrupting the Healer. Ignore the Murlocs until you’re on the boss and passively cleave them down. The boss will spawn three totems in the exact same order every time. You can completely ignore the molten totem and the Windfury Totem.
However, as soon as he spawns the lightning Shield totem, everyone needs to stop DPS and burn that down. Otherwise, you will kill yourself because all hits to the boss will hit yourself for extra damage. Nuke this down and then burn the boss. Passive Cleave can deal with all the adds, and you can move away from any other totems.
Lord KelrisLord Kelris is the hardest boss in phase one. But once you understand it, it’s extremely easy. The boss will sleep with the two closest players to him and send them to the Shadow Realm. In the shadow realm, you have to nuke down the night elf mobs until they randomly spawn a portal, allowing you to exit. These night elf mobs have incredible spell resistance.
If you don’t have a lot of melees, ensure you always send one Caster with one melee into the shadow realm at a time. Assign one Caster to stand within the boss whenever it’s their turn to be sent down. This makes things easier, and all you have to do as range is ensure you’re dodging the Shadow Crashes. The boss also has a chain of lightning that gets harder for everyone at chains too. Make sure you’re always kicking that cast at 35%.
The boss phases into phase two, and you can no longer kick to interrupt any of his casts. Ensure it spread out enough of the range to avoid getting hit by the chain lightning. The boss does a Mind Blast on the tank, which is actually an AOE. If you’re a melee DPS, you can step far enough away to max melee range to avoid getting hit. Ensure yourself to max melee range, and you’ll never take any damage. Just burn the boss before he takes over the entire room. Ensure your magic dispels the debuff that goes out in Phase 2 because it will kill people.
Aku’maiAku’mai, the last boss, is relatively easy. Have all your DPS stack up right behind the boss and ensure you dodge the frontal whenever it goes out. Tanks can swap around five stacks, and when the new tank taunts, the old tank needs to drop all their stacks by running to one of the Cleansing Elementals and standing there until their stacks are gone. Soon after the stacks go away, the Elemental will blow up, doing AOE damage, a Knockback, and spawning some little ads, one ad for every single stack that the tank dropped.
Have the off-tank pick these up and stack them on top of the boss. Passive Cleave should be able to take them down. At 50%, the boss phases and takes almost no damage during the phase. This is when you want to be focusing on DPS. If you can, have the second tank drop their stacks right before the phasing happens. If you don’t want to do this, drop stacks during the phase and then pick up the ads with the boss as soon as he becomes active again. The ideal way is to drop stacks right before the phase.
Move the boss on top of one of the Cleansing Elementals. It’ll explode right as he starts taking no damage in phase two. It’s easier not to drop stacks at all. Just have one tank take the boss until they die, then have the second tank pick them up and burn the boss down. If you have any issues with this, have the first tank drop stacks once, maybe around 3 to five stacks, spawning one Elemental that gets stronger for each stack that was put on the cleansing Elemental. Ignore the Void Walker and let the second tank die. Have the main tank pick up the boss again, and you should be able to down the boss. This should make every single boss extremely easy and ensure that you absolutely pump and do the most damage possible.
