Are you still troubled by some tough bosses in Elden Ring? Are you looking for a powerful build to dominate in the upcoming Shadow of the Erdtree DLC? If yes, then don’t miss this guide!
Today I’m going to show you an overwhelming Strength build. This build requires a significant investment in strength, but is easy to get started early in the game. Not only that, but players can transition from a pure strength build to many other variants later, making it an excellent starting build for Elden Ring DLC.
So, what does our build require? For weapons, we choose Executioner’s Greataxe. It has a solid 115 critical damage followed by strong strength scaling.
In addition, we need Ash of War Cragblade, brew Flask of Wondrous Physick, and obtain three Insignia Talismans each: Axe Talisman, Blue Dancer Charm, and Ritual Sword Talisman.
Don’t forget that the most important thing is to prepare enough Elden Ring Runes, whether it is to equip weapons or upgrade stats, this is crucial.
First, let’s start with the basics of farming Greyoll Dragon. But before we head to the dragon, let’s quickly get Lordsworn’s Greatsword, which we’ll later upgrade with Ash of War Sacred Blade to easily use our primary weapon.
On the way to Baron, we naturally grabbed the two halves of Dectus Medallion, all Souls, and other fun stuff at each campfire. For example, while riding to reach the first half of Fort Haight, we can grab Axe Talisman in Mistwood Ruins, which increases the damage of charged attacks. Just nearby, close to the gigantic tree, we can also find Crystal Tear.
In addition, we have to smash the lowly dung beetle north of Third Church of Marika to get Ash of War Sacred Blade.
Once we find Greyoll, quickly grab the back half of Medallion and take him down the usual way. You then need to divide your hard-earned Souls as follows: 20 for Vigor, and the remaining Souls for one real stat, Strength. Don’t forget to continue collecting Boss Souls during the rest of your journey.
Now we are ready to start farming our weapons. Imprint Ash of War on Greatsword, then travel to Liurnia of the Lakes. Ride past Stormveil Castle on the right and reach the first bonfire in Liurnia.
From there, you can already see a church, behind which the thugs with Executioner’s Greataxe are waiting. We can defeat him with Ash of War until he drops our axe. This enemy has a 5% drop chance, which may sound small at first, but it never took me more than 15 minutes.
We now have a coveted weapon that only requires the necessary leveling materials. Well, head to Liurnia of the Lakes and quickly get the key from the dragon, then head straight to Raya Lucaria Crystal Tunnel where we’ll get Smithing Miner’s Bell Bearing [1] and upgrade our Greataxe to +6.
When we were done, we could beat the crap out of our opponents. But we also need a proper Ash of War.
To the southeast of Fort Gael, at the bottom of Caelid, we will get Ash of War Cragblade, which gives our weapons 15% more poise and 10% more damage. This also makes this Strength build even crazier.
Also, don’t forget to upgrade your axe to heavy immediately for better strength scaling.
Now, there is another Talisman that is very important. It is a Blue Dancer. Head to Stormveil Castle, ride east to the bridge next to Mad Pumpkin Head, and cross the vortex into the depths. In the cave, after defeating the boss, we will find Blue Dancer Charm, which increases our damage at a low equipment weight.
Another high-level Medallion is Ritual Sword Talisman, which gives us an additional 10% damage when the health is full. Take the grand elevator to Altus Plateau. From there, head north to Lux Ruins, briefly applaud Queen, and pick up this gorgeous piece of gear from the chest.
We are far from done. From the ruins, enter Sealed Tunnel, go through the gate and climb the stairs, where you can obtain Smithing Miner’s Bell Bearing [2]. Now you can upgrade your axe to +12 and you will have B-scaling in strength.
Now that everything is ready, here comes the slightly tricky part. We will return to the bonfire in Fort Faroth and defeat Putrid Avatar under the tree. He’s a bit tricky in my opinion, but with focus, it can definitely be done.
It only took me about three or four charged attacks to break his stance, and after about two or three turns, he would die and drop Crystal Tear. Together with the previous one, we will brew a Flask of Wondrous Physick. It further increases the charged attack and stance damage dealt.
Now we want to bring the weapon up to A-scaling. We can find many Smithing Stones in Caelid’s Sellia Crystal Tunnel and Altus Tunnel. Once you have all Smithing Stones, you can upgrade your axe one last time to +18, with A-scaling. Now you are ready to start a glorious adventure!
These are all the tips you need to know to complete this Strength build. What do you think of this build? What do you think was helpful? In this spirit, my brave heroes, have a great time and have a great day!
Greetings, fellow Exiles! Allow me to introduce you to an exciting build in Path of Exile 3.24 - the Summon Reaper Juggernaut. The Summon Reaper spell brings forth a formidable minion, and the recommendation lies with the Reaper of Eviscerating variant.
Among ascendancy classes, the Juggernaut offers notable advantages in durability, standing as one of the sturdiest options available. Let's take a closer look at this build!
The Reaper of Eviscerating is designed to serve as the primary damage dealer in any minion-oriented build, significantly impacting and consuming other summoned minions. With a base 50% chance to inflict bleeding, amplified to 95% with 20% gem quality and a Vulnerability curse on enemies, the Reaper proves formidable.
While the build stands as one of the sturdiest options available, its slow clear speed may prove frustrating for some. Nonetheless, its single-target damage output remains commendable, with bleeds lasting for 6 seconds, and the encouragement to attack frequently to roll superior bleeds via Volatility Support.
To ensure your build's effectiveness, it's crucial to acquire specific unique and rare items that cost some POE Currency. We suggest prioritizing unique items for most slots, reserving only the ring for a rare piece. Rarity considerations heavily influence your choice, particularly for the ring and jewels, including Cluster Jewels.
Place your 3 most costly mana-reserving skills in the Devouring Diadem.This setup switches your energy shield to apply to mana, a vital aspect for casting skills effectively. Then, utilize 2 Cold Iron Points, along with a Level 21 Summon Reaper awakened and Level 5 Minion Damage Support gems. To reach gem Level 30, incorporate a corrupted unique body armor.
Combine the Fourth Vow with Divine Flesh and Unbreakable for optimal defense against elemental and physical damage. The Fourth Vow requires high chaos resistance, so consider corrupting it with a +2 to socketed minion gems modifier. The Tempest Rising amplifies your minions' damage against stationary targets, enhancing overall effectiveness.
Address bleed Vulnerability by utilizing items like Asenath's Gentle Touch gloves to curse opponents with temporal chains and cause them to explode on death. Aim to become bleed immune, either through specific item affixes or Watcher's Eye modifiers. Extend your curse limit with amulet anointment for added flexibility.
Equip at least 5 Ghastly Abyss Jewels, leveraging the Darkness Enthroned belt for additional Abyss sockets. These jewels can significantly enhance your build's power, particularly when socketed strategically. Cluster Jewels offer valuable support gems, providing considerable benefits to your build's performance.
Prioritize defensive layers such as armor, maximum life, and resistances across your gear. Seek out items that offer chaos resistance, elemental resistances, and maximum life to bolster survivability. Consider modifiers that enhance minion damage and provide increased durability.
Focus on optimizing Mana Reservation Efficiency for skills, particularly through Abyss and Large Cluster Jewels. Allocate passive nodes to enhance minion damage, attribute bonuses, and resistance bonuses. Utilize rare items to supplement attribute requirements and maximize gem levels for key skills.
The Progenesis proves highly effective in mitigating significant hits, particularly when paired with substantial life recovery, so I highly recommend acquiring one if you utilize Defiance of Destiny. In addition to Progenesis, consider obtaining Granite, Basal Silver, and Sulphur or Quicksilver Flasks.
Opt for suffixes that bolster your armor, diminish the effects of shock and curses, and provide life regeneration. To round out your flask setup, include a life flask equipped with poison or bleed removal if you have yet to achieve immunity to bleeding.
For the Summon Reaper of Eviscerating, constant manual command is necessary, but its damage output is remarkable. With high accuracy and a 95% chance of causing bleeding when coupled with Vulnerability, it proves formidable. Link it with Minion Damage, Brutality, Deadly Ailments, Melee Physical Damage, and Swift Affliction Support, and if available, Uul-Netol's Vow with Volatility Support.
Gems socketed in the Devouring Diadem include determination for additional armor, pride to amplify enemies' physical damage taken, and Skitterbots to chill and shock nearby opponents, bolstering your damage. Link these auras with Enlightened Support. Additionally, socketing Vulnerability in your Profane Proxy increases the likelihood of bleeding and physical damage inflicted on enemies.
Allies within the Malevolence's range benefit from increased damage over time and skill effect duration. Link it with Divine Blessing Support and Generosity Support gems for enhanced potency. Immortal call reduces elemental and physical damage taken, consuming endurance charges for extended duration and damage reduction.
The Enduring Cry generates endurance charges, regenerates life, and enhance their effectiveness, while Whirling Blades enables faster movement. Link it with Faster Attacks Support and Momentum Support for increased attack speed.
Skeletons serve to support your Reaper, possessing excellent base cast speed and summoning multiple units simultaneously. Aspect of the Spider debuffs nearby enemies, hindering them and amplifying the damage they receive. While less crucial, it's a mana-reserving skill that complements your build's effectiveness.
Killing all the bandits in Act 2 is the best way to deal with them. The Soul of Arakaali reduces damage over time taken. The build is durable enough against hits, but Damage over Time can still be a problem. The Soul of Gruthkul is one of the best minor gods. It reduces physical damage taken per hit taken. Alternatively, choose the Soul of Abberath to reduce the ignite duration on you.
Move on to the passive skill tree, select a lot of maximum life and Mana Reservation Efficiency. Armor, minion damage, Elemental resistances, and endurance charges are of considerable value. For keystones, go for Divine Shield and maybe Resolute Technique if you don't want to miss with Whirling Blades.
For masteries, get 30% of mana cost shifted to life and +50 to maximum life as 2 Life Masteries. 12% increased Mana Reservation Efficiency as the Mana Mastery. Minions increased the Area of Effect (AOE) as Minion Offense Mastery. And 10% of physical damage from hits taken as chaos damage, that's armor and Energy Shield Mastery.
As Diablo 4 Season 4 begins play testing on PTR on April 2, we’re discovering that the developers have made changes in the new season that affect nearly everything about the game. Not only that, Season 4 also reshapes the meaning of character creation and attempts to make them a tool to destroy bosses. This is crazy!
Here, we’ll summarize the top five changes in Season 4 that surprised me the most, which may make you feel that the familiar Diablo 4 has completely disappeared. Without further ado, let’s get started.
It’s no secret that level 50 marks the beginning of Diablo 4 endgame, as this is when your gear and builds should start to come together.
It is at this stage that you need to clear Capstone Dungeons and their bosses to advance to the next World Tier for more XP and better loot. Previously, it only took a few hours to get to this point, but next season, it will be faster.
The developer has previously introduced in a live broadcast how players in Diablo 4 will gain XP benefits through World Tier difficulties. Starting next season, World Tier 2 has a 50% bonus XP, World Tier 3 has a 150% bonus XP, and World Tier 4 has a 250% bonus XP.
You can expect to see the new endgame crafting system in Season 4 sooner as you progress to higher World Tiers faster. This is an exciting change for those who crave more powerful Diablo 4 items but don't have the time to spend weeks grinding to level 100.
The powerful buffs Legendary Items or Aspects bring to a build work well. But the original Aspect system forced you to keep Legendary Items or Aspects in your stash in order to put on new gear, which was very annoying.
But in Season 4, not only can you replace gear less frequently, but Legendary Aspects will now be permanently present in your Codex of Power menu.
Most Aspects can be randomly rolled to determine the strength of the bonus number. While Legendary items have increasingly higher bonuses as they roll, you can permanently increase the number in your Codex of Powe by salvaging them at Blacksmith. You can imprint this aspect on other gear as needed without retaining anything in your stash.
This means our risk of using a perfectly rolled aspect on ordinary items will disappear, and it will be easier to try different ones.
The developers seem to have simplified this system so that you can focus on Tempering and Masterworking items later in the game.
The most exciting change is that the number of useless items dropped in Season 4 is about to drop significantly. Because the developers removed the restriction on Uniques, they now drop in World Tier 1 and 2, and monsters of level 55 or higher can even drop Uber Uniques.
For example, Necromancer can even find Black River Scythe before level 50, which causes devastating Corpse Explosions. This way, builds that rely on powerful Uniques will no longer have to wait until the endgame to reach their maximum strength.
The change to item power is also one of the surprising statistics in Diablo 4 and will also make loot more relevant. Previously, it was always bad to find gear with weak stats because of low item power. But in Season 4, item power has been standardized to where you don’t really need to think about it.
Maximum item power gear will always drop from level 95 or higher monsters. This means that by a round level 80, item power will become irrelevant when you run Nightmare Dungeons in World Tier 4. You only need to care about the actual stats of your gear and whether it’s worth upgrading them.
Also, Diablo 4 Season 4’s two new crafting systems, Tempering and Masterworking, allow you to add specific statistics to your items.
Whether you want movement speed or class-specific stats, your items will reflect which stats are important to you. On the surface, this may not seem like a big deal, but it will radically increase the number you can build.
In the new crafting system, you can choose which stats to invest in and to what extent. A Rogue with a lot of mobility cooldown reduction and grenade damage can invest heavily in Stun Grenades since they will drop whenever you evade.
Flexibility in stat selection adds variety to Diablo 4’s build options. Even if you decide to follow the build guide, it will take a while to create the theoretically best item, so you’ll have to decide which stats you personally care about during the process.
Finally, the developers revealed the new endgame dungeons coming to Season 4, which are Greater Rifts in Diablo 3. This is a limited-time dungeon that becomes increasingly more difficult as the levels go up, and has a new name: Pit of Artificers.
You can think of them like Nightmare Dungeons, but the goal is to race through them and eventually earn rare loot and materials.
The game will have more than 100 tiers, and the monsters will become increasingly difficult. Of course, as you level up, the rare loot at the end gets better and better.
Pit of Artificers will drop items to summon Tormented Bosses, which will drop materials allowing you to select an Uber Unique on your first kill. With Andariel joining the regular boss roster, you will no longer have to fight Duriel repeatedly to find the rarest items in the game.
While the new endgame activities in Season 4 won’t solve the problem of challenge in the open world fading away over time, it will add variety where it’s desperately needed. Considering we still don’t know what the season-specific features will be, this is a promising foundation for an increasingly stale part of the game.
In any case, the arrival of Diablo 4 Season 4 is bound to bring us a series of new surprises. Let us wait and see!
See More: Diablo 4 Season 4 PTR's Feedbacks And Thoughts & Speculations On Diablo 5
If you're familiar with WoW Season of Discovery, you likely understand that efficiently completing all your prequests and consistently engaging in dungeons will swiftly propel you to level 50.
However, for those who seek a more immersive experience, this guide offers comprehensive coverage of optimal questing zones, alongside valuable advice, recommended levels, and strategic routes tailored to enhance your journey during Season of Discovery Phase 3.
Before delving into the details, it's essential to grasp 5 key points:
Firstly, Season of Discovery presents an array of engaging content, including new runes and PVE experiences such as Nightmare Incursions in Ashenvale, Duskwood, Hinterlands, and Feralas. These events not only provide valuable experience and reputation but also offer unique items like the Anguish of Dream and the Nightmare Siphon to aid in your leveling journey.
Secondly, during the questing process towards level 50, there are often periods of slower progression. Engaging in dungeons like Uldaman, Zul'Farrak, and Maraudon can mitigate these lulls. It's advisable to undertake each of these dungeons at least once due to the multitude of quests available, providing substantial experience and introducing fresh content.
Thirdly, certain recommended zones may experience overcrowding, prompting the need for rerouting. Many of these zones encompass broad level ranges, allowing for flexibility in exploration.
Fourthly, it's important to note that undertaking quests marked as "green" provides comparable base experience to those labeled "yellow" or "orange" as long as you remain within five levels of their suggested level range.
Lastly, this guide serves as a comprehensive overview rather than a definitive roadmap to the fastest route to level 50. It aims to offer guidance on worthwhile zones and content areas to explore throughout your journey.
Stranglethorn Vale proves to be an exceptional questing zone for Phase 3, as well as an ideal area for those in their early 40s.
Renowned for its dense population of hostile creatures and abundance of kill quests, it offers a fertile ground for efficient leveling. Most initial quests in this zone lead to subsequent higher-level tasks, enhancing its appeal as a starting point for adventurers seeking optimization.
Before delving into Stranglethorn Vale, it's advisable to collect quests between Grom'gol and Booty Bay. Many of these quests overlap in various areas, allowing for simultaneous completion and streamlined progression.
Additionally, quests such as "Up to Snuff" and "Bloody Bone Necklaces," forming part of separate quest chains, need not be rushed during the first attempt. These chains often circle back to the same areas, simplifying future completion.
Should challenges arise, whether due to player-versus-player encounters or overcrowding, Dustwallow Marsh presents a viable alternative for smoother questing.
However, I recommend venturing into Scarlet Monastery Cathedral until reaching level 41 or 42, offering a strategic advantage over competing adventurers.
At approximately level 41 or 42, our journey leads us to the Badlands.
This region remains beneficial for leveling until around level 45, offering straightforward starting quests that yield ample experience. However, the primary allure lies in its connection to Uldaman, housing numerous dungeon quests to undertake.
Among these quests are "Solutions of Doom," situated in the southern Badlands at coordinates 51,76; "Power Stones," located at the heart of the region at 42,52; and "Platinum Disc," obtainable upon completing the dungeon itself. These quests provide adventurers with rewarding challenges and opportunities for progression.
For Horde players, it's advisable to remain in the Badlands until reaching approximately level 42 to 43, before transitioning to the Swamp of Sorrows.
This area offers promising opportunities for leveling, although caution is warranted due to the scattered yet dense population of hostile creatures.
Particular attention should be paid to the higher-level mobs near the Pools of Tears, especially with the presence of the new raid, Sunken Temple (also known as The Temple of Atal'Hakkar). Additionally, a formidable elite dragon roams the vicinity of the Eastern pool, necessitating vigilance.
Moreover, herbalists seeking Blindweed should take note that the Swamp of Sorrows is one of the few regions where this valuable resource can be harvested. Its scarcity makes it a lucrative commodity, especially as Phase 3 approaches.
Our next destination is Dustwallow Marsh. It serves as a suitable area for early leveling, spanning from levels 35 to 45. However, the optimal level range within this zone typically falls around level 42.
Of particular note is the presence of a quest named "Tiara of the Deep," which constitutes one of the dungeon quests for Zul'Farrak. This quest can be obtained in the southern section of the zone. Dustwallow Marsh offers a mix of quests catering to varying levels, though many of them are part of quest chains, which may not be the most efficient for leveling.
Personally, I tend to venture into Dustwallow Marsh during periods of quest scarcity in other zones or when facing challenges such as player-versus-player encounters in hotspots like STV.
Around levels 44 to 45, it's time to venture into Tanaris.
Tanaris stands out as one of my preferred zones for questing in the mid-40s and is home to the entrance of one of the finest dungeons available in this level range: Zul'Farrak. To fully engage with this dungeon, it's essential to gather numerous Zul'Farrak quests from Gadgetzan.
These quests encompass "Troll Temper" from Trenton Lighthammer, situated at coordinates 51,28; "Scarab Shells" from Tran'rek, located at 51,26; and "Divino-Matic Rod" from Chief Engineer Bilgewhizzle, positioned at 52,28.
Additionally, adventurers can acquire several quests from other zones, including "The Tiara of the Deep" from Dustwallow Marsh around 46,57, and "Gahz'rilla" from Thousand Needles at 77,78. However, it's crucial to note that completing "Gahz'rilla" necessitates obtaining a Mallet through a Hinterlands questline, so it's advisable to delay pursuing this quest. Finally, "The Prophecy of Mosh'aru" awaits discovery in the eastern section of Tanaris, known as Steamwheedle Port.
Between levels 45 to 46, Feralas emerges as the next optimal destination.
Prior to embarking on your journey to Feralas, ensure that you acquire the quest "Screecher Spirits" from Steamwheedle Port in Tanaris, as discussed earlier. Navigating this zone may pose challenges due to frequent changes in elevation, as well as the presence of numerous bodies of water and steep hills. Additionally, Feralas serves as the habitat for higher-level Nightmare Incursions, offering exciting opportunities for participation.
While exploring Feralas, be mindful of the high density of hostile mobs, which can be encountered throughout the area. However, it's crucial to exercise caution around the northern region, particularly the level 60 dungeon area known as Dire Maul. This area is teeming with elites that can pose significant challenges, making it advisable to steer clear of this vicinity.
Around levels 46 to 47, it's advisable to journey to the Hinterlands.
This zone boasts numerous kill quests and dense mob populations. Notably, it is renowned for housing the challenging Jintha'Alor elite quest lines, requiring group coordination for completion.
Although Horde players will find more quests available compared to Alliance counterparts, the Hinterlands offers viable content for both factions. I strongly endorse undertaking these quests, as they provide a rewarding and immersive experience akin to navigating an outdoor dungeon. Ensure you assemble a full group, including a tank and a healer, as you'll encounter numerous higher-level elites. Allocate a minimum of 45 minutes for this endeavor to account for its duration.
Completing this run will yield nearly a full level's worth of experience through grinding and quest turn-ins. Additionally, it grants access to the Sacred Mallet, enabling the summoning of a secret boss named Gahz'rilla within a dungeon. Furthermore, adventurers may encounter the quest "The Ancient Egg" during this run, which was previously a prerequisite for Sunken Temple.
However, its relevance may have diminished since the dungeon transitioned into a raid.
Finally, if you've reached this stage, you're on the right track, as by levels 48 to 49, you can conclude your leveling journey in Searing Gorge.
These quests can pose some challenges, so I recommend tackling them with one or two companions to ensure safety. The area is dense with both mobs and quests, and occasionally, the respawn timers may catch you off guard, especially in the depths of caves or mountains. Exercise caution.
Additionally, at this level range, I suggest undertaking some runs in Maraudon. This dungeon offers a plethora of rewarding quests and presents an enjoyable experience with valuable gear. It features two distinct wings that can be completed independently, denoted by orange and purple colors, respectively. You can obtain several quests for Maraudon in Desolace, such as "The Pariah's Instructions" located at Centaur Pariah (50,86), and "Twisted Evils" starting at Willow (62,39).
Furthermore, within the dungeon itself, you'll encounter two additional quests. "Legends of Maraudon" unfolds into three separate quests during a single run, offering significant experience gains, while the "Seed of Life" is obtained from the final boss, Princess Theradras.
There are also 3 distinct quests available for both Alliance and Horde factions, but they originate from different locations. These quests are named Shadow Shard Fragments, Vyletongue Corruption, and Corruption of the Earth and Seed.
If you intend to prepare in advance for these quests, Stranglethorn Vale (STV) is an excellent zone to begin prequesting. Ensure you visit each of the eight zones to unlock their flight paths before embarking on your journey. Additionally, resist the urge to rush through content solely to reach the maximum level. Classic emphasizes the journey of leveling, offering numerous opportunities for exploration and discovery along the way.
As we all know, a new phase of WoW Classic Season of Discovery is just approaching and will release within 2 days. Today, I’m here to provide you with a closer look at some of the important adjustments planned for the highly anticipated Phase 3, which you might not yet be aware of. Let’s dive right in!
If you thought the Phase 3 announcement was a little too fast, you're not the only one. Blizzard knows that they usually would like to give us 2 weeks' notice. It is a bit frustrating, though for a lot of players to not be able to have the announcement early enough to have enough preparation.
Although there is not much time left to make adequate preparations, you can still obtain as many WoW SOD Gold as possible before this new phase in Season of Discovery.
These updates include feral Druids receiving a new helmet enchant resembling a Wolfshead Helm. This enchant grants you 20 energy every time you shift into form, augmenting the power-shifting play style, particularly beneficial for Cat Form users.
There's a potential addition of Catnip in the next phase, boosting attack speed by 30% for 30 seconds, likely obtained as a consumable in the new PVP or Emerald Dream zone. These enhancements are significant for Feral Druids, catering to their needs and play style adjustments.
Hunters might obtain the Core Hound pet, possibly becoming a favored choice with its anticipated Flame Breath ability, potentially useful in PVP scenarios. Stay tuned for these exciting developments.
There's other blaring issues, something like class tuning. In particular, something like Shaman's being ridiculously powerful now. Blizzard has taken notice of these overly powerful classes, but will also say that towards the end of a phase, we probably won't be seeing class tuning going on because you usually will have them focus their development time on basically working on the next phase.
You may have noticed some runes sharing the same slot, have interesting wordings like the Gore rune for Feral Druids. It says that a last rate swipe or Maul will reset the cooldown of Mangle, but the last rate and Mangle are on the exact same rune slot. And this is something that Blizzard is also obviously aware of, but apparently it's a tricky fix. It's something they are trying to find a solution to.
But you might also notice that some runes don't actually give you DPS increases. It actually takes 855 seconds on average for the Gore rune to proc, giving you the same energy as a single power shift, especially now with the Helm enchant. So that makes this rune quite literally one of the weakest runes of all time.
And now, just caution players to temper your expectations in the next phase. We are definitely seeing some runes seem super overpowered and some seem kind of afterthought. I think if we are vocal enough with Blizzard, they will take a look at these runes that are very much underperforming, and potentially the ones that are very much over performing.
There's a little confusion about the Blood Moon event and the new currency called Massacre Coins. If you will be able to actually use the new currency for the mount, so if you want to buy yourself a mount, but don't worry, you can actually trade the new currency down at a 1:1 ratio for the silver used before.
So you'll definitely be able to get any of the old items from the Blood Moon event at the same pace. You don't have to worry about completely hoarding all of your current currency. You could use them to gain honor really quickly right at the beginning of the next phase to try to actually hit the highest ranks and get your entire PVP set within the first week.
Shamans are amazing AOE healers, but Paladins bringing kings out scaled that towards the end. But it was really that humans had Sword weapon skill that made them so powerful in WoW Classic. At Level 60, every race will have a way to pick 2 separate weapon skills that will give you +5 weapon skill. That means that the racial of weapon skill are completely useless for both Horde and Alliance.
The only racial that is effective within PvE is going to literally just be having an increase in your attack power from the Orc racial or having an increase in your attack speed from the Troll racial. Meaning that Horde, in the aspect of racial, has a significant advantage, basically an entire extra trinket than Alliance does. So if you’re going to be trying to parse or if you’re going to be trying to speed run Horde versus Alliance.
Actually pointing out that the rep bonus for being a human, you actually get 10% more reputation for being a human, will save you a huge amount of time in the long run. As well as humans have been the undisputed kings of melee for all of WoW Classic.
It suggests that it’s somewhat acceptable for other classes or races to receive attention in the Season of Discovery, particularly because it’s a seasonal realm and not an everlasting one. Hopefully, this will diversify the gameplay. Nonetheless, it also implies that only Orcs and Trolls have racial that effectively boost DPS in PvE.
In this guide, I’ll be sharing one of my favorite POE 3.24 League starter builds, Explosive Trap Trickster. In Necropolis League, I enhanced this build and added the features we needed most, namely leveling, gear progression, and crafting sections. This build is enough to help you destroy everything early in the league! Without further ado, let’s get started.
First, I’ll show you the skill, Explosive Trap. You will throw traps and these traps will explode many times. All explosions can hit the same enemy, which is where our DPS comes from and how many traps we have.
When you view POB, you can set the number of explosions that hit the target. As always, I set it to an average blast since most enemies have a small hit range.
Now for the buffs of this build. We can automatically cast Warcry through Enduring Cry and the new Call to Arms Support. So we don’t have to press any extra buttons when mapping or fighting enemy bosses.
In addition, Enduring Cry will solve a big problem in the build, which is recovery. Warcry will give you a lot of life regen in a short period and will give you Endurance Charges. Because we are using Immortal Call as our guard skill. The uptime of the guard skill will be much greater than 1 second, which is an excellent combination.
Some players may have noticed that in this patch, they removed the reduced mana cost mods from jewels. But this isn’t a big issue for me since we’re only using one mod, so I think this build will still be good.
I know everyone is talking about Explosive Trap of Shrapnel. This patch they increased gem damage to reduce the area of effect of the explosions. This reduces the overlap of explosions, meaning less damage than before.
From my testing so far, the base Explosive Trap and Explosive Trap of Shrapnel do almost the same damage if we talk about single target damage. However, I think it’s better to clear with Shrapnel, which you can use to kill map bosses. But when you want to challenge Ubers or harder content, you need the basic Explosive Trap.
There is also a personal issue with Explosive Trap of Shrapnel, namely that you have to farm the lab for it. I think this is not a good plan because it all depends on RNG and maybe you won’t see what you want for 3 hours. But of course, if you enjoy growing gems, then go for it!
Also, there are two issues with this build. The first is mana. Our traps are very expensive in mana, so we’ll need to use Mana Flasks until the mana costs of our rings and amulets are reduced.
If you are lucky enough, or you have a little extra POE Currency, you can buy Praxis. It will easily solve your mana problem until you get the gear.
The second problem is that when you open POB, you will see that our build does not have any physical reduction. But it doesn’t matter, because we have more than 70% chance of avoiding enemy attacks, and we have enough energy shield and life pool to withstand bigger hits.
I played this build last league and completed my Atlas, defeating all endgame bosses without armor on my character. Keep in mind that you’ll get additional physical damage reduction from Endurance Charges thanks to the new support gem and Enduring Cry.
Next, let’s walk through how to navigate in my version of Path of Building.
Passive trees are the most important to a good leveling experience. You can see at the bottom, click this button and get a drop-down menu and select the current level for the corresponding tree.
First, grab a Trap Wheel here in the level 22 tree instead of going to Written in Blood. In the next one, you can choose what to pick first, but I recommend going with Snowforged and Elemental Mastery here. This is also your first lab time.
When you do the second lab, on the level 55 tree. Most of the time, you get mastery because you get Polymath Ascendancy node. The different types of masteries you assign will do more damage. So that’s why I chose a lot of masteries this time. Here again is a single small node that will be counted on the next tree.
On level 69 of the tree, you will complete the third lab and complete the campaign. I want to draw your attention to the fact that there is a node here that gives +10 Strength. Besides, if you feel you’re lacking damage, you can also get extra Curse nodes and add a second Curse to the build.
You may also want to ask some FAQs, such as the pros and cons of this build, and learn more about Transfigured Gems, mana issues, and how to solve them.
Here, I would like to talk more about leveling. As you probably know, I don’t like using other skills to level up other than my main one, so that’s why I’m not using Rolling Magma or other methods to level up here. I know this isn’t the most efficient way to complete a campaign, but for me it’s a more enjoyable experience.
I also try to include weapon progression here, what gear you can use early on, or how I did it. Even in the early stages of the league, these weapons should be cheap. Of course, this is my personal preference, but if you have something better in your pocket, I wouldn’t stop you!
Another thing that is in outrageous demand is the crafting part. You can learn how to craft items with this build with a very high success rate. Don’t forget to always double or even triple check before embarking on expensive crafting methods.
After this part is completed, only the gem part is left, which also contains the drop-down menu next to the skill set. Click on the appropriate level your character has and try using gems. Don’t worry if you can’t find the 4-link at the moment, you will find it later.
At level 38+, this is where Herald of Ash fits in. But you cannot use this Herald unless you have one of the reservation wheels found in the level 48 tree. So please keep this in mind.
Maybe you’re curious about Bandit and Pantheon. For Bandit, Alira is a good choice. She’s great for the early and mid game because of her mana regen, resistance and crit multi.
When it comes to Pantheon, Soul of Solaris must not be missed. If you haven’t been hit recently, you can upgrade this to take 8% less elemental damage. Also, this will give you a bit of movement speed and physical damage reduction.
Overall, Explosive Trap Trickster is one of my favorite skill and Asdendancy combinations. Trickster Asdendancy is very flexible, so you can easily re-spec other skills if you wish. Regardless, I hope you’ll find this league starter useful.
Welcome to this new build guide for the swift Ghostflame Lich in Last Epoch 1.0. The primary objective of this build is to swiftly navigate through the Monolith to target farm various echo rewards efficiently such as the Uniques and Exalted Items, as well as to farm Exile Mages for experimental mods.
The main skill we’re using is Ghostflame, and it deals with fire and chronic damage to us while also draining our mana when we are channeling. For this setup, we’re looking to scale the initial hit of the Ghostflame, not the ailments from it, to one-shot enemies as we go.
To deal damage and be fast, we need a lot of points for the Ghostflame skill to grab all the damage multipliers. The great thing is that the skill has so many tags on it, scaling from a lot of different sources like fire, Necrotic damage over time, spell channeling, and movement.
With this build,we can get over 200% movement speed, and we can basically stay in Ghostflame all the time without having to worry that much about getting our mana drained.
With mana, finish with Ghostflame, and this will lower the overall cost of the skill. By also using Wandering Spirits and picking up the Infuse Soul passive, provide a 15% chance to gain 12 mana whenever a spirit expires. Then, we’re also using Transplant with a Pale Blood passive, which will give us 30 flat mana when we use Transplant.
Telf'un's Mirage is a small source as it also provides us 2 mana gains when we dodge while channeling potions is a huge part of this build as well. By using Divine Girdle with the experimental mod 'mana gained on potion use', we can grant us up to 40 flat mana whenever we use a potion. While on the subject of potions, it sits very well with all the other things we’re using for this build.
One of them is a Grimoire of Necrotic Elixirs, which will give us up to 40 Necrotic damage to melee attacks and spells. It also takes up to 4% less void, Necrotic, and poison damage for 4 seconds on potion use. Exsanguinous is another item which also will grant us up to 30% attack speed, cast speed, and movement speed if we have used a potion in the past 4 seconds. Some other gear you can choose depends on your amount of Last Epoch Gold.
Ghostflame: Wraith Form grants additional dodge rating per intelligence while channeling Ghostflame. Spectral Menace reduces the channel cost by up to 70%. Spirit Of Dread provides extra movement speed while channeling Ghostflame and converts it into a movement skill.
Doom Surge adds further movement speed. Fiery Desecration allows Ghostflame to deal damage in a full circle, albeit with an increased channel cost. It's beneficial if mana can be sustained. Domain Of Torment increases the damage multiplier. Disdain reduces damage taken while channeling the Ghostflame skill.
Atrocity provides an extra damage multiplier. The Decrepit Mortals release a curse on enemies for a short duration, causing them to take an additional 15% more damage over time. When triggers Banshee, enemies will also fear, and Ghostflame will deal more direct damage to them, up to 75%.
Reaper Form: Soul Shroud gives us armor per point of intelligence. Vile Shroud provides Necrotic resistance and poison resistance per point of intelligence. Soul for a Soul increases damage. Reaper's Curse adds additional increased damage. Death Comes Quickly grants the Swiftness buff upon killing an enemy.
These buffs will increase movement speed by 1% and can stack up to 10 times. With the Haunting, we have a chance to apply Mark for Death on enemies on hit. This is triggered by using Death Seal as it counts as a hit.
Transplant: Pale Blood gives us 30 mana when using Transplant. When hitting an enemy with Transplant, we gain mana per hit. Acolyte's Fervor grants the Haste and Frenzy buff upon using Transplant.
Squeamish applies fear on departure, while the other option applies fear on arrival. Fleeting Form provides extra cooldown recovery. Bone Armor grants the Bone Armor buff, providing extra armor, less damage taken, and increasing the duration of the Bone Armor.
Death Seal: This is another skill that we're using. This will seal our health, preventing us from going above the current value and deal damage to us. Moratorium increases the duration of Death Seal. Soul Stability prevents health loss from effects draining a percentage of current health.
The Quick and the Dead grants the Haste Buff upon releasing Death Seal. Doomcall amplifies the damage of Death Seal waves for each stack of Damned on us. Mortal Pulse triggers death waves every second while sealed. Tachycardia increases the frequency of death waves.
Desperate Shroud provides additional armor and stun avoidance per 10 missing health. Deadlock makes it so if our health is above 33% of your maximum health when we activate Death Seal, this will reduce it to 33% of our maximum health, making us able to stay on low life.
Wandering Spirits: Infusing Soul allows us to gain mana. We get a 15% chance to gain 12 mana per Spirit when they expire. Sheltering Spirit provides extra Ward and medium just for increased mana efficiency for the skill. Thin Veil ensures we get more spirits. Terrifying Presence ensures enemies near Spirits are also feared.
Drained Will makes Wandering Spirit also Shred resistance of nearby enemies. This helps with half of our damage from Ghostflame, as the skill is both fire and Necrotic-based. Sins of the Forgotten makes Wandering Spirit now also inflict enemies around them with the Damned ailment.
For the idols, you want to pick up mana efficiency with the Ghostflame. For the suffix, you could go with either resist, health, or Ward retention. The chance to apply fear is amazing, as we also get a 75% damage multiplier from the Ghostflame passive to feared enemies, and this will help to sustain that debuff when Death Seal is hitting enemies.
We also have 2 Grand Bone Idols with Ward per second when channeling Ghostflame and also with increased spell damage while on low life.
Next, for blessings, I recommend using Grand Echo of Solarum, Grand Light of the Moon, Grand Survival of Might, Grand Defiance of Yulia and Grand Patience of Herkir.
I’ve been playing Last Epoch consistently since its release and have spent hundreds of hours in the game. Therefore, I have also put together some tips and tricks to make our gaming experience better.
Even experienced players can make some mistakes, so check out this guide before you start to make your adventure a smoother one! Without any further delay, let’s get straight into the action.
Auto cast is especially useful for builds that have skills on cooldown that you want to recast as soon as they become available. An example here is Void Knight’s Devouring Orb ability. If your character is strong enough, you can also use this feature to a semi-AFK farm in the arena.
To activate auto-cast, you must assign the ability button you want to auto-cast to one of the numeric keys on your keyboard.
For example, here I’ve assigned a secondary button to number pad three to keep my usual button mapping intact. Next, press and hold the ability button on the number pad. Then click Num Lock to disable it.
If you want to disable auto-cast, you can simply turn on Num Lock and press the ability button again.
You can put points into multiple Mastery Trees so that you are not forced into Passive Tree of your own mastery. Therefore, you can actually unlock and use almost all active skills from other masteries as well.
The exceptions here are unique mastery skills, such as Storm Totem for Shaman or Werebear Form for Druid. These unique skills are locked to specific masteries, but everything else is fair game.
If you want to teleport to another location, you usually need to hold down the left mouse button and click the “travel” icon at the bottom of the screen, which wastes not only Last Epoch Gold but also time.
Instead, you simply right-click on a node and your character will instantly teleport to the selected location. This works both in the world map and in Monolith.
This tip is related to the crafting system in Last Epoch.
Sometimes you remove dropped items from an existing configuration that are of no use to you. The item will have some unwanted stats or not be the type of item you are looking for. But you may need to add it in the future. This is where these two runes come in: Rune of Removal and Rune of Shattering!
By the way, affixes are the stats on the lower part of the item. For example, high-level skill affixes are not that common drops and are very important for endgame builds. So you might want to extract them from items.
Most players will use Rune of Shattering to destroy items and obtain shards, which is the easiest way. But the problem is that this process does not guarantee that you will get all the shards.
As the rune’s description states: Shattering creates a random number of shards. This means you may not get the affix shards you really want.
To avoid losing potential shards, you can use Rune of Removal on the item. This rune removes one random affix at a time. So you may actually need up to four attempts to get the affix shards you want. You’re better off using Rune of Removal when you really want a specific affix or there are fewer than four affixes on the item.
Of course, the best thing about this process are the two affixes items that give you a 50% chance of getting the shards you crave.
Do you often skip nodes in Monolith because they only bring you a measly amount of XP? Note, however, that the effects of Tomes of Experience increase as you get higher in level.
At around level 75, my character gets about 1% level XP from each tome, so I get 3% from all three tomes. This is not cause for concern.
But when I run node, my Warlock is level 94 on Empowered Monolith, has 140 corruptions, and I’m getting about 7% more XP from all three Tomes. That’s a huge amount of XP for this level!
Also, have you ever really looked at XP and favor rewards you gain in a faction? Each Tome will give you about 500 favor, which means you can get 1500 favor for each Quest Echo.
Anyway, plus everything you get from running the map. This may not seem like much, but it will quickly earn you a lot of favor! Also, you can use Tomes of Experience to quickly level up your skills after respec.
Besides, Arena nodes are also an excellent source of XP for you to level up for the endgame.
I’ve done some testing and on average Arena gives a better XP percentage than the usual Monolith Echoes. Monster density is also a big factor here. You don’t have to hunt around for mobs.
Of course, some arena maps are better than others, but on average, all maps are very good for your XP gain. So if you need to level up quickly to meet the requirements for certain items, be sure to clear the arena to get to your goal faster.
During Early Access, you can test your damage on dummies in End of Time Zone. But after patch 1.0, the dummy here no longer exists.
So if you’re like me, you’re probably confused as to where this dummy went. You can actually find dummies in Champion’s Gate settlement. The gate is in exactly the same location as the entrance to the arena.
We used to have to manually find the entrance to each dungeon, so finding the dungeon you’re looking for can take some time and effort. But there is actually an easier way.
You can right-click on a Dungeon or Arena Key to open the map and focus on the entrance to that specific area. This tip can make your life easier.
You can avoid arena nodes in Monolith. There are two ways to check if a node is an arena. First, you can left-click on a node to see the name of the map. If it were, it would say Arena. Alternatively, you can hover over a node to see if it offers normal or less stability.
This assumes you’ve cleared Echo objective and summoned the portal, but maybe you saw a chest or shrine and want to continue exploring the map. But you might worry that backtracking to that portal will waste a lot of time.
This is where the “T” button comes into play. Once the portal is open, you can press the “T” key to re-summon it at your location at any time, saving yourself a lot of trouble.
These are my top 10 tips to make your life easier in Last Epoch. What do you think of these tips? Do you know of any other exciting tips? Please share it! See you next time!