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.
Today, we’re sharing a few chaos-themed powerful builds that can help you clear your screen of all enemies quickly. If you want to try any of them, don’t miss this guide. Without further ado, let’s get started.
Let’s start with this explosive build that achieves massive single target damage at a low POE Currency investment, it’s Hexblast Mines Saboteur with Shadow class.
Hexblast Mines is a very interesting skill that does a ton of extra damage if the enemy it hits is already cursed. In addition to this, it also generates a huge pulse of damage that destroys all nearby monsters. This is why it’s important that our enemies are always cursed.
To list the advantages of this version, I would mention its low budget. It allows for cheap and easy-to-find items with a low investment.
Of course, this build is also very powerful and the boss will disappear with your mine chain reaction. Part of this is because Hexblast can naturally Shock, Freeze and Ignite enemies. If that wasn’t good enough, it also considers the enemy’s lowest resistance before calculating damage.
This build is also very fast and can cause a lot of area damage, making clearing the map very satisfying. Best of all, this way you can drop mines from a distance and stay out of harm’s way.
Now coming to the cons, I’m going to start by saying that the mines gameplay isn’t for everyone. Some players just can’t get used to Detonate mechanic, but trust me, it’s worth a try. Because Mines builds have huge potential.
Another problem is that this character is not very tanky. Therefore, you need to be aware of your position at all times, otherwise you may die.
As for budget, this build is cheap and you can destroy early endgame maps for only about 70 Chaos Orbs. To easily enter Yellow Map, I recommend investing around 150 Chaos Orbs. To easily complete your Atlas, I recommend investing in about 4 Divine Orbs.
For this build, you only need one mandatory unique item, a Profane Proxy Unset Ring, which causes one of your Skitterbots to have a cursed aura. This way, enemies you hit with Hexblast Mines will always trigger large area damage, greatly increasing your clear speed.
I would give this build a 9 out of 10 for clear speed. You’re very fast, and your mines will explode in a large area, killing many monsters at the same time. Therefore, it is very comfortable to clear the map with this character.
Its boss damage is also amazing, 9 times out of 10 worth it. You can stack a lot of mines and destroy the boss with a huge explosion. Even with a lower budget, this build has incredible single target potential.
For survivability, I would give it an 8 out of 10. Even though you have armor, evasion, and spell suppression, this build is still not very tanky. Because you need to stay still from time to time to deploy mines. That’s why it was deducted two points.
Next we have a beginner’s dream build, Toxic Rain Pathfinder with Ranger class. This build uses Pathfinder’s permanent flask and chaos damage to deploy many powerful pods, draining the enemy’s life.
To list the pros of this build, I want to start with how easy it is to assemble. Because you don’t need any mandatory unique items, and upgrading is very easy.
Another great feature of this build is that your flask will always remain active, even during boss battles. And your life flask will be eternal and the damage done over time will be like a joke to you.
This build is great for beginners as you end up with great clear, boss damage, and survivability for a low investment.
Now to list the cons, the main issue with this build is mana. Since we’re dealing damage over time, we can’t leech mana or life, so we need rare rings to reduce the mana cost of the skill.
This build scores 9 points for clear speed. Because as a Pathfinder, you get a lot of attack and movement speed 100% of the time. Additionally, you only need to deploy pods once and they drain the life of surrounding enemies, providing a smooth gameplay experience.
The boss’s damage is also 9 points. Combined with your strength and Toxic Rain totems, even big bosses will melt before your eyes with ease.
This build also has a 9 rating for survivability. This is because this build has high evasion, high armor, and spell suppression, plus you can use Toxic Rain from a safe distance, which will seriously slow down enemies.
Finally, we have a surprisingly powerful endgame build, Poison Summon Raging Spirits Guardian with Templar class.
This build takes advantage of the large number of Raging Spirits you can summon to stack massive amounts of poison on our enemies. Originally I tried to build it as a Necromancer, but with Guardian we only lost a little bit of damage and nearly tripled the survivability.
To list the pros of this build, everything will start with its boss damage. Once built, you’ll be able to kill even the largest bosses in just seconds. Its survivability is also amazing, as we can have all of Guardian’s defensive layers on top of an already very safe minion build.
Now to list the cons, I will start by saying that this build is not for everyone as it is very budget demanding. Also, because the duration of its Raging Spirits is so short, you have to stop and recast them frequently.
As for budget, this build will require at least 10 Divine Orbs to put together. Additionally, it requires four mandatory unique items.
The first is United in Dream Cutlass, which gives us Envy aura, dealing massive amounts of chaos damage to our minions. This also gives them a 60% chance of being poisoned on hit.
We also need a Darkness Enthroned Belt with two Abyss Jewels so that we can apply poison to the minions.
Next we need a piece of Covenant Armor to provide level 29 Added Chaos Damage Support to our Raging Spirits. This means it does more chaos damage.
Finally, we need Ancient Skull, which gives our minions a massive damage and attack speed boost.
For clear speed, I would give this build a 9 out of 10. Although we have a lot of fast minions that can destroy everything in seconds, they are short-lived and need to be resummoned all the time. That’s why I deduct a little.
The boss damage is totally worth 10 out of 10 points. You can easily get over 30 million DPS, which is enough to take out every boss in the game.
In terms of survivability, this is definitely a 10 out of 10. As a minion build, you’re already out of danger. But with this, you can also count the many layers of defense from Guardian Ascendancy, which gives this build a staggering 250,000 effective HP.
That’s it for today. What do you guys think of these chaos builds? Have a great day.
Some players may not have the time to grind or start quests to make gold in WoW Season of Discovery Phase 2. But fear not, there are alternative methods to accumulate gold while semi-AFK. You can even get gold while you’re away from your computer. Next, we’ll explore 4 straightforward ways of AFK gold making.
The first method of semi-AFK gold making requires both Mining and Engineering skills, although they don’t necessarily have to be in the same character. Essentially, the process involves smelting Iron Ore with mining, crafting Heavy Blasting Powder with engineering, and finally, creating and selling Iron Grenades.
Recently, the prices of Iron Ore and Heavy Stone have significantly decreased because of hyperspawns for iron nodes and the availability of multiple layers on servers around the clock. During peak times, Heavy Stone can even be purchased for as low as 2 silver, and Iron Ore for approximately 3 silver. It’s possible that prices may continue to decline.
Understanding the profitability of this method is relatively straightforward. Each grenade craft produces 3 grenades, which vendor for 15 silver. Therefore, the craft cost needs to be under 15 silver to turn a profit. For instance, if Heavy Stone is bought for 3 silver, Iron Ore for 3 silver, and Silk Cloth for 4 silver, the total craft cost is 10 silver, resulting in a 5 silver profit per craft.
Scaling this up, if 400 crafts are completed in close to an hour, depending on factors like smelting time, the potential profit is substantial. It’s advisable to check the auction house for cheaper processed materials. Purchasing during peak times when the market is active can also yield better deals.
This method is currently effective and is likely to remain so in the future. To calculate profit accurately, it’s essential to perform the math yourself. However, as a reference, buying stacks of 20 materials and ensuring that Silk Cloth doesn’t exceed 40 silver, Heavy Stone doesn’t exceed 1.4 gold per stack, and Iron Ore doesn’t surpass 80 silver for 20 units, can lead to substantial profits: 40 silver from 10 crafts, 4 gold from 100 crafts, and 40 gold from 1,000 crafts.
Now, let’s explore the next method, which I believe is currently the most lucrative option available. It involves Alchemy and crafting potions, which many players are leveraging to earn significant amounts of gold daily. Particularly in Phase 2, when no new raids were released, there’s been a surge in demand for consumables to aid in raid clearing.
Moreover, many elixirs are also utilized in the Waylaid Supply crates, with Blizzard announcing plans to introduce new rewards to these crates, likely driving prices up even further.
Elixir of Agility is a commonly crafted item, but since it’s a recipe available to all players, profit margins are slim. However, exploring less common recipes, such as Mighty Troll's Blood Potion, can yield more substantial returns. This potion requires easily obtainable ingredients like Life Root and Bruiseweed, which are relatively inexpensive to acquire. Crafting and selling these potions can effectively double your investment, as seen with the example of Papon, who managed to profit significantly by crafting and selling 7 stacks of 5 potions.
Another lucrative option is the Elixir of Greater Defense, which currently sells for a decent price of 53 silver per unit. Crafting this elixir requires Goldthorn and Wild Steelbloom, when compared to the selling price, result in a profit of 10 silver per craft.
Additionally, potions like the Lesser Elixir, which requires revered reputation with a Waylaid Supply, can fetch even higher profits because of their exclusivity. With a bit of investment in obtaining the necessary reputation, players can secure a steady income stream from selling these potions.
It’s essential to explore various potion recipes and monitor market trends on your specific server, as prices can vary widely. Despite not being utilized frequently, the Alchemy semi-AFK method has proven to be highly profitable for many players, with some earning hundreds of gold daily.
Next method of semi-AFK gold making involves mass crafting with leatherworking, a strategy poised to excel in the future due to anticipated declines in leather prices. Thick Leather is essential for this method, with profitability hinging on purchasing it for under 1.2 gold per stack.
While prices may currently vary, factors like the introduction of Uldaman Hunter solo grind and the presence of multiple layers per server are expected to drive prices down, potentially to as low as 80 silver per stack.
We concentrate on crafting 2 specific items: the Nightscape Headband and the Nightscape Tunic. Crafting the Headband is advantageous if the aim is to disenchant for profit, as it requires fewer materials compared to the tunic, resulting in more disenchanting attempts.
Disenchanting the Headband typically yields 3 materials: 2 to 5 Vision Dust with a 75% chance, 1 to 2 Lesser Nether Essence with a 20% chance, and occasionally a Small Radiant Shard with a 5% chance.
Alternatively, crafting and selling Nightscape Tunics to vendors can also be profitable, particularly when leveraging discounts from city reputations and rank bonuses. Honored status with the city provides a 10% discount on silk and thread purchases, while achieving Sergeant rank 3 grants an additional 10% discount from vendors. This translates to an extra 2 silver profit per craft, equivalent to an additional 1.2 gold per hour.
Depending on the cost of Thick Leather, the potential profits vary significantly. Purchasing Thick Leather at 1.2 gold per stack could yield approximately 5 gold and 82 silver profit per hour, while buying it at 1 gold per stack could result in 10 gold and 2 silver per hour. Remarkably, acquiring Thick Leather at 80 silver per stack could lead to a staggering 14 gold and 22 silver profit per hour.
This method is anticipated to become even more lucrative on larger servers, once the auction house experiences increased activity from both bots and players. So whether you’re working from home, seeking a low-effort SOD Gold making method, or simply prefer to avoid grinding, this strategy presents a promising opportunity.
This last method is very simple. First, head to the auction house and purchase every Silk Cloth priced under 40 silver for a stack. Let’s say you have 957 gold and 78 silver. Buy all the Silk Cloth under that price point. Once you’ve obtained your Silk Cloth, consider crafting them into Heavy Silk Bandages, which can be sold for 80 silver a stack. This effectively doubles the price of the Silk Cloth stack, making it profitable.
After 9 minutes of AFK crafting, you’ve earned 40 silver. Now, you have 958 gold and 18 silver. This process can be completed within 10 minutes, earning you 50 silver every 10 minutes, which translates to 3 golds per hour. AFK can do entirely this, requiring only the time to purchase the cloth.
These prices and availability may vary depending on the time of day and server activity. With consistent effort, you can purchase thousands of stacks over the course of a day or multiple days, enabling you to craft and earn about 3 gold per hour. While it may not seem like much, it’s a profitable endeavor for minimal time investment, especially when you have spare time on your hands.
Blizzard hosted a Diablo 4 Season 3 Midseason campfire discussion on February 29th, featuring Adam Fletcher, Adam Jackson, and Joe Piepiora. They provided a glimpse into the upcoming midseason content release.
Among the updates, we can expect the introduction of the Gauntlet leaderboard system, the return of Vampiric Powers, and various adjustments to classes including buffs and tweaks. Additionally, they elaborated on PTRs and shared insights regarding Season 4. This article serves as a concise overview of the key points discussed in the livestream. Without delay, let's delve into the details.
Commencing with Season 3, the Vampiric Powers are making a comeback. This thematic element constitutes the core of the season's mechanics.
During the questline involving Eris, players get bitten by a vampire, enabling them to acquire Vampiric Powers for character advancement. These powers are leveled up using Potent Blood and can be slotted into specific abilities to gain predefined benefits. However, the handling of these powers differs slightly this time around.
In Season 2, the Malignant Hearts mechanic from Season 1 was reintroduced through a unique ring. In Season 3, it takes the form of a legendary aspect:
Players can extract and place these aspects into any item in their character's inventory. 6 Vampiric Powers are returning:
The developers mentioned that these Vampiric Powers will function similarly to before, with the addition of a "kiss-curse" effect on certain abilities. This means that while they grant bonuses, they also impose minor penalties. For instance, using Metamorphosis will increase the cooldown rating of the evade ability.
Regarding this format, I'd like to share my thoughts. Instead of reintroducing Season 2 mechanics or any seasonal mechanics as aspects, it could have been an opportunity to implement a new player progression system. This could provide additional content to farm or grind for, enhancing character abilities. For example, a talent tree system or a new glyph format applied to the Paragon Board system could have been beneficial. With aspects, there's a risk of them conflicting with other aspects desired for a build, potentially leading to their underutilization.
Transitioning from Vampiric Powers, let's discuss snapshotting, an issue that many players have raised concerns about.
Snapshotting involves exploiting buffs gained from certain abilities while swapping out Diablo 4 Items mid-action to stack buffs and achieve exceptionally high damage output, essentially breaking the game. Blizzard has taken steps to address this by removing snapshotting mechanisms and plans to eliminate them entirely in the future.
To prevent snapshotting in the Gauntlet leaderboard system, Blizzard has implemented a restriction. Once players enter the Gauntlet, they cannot swap out equipped items, selected skills, or Paragon Board allocations. This measure aims to prevent abuse of snapshotting mechanics during Gauntlet runs.
Furthermore, they provided a demonstration of the Gauntlet leaderboard system, featuring three developers playing different classes—a Necromancer, Sorcerer, and Barbarian. Commentary was provided by two content creators known as Annacakelive and Macrobioboi. Each player had an 8-minute timer to accumulate the highest number of points. It was intriguing to observe their approaches and strategies with their respective classes.
Proof of Might was collected by defeating monsters or obtaining keys from mobs to unlock specific chests scattered throughout the dungeon. The layout, mobs, and pylon arrangements remain consistent each week, ensuring a level playing field for all players. However, these aspects change weekly, allowing players to continually attempt and improve their scores. Players can strategically manage their resources, such as pills, which multiply scores or reset monster respawns, to maximize their points.
The Gauntlet leaderboard system is set to a difficulty equivalent to level 70 rather than a level 100 nightmare dungeon. This decision broadens the scope for diverse abilities and builds, as lower-level enemies enable the utilization of less conventional but potentially effective skills. The dynamic nature of the Gauntlet introduces new possibilities and adds freshness to the gameplay experience.
Rewards in the Gauntlet include gear and cosmetics. Players can earn up to four caches per week based on their performance tier—Seal of the Blooded, Seal of the Steadfast, Seal of the Iron-Willed, and Seal of the Worthy. These caches contain gear with item levels of 925 and may include unique items. Additionally, players can earn cosmetic character portraits and, for the top 100, a trophy to adorn their mounts.
Lastly, the Hall of the Ancients showcases the top 10 players in each class category for the week. This serves as a platform for recognition and bragging rights, emphasizing the focus on displaying class proficiency and builds rather than solely farming gear.
Now, let's delve into the class buffs and changes. I won't delve into extensive details. Instead, I'll provide a general overview of the adjustments slated for patch 1.3.3.
Barbarians and Druids will see enhancements to their basic skills, particularly focusing on early-game resource generation. Specifically for Druids, improvements are planned for companions like wolves and Necromancer minions, along with movement speed upgrades for Necromancers.
Sorcerers will witness enhancements to certain paragon nodes, as well as adjustments to abilities like Incinerate and Conjuration. As for Rogues, there's a focus on refining ranged abilities, with changes made to skills such as Heartseeker and Barrage, alongside adjustments to specific aspects.
In addition to class adjustments, significant changes have been made to the Center Shell, which encompasses the entire seasonal mechanic in Season 3.
These adjustments include tweaks and some nerfs, likely implemented to maintain balance ahead of the introduction of the gauntlet leaderboard system. Modifications have been made to various aspects, including Tuning Stones, Poison Support, Bleeding Support, and Burning Support, with even the Governing Stone, like Tempest, receiving adjustments.
This next topic is closely related to class adjustments and enhancements.
The developers sought feedback from the Diablo 4 community regarding the focus on introducing new legendaries and unique items for various builds. Historically, at the onset of each season, every class would receive a new aspect or legendary item, along with a unique item, alongside alterations to abilities, potentially fostering new viable builds.
Now, the community was asked whether they favored continuing this approach. One drawback is that sometimes these additions render certain builds nonviable compared to top-performing ones. The proposed alternative is to concentrate on one or two classes, akin to the approach seen in Diablo 3. This would involve significant buffs to specific skills and abilities, accompanied by the introduction of legendaries or uniques tailored to enhance these builds. This strategy could inject more excitement into the game, providing players with more meaningful choices and fostering a sense of progression.
While specifics regarding the implementation timing were not provided, it's plausible that these changes could be introduced midway through the season. This approach could enhance the game's ongoing appeal, ensuring a steady stream of content throughout each season, rather than waiting until the season's conclusion to introduce new features.
Following the Q&A, the final segment of the campfire discussion centered on Season 4. The developers provided some insight into the direction they intend to take with it.
It appears that substantial changes are in store, reminiscent of Season 2's adjustments to vulnerability, critical damage, and overpower, but on a larger scale. Concerns about potential delays, particularly with the Gauntlet, seem to have been addressed, as everything appears to be progressing smoothly.
Season 4 promises to bring significant positive changes, with PTRs allowing players to preview and test the season before its official release. This serves as a sort of beta test for Season 4, enabling players to provide firsthand feedback and fostering better communication between the community and developers. This announcement has generated considerable anticipation among players.
For players who aren’t seasoned in ARPGs, Last Epoch may initially seem overwhelming. Even for those with ample experience, navigating the game’s Class and Masteries systems can be quite intricate.
However, all necessary information is readily available in-game. Players simply need to know where to find it. To ease the chaos of the first few hours of Last Epoch, let’s explore some of the mistakes we newbie players make early in the game and how to avoid them.
Engaging in this practice will significantly prolong your journey through the game.
To begin with, Last Epoch inundates players with an exceptionally high volume of drops. While this is a common occurrence in ARPGs like Diablo, Path of Exile, and to some extent, Lost Ark, Last Epoch seems to take it to another level entirely.
Players will frequently encounter new white, blue, yellow, or even unique items while traversing a single map in this game. Not only does this quickly fill their inventory, but it also becomes overwhelming.
Therefore, the first recommended tip is not to fret too much about examining each individual item. Many of them will soon be surpassed as players level up and progress through the story.
Moreover, these items seldom fetch more than a few Last Epoch Gold when sold, so it’s advisable not to pause every few seconds to scrutinize the stats of every new weapon or armor piece that drops.
Expanding on the topic of gear management in Last Epoch, one of the most valuable early-game recommendations is to not overlook the Loot Filter feature.
While configuring a Loot Filter might appear to be an excessive optimization for players with limited experience in MMORPGs or ARPGs, it’s practically indispensable in Last Epoch. Fortunately, setting it up is straightforward, and players can even utilize online resources to download and import custom Loot Filters into the game.
At the very least, it’s advisable to configure a Loot Filter that hides white-rarity equipment (and perhaps blue-rarity items as well). This simple adjustment can prevent players from succumbing to the temptation of inspecting every white or blue item on the ground, under the false impression that it may offer valuable benefits, such as a slight increase in Minion Health.
This next misconception is a common one among Last Epoch players, and it’s completely understandable.
Crafting in MMORPGs and ARPGs is often associated with the late-game and can be quite perplexing initially (depending on the game). Consequently, many players instinctively overlook the Forge, Crafting, and Affix systems, assuming it’s best to save them for the end-game or maximum level.
Fortunately, Crafting in Last Epoch is straightforward (be sure to review the Forge section in the Game Guide) and is something players should fully embrace while leveling up. While much of the excitement in these games typically unfolds after reaching max level, there’s no reason players can’t enjoy the journey from level 1 to 100 by engaging with the Crafting systems along the way.
Runes of Shattering are another aspect of Last Epoch that often eludes players who are unfamiliar with these types of games or haven’t researched the game beforehand.
Essentially, after purchasing these Runes, players can insert them into Equipment currently in the Forge and dismantle the Affixes on that item into a random number of Shards corresponding to those Affixes. These enhance the value of hoarding gear during the early stages.
While it’s not necessarily essential during the early to mid-game (prior to acquiring Class Mastery), there’s no harm in doing so for players who know which Affixes they’re aiming for in the late game.
Admittedly, it’s more efficient to save them for use on late-game gear to obtain higher Tier Affix Shards or to use a Rune of Discovery to fill empty Affix slots before using a Rune of Shattering. However, players won’t face significant drawbacks by utilizing these Runes according to their preference.
One of the initial NPC Merchants players encounter in Last Epoch is the Gambler, and engaging with this merchant can be risky.
The Gambler offers players the opportunity to spend gold on purchasing weapons, armor, accessories, and other items that come with random affixes applied to them upon purchase, essentially allowing players to use gold to ‘roll’ for items.
While there’s no way to entirely dissuade players from using this feature, it’s strongly advised to allocate funds elsewhere, such as investing in Runes of Shattering. Given that Last Epoch is an ARPG and enemies drop items abundantly, players can utilize filters to focus solely on the gear they desire. Therefore, squandering gold on the Gambler often proves to be a futile expenditure of time and resources.
Side quests play a crucial role in Last Epoch for several reasons. Not only do they facilitate the leveling process, enriching the maps with additional tasks and introducing players to various characters and concepts within the game world, but they also offer valuable rewards, such as Passive Points and Idol Slots.
Skipping sde quests means missing out on approximately 15 Passive Points, as well as restricting access to the game’s Idol System due to the absence of Slots. Therefore, it’s advisable for players to consult the Quest Tracker (accessible via the 'J' key on PC by default) or the Quests on the World Map to identify currently assigned side quests and their associated rewards.
By doing so, players can prioritize completing side quests that offer Passive Point or Idol Slot rewards, while postponing or saving purely EXP-based side quests for later stages or after completing more significant objectives.
Lastly, although Last Epoch can feel overwhelming with its abundance of information, the game itself provides several tools to ease the learning curve.
These systems are not only plentiful but also well-crafted. Players can access the Game Guide from the Escape Menu, which contains detailed entries on every mechanic within the game.
Additionally, by holding the ‘Alt’ key while examining various elements, players can access additional information highlighted in blue text. This feature allows players to discern whether a Skill Modifier alters the damage type (and consequently its scaling), understand specific debuffs, and more. Utilizing these resources whenever the game feels overwhelming can greatly assist players in understanding its complexities.
I’m here to provide you with my review of some mastery classes that you will play in the early game phase of the Last Epoch 1.0. If you’re are interested in exploring this topic, let’s delve into it together.
Preparing some Last Epoch Gold can improve your gaming experience and make it easy to get through the early stages of the game.
First, let's talk about the Bladedancer. It boasts remarkable speed, owing to Shift's significantly low cooldown. This allows you to swiftly navigate from one pack to another. Moreover, its AOE capabilities are impressive, effortlessly clearing groups of enemies with custom skills.
Bladedancer also excels in dealing substantial damage to bosses. In its current state, I consider Bladedancer to be among the top classes for leveling.
Shaman is a choice that stands out among classes. With an array of powerful skills, it can effortlessly clear and move swiftly. Its effectiveness doesn't rely on waiting for minions or other prerequisites.
Moreover, the Shaman inflicts significant damage on bosses, making it a formidable choice for early-game progression.
The Sorcerer is truly amazing at the moment. With its abundance of AOEs, you can effortlessly clear while on the move. The Teleport skill adds an extra layer of mobility, allowing you to swiftly navigate between fights and breeze through the campaign.
While there may be some minor mana issues, these are easily mitigated, especially as you progress and optimize your gear. Overall, the Sorcerer stands out as a top-tier build, capable of completing tasks quickly and efficiently.
The second class I've extensively played and want to discuss is the Lich. It's currently quite remarkable, particularly due to the minimal mana issues it faces. However, since you may need to pause briefly to defeat monsters and its movement spell isn't as effective compared to other options.
While Lich is highly versatile, there are still some limitations, especially if you opt for a version with fewer projectiles. Additionally, using the crit version might pose challenges, particularly during the leveling process.
Moving on, let's discuss the Necromancer class. I find the Necromancer to be incredibly impressive because minions can effectively carry you through the entire campaign. Necromancer can be compared with the Lich class because of its outstanding performance.
Minions effortlessly eliminate enemies for you. However, the Necromancer has some issues with movement, requiring a brief pause for minions to engage enemies, as they can be somewhat slow and not always tactically astute. Its overall performance remains exceptional, and it's a highly effective choice.
Delving into the Beastmaster, I find its potential intriguing. I believe the Beastmaster will shine brilliantly in the endgame, its journey to that point presents considerable challenges. The pace is sluggish, lacking the swift movement of other classes like the Necromancer.
Its minions, though faithful, pale in comparison to the Necromancer's army. Thus, the Beastmaster falls short in terms of speed and efficiency during the leveling process.
Let's delve into the Spellblade class. Spellblade presents a compelling magical archetype with the potential for considerable strength. However, it currently grapples with certain issues. Notably, when assuming the role of a Spellblade, one must engage enemies primarily through melee attacks.
This approach, particularly during the leveling process, can prove cumbersome and frustrating. Despite these challenges, Spellblade boasts high damage output and offers teleportation capabilities. Nevertheless, the inherent difficulty of consistently landing melee hits remains a significant concern.
The Druid occupies a unique position, blending elements of the Shaman's swiftness with the Beastmaster's versatility. While it requires less setup to become effective and boasts an impressive swarm form for clearing, its speed falls short of the Shaman's pace.
Its single-target damage output doesn't match that of the Shaman. The Druid offers a balanced progression path between the faster-paced Shaman and the more gradual Beastmaster.
Next, I delved into the Runemaster class, facing a challenging decision between it and the Sorcerer. Ultimately, I found the Runemaster to be exceptionally impressive. It boasts capabilities comparable to the Sorcerer, excelling in various scenarios.
With its array of AOEs, potent boss damage output, and swift mobility facilitated by teleportation, the Runemaster emerges as a formidable contender in all aspects of gameplay in Last Epoch.
The next class is going to be Marksman. Currently, Marksman is in a pretty special position. You can clear a lot with Marksman, but it still needs a few different bonuses to work properly. Both Multishot and the version of Rain of Arrows works well, but it just requires a little more setup.
So while you’re running through the campaign and preparing for early leveling and the early game phase by itself, I think Marksman should be somewhere in between. It can still be powerful, and it has Shift the same way as Bladedancer has it, so it will come online but later on.
Let's discuss the Paladin, a class currently positioned quite favorably. With its remarkable Shield Rush skill boasting an impressively low cooldown, the Paladin effortlessly traverses through hordes of enemies.
Additionally, the Javelin skill proves highly effective in dealing damage. Renowned as one of the strongest half-mill classes alongside the Bladedancer, the Paladin possesses all the necessary tools to navigate the early game effortlessly.
Void Knight presents a conundrum for many players. While I appreciate the unique character gimmick, its reliance on Damage Over Time zones poses challenges, especially when rushing through the campaign or seeking swift completion.
Although it may seem unfavorable at present, Void Knight holds promise for formidable strength in the endgame, offering a different gameplay experience once fully developed.
Forge Knight stands out as another intriguing class worth highlighting. Presently, Forge Knight holds a sturdy position in the latter stages of the early game. However, initiating as a Forge Knight can prove challenging. It necessitates around 30 to 40 passives to truly shine, delivering significant damage and functionality to the build.
This requirement adds complexity to the early game experience, making it more arduous than some other classes. While not as problematic as the Void Knight, Forge Knight still grapples with various issues.
Here, I want to review my favorite AFK spots when I’m in New World and want to rest or do other things, or in OPR/3v3 Arenas. This way I can come back every 15 to 20 minutes and collect easy gold and resources with minimal effort. Let’s get started now.
Whenever you have other things to do or just need a break from New World, but still want to earn some New World Coins at the same time. Then it can be very beneficial to stop your game and strategically place your character in a quiet area with a lot of resources.
In the long run, this allows you to accumulate large amounts of gold, Aptitude, and resources with little effort. But instead of being AFK for 20 minutes, run an OPR/3v3 Arenas and then collect all the resources between matches to make yourself super efficient.
If you want to really maximize your efficiency, you can create a second account on the same server and raise it to a high enough level to collect resources in one of these locations where you want.
Then it stays there all the time and you just switch from the main node to the alternate node every 20 minutes or so, collect all the nodes, and then go back to the main node and transfer all the profits over.
This will even allow your alt to eventually reach level 65 and also open up more possibilities for additional gold crafting activities.
I’m going to categorize them all into areas that have a variety of different resources next to each other, and other areas that are more dedicated to specific types of top-tier ores.
For the first type of general area, one of my favorites is this little area in Cutlass Keys. A total of 4 Runewood Trees, 8 Wyrdwood Trees, 4 Wirefiber Plants, 10 Spinfiber and 9 Silkweed are generated in this area.
Also, there are some Cougars and Boars roaming the area, which you can eliminate as well. If you need some Thick Hide, there’s a lot of potential here for you to make some serious money with AFK.
If you want to shorten your AFK time and add some ores to your grind. You can even go around to Fort to the north and grab all Starmetal and Mythril from there, which can be done in about 2 to 4 minutes. There are a lot of decent chests out there, and the mobs are only level 40. So they are easy to deal with.
I also like that there is a Spirit Shrine here that is very close, so you can quickly run over and check it out.
Anyway, I sat here AFK for 30 minutes and got some loot. If I sell it and multiply that number by 2, that means I get 4,860 gold per hour for very little effort.
I didn’t even go to Fort to hunt for ores during this period to keep my AFK time as high as possible. Overall, this is a great place.
For the second general location, we will stay at Unbound Island. This small island is close to the fast travel point and has many Runewood Trees and Mythril. All of this is in a small circle where you can do a quick lap on your mount, grab all the resources, then AFK on some rocks for 20 minutes, then come back later to repeat the process.
Next, we’ll take a look at some AFK locations for those looking for specific ores.
We’ll start with Mythril Ore. Unbound Island, mentioned earlier in the general section, is a great place to farm Mythril Ore. Alternatively, you can camp outside the cave mentioned in the first general location and obtain the ore resource.
However, when you want to get a lot of Mythril, another excellent area to camp in is Brimstone Sands. It’s close to a fast travel point and has five Mythril Veins, so a lot of Mythril Ores will spawn. There are also some Sandstone Blocks around here, which will only increase your profits if you head here. Be sure to grab two Elite Chests along the way, though, for a chance to easily earn some Scarabs.
Another really cool place to farm Mythril Ore is Mourningdale. Since the fast travel point is far away, it takes a while to reach it. But because of this, there’s usually no one here, and it’s a great place to get Mythril Ore, and there’s some Orichalcum in there, too. So in the long run, sitting here will give you a ton of benefits when you run here from fast travel.
If you want to focus on farming Orichalcum, there are plenty of great AFK locations here too.
First, there is an area in Brimstone Sands that you can combine with monster grinding to get Ancient Glob of Ectoplasm, which can make you a lot of money.
There’s also a bunch of Orichalcum and Starmetal Veins in there, but if you combine that with monster grinding, it’s not too AFK. One thing to note is that there are often many people farming here, so be prepared to grab ores.
I dare say that the best AFK place to farm Orichalcum has ended at Edengrove. There are large numbers of Orichalcum and Starmetal on the cliffs of Edengrove. But be warned, this is a very popular place, so you have to be lucky to get it.
But if you’re on a less popular server or go during off-peak hours, you can manage to get the spot yourself. You can run up and down the edge of the cliff and then come back and repeat the process when they spawn again.
Finally, if you prefer farming Starmetal Ore, there’s a nice AFK location here as well. But in most cases, it’s usually cheaper than Orichalcum or Mythril. So if you really need it, it’s better to sell the other two and buy Starmetal on Trade Post.
But the location I chose was Cutlass Keys in Rothoard Hollow cave on the outskirts of the capital. It’s a quick trip from the city and contains many Starmetal Ores, as well as some Gold and Silver Ores.
Note that there are some pirates in there, but they are very low level so they are easy to deal with.
When you’re done mining, you can jump onto the rock and wait for the vein to regenerate. Since this is a low-rise area, no one usually camps in the area.
All in all, this guide covers the best places to farm resources in AFK so that you can get a lot of gold with very little effort. Not only will you get tons of loot if you do this, you’ll also get tons of Aptitude Crates and skill line upgrade materials from them, which will only increase your profits.
Also, if you’re not on a low-popular server and you find some locations occupied when you go there to try it, try grinding during off-peak hours, it will help a lot. Good luck!