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The Forthcoming Phases Of WoW Season Of Discovery Are Remarkable!

Season of Discovery ends phase 4 with Karazhan Crypt. But what about what comes before that? And then there is the fun question of what comes after.

The Forthcoming Phases Of WoW Season Of Discovery Are Remarkable!

Intro

We all know that Season of Discovery has 4 phases. Phase 1 is Blackfathom Deeps at level 25, as well as the Ashenvale PVP zone for its PVP event.

It’s our introduction to level up raids and new PVP event zones, letting Blizzard test the waters, dipping their toes into seeing just what the classic player base enjoys and what it hates. And I think they’ve hit the nail on the head on how to properly release content and make changes to the Season of Discovery, because of the phase system.

4 to 12 weeks between each phase is a sweet spot for letting people enjoy content without getting bored. This system lets everyone share how they feel about a new experience because every person you ask will have a widely different answer to what is Classic Plus. So, this is far more useful to Blizzard than a thousand voices yelling different things.

So, Blackfathom Deeps and the Ashenvale PVP event zone are testing ground to player reactions. When you keep that information in mind, it makes the remaining phases and schedule make a lot more sense.

Phase 2 - Gnomeregan

Phase 2 is Gnomeregan at level 40, and it’s a dungeon that’s massive, full of flavor, and still abandoned in retail, leaving the Gnomes as homeless refugees for almost 2 decades.

Just like Blackfathom Deeps, it’s a large dungeon that can essentially be broken into different wings and be filled with bosses, events, and quests that just feel natural.

And just how Phase 1 had a massive PVP event zone, Phase 2 will have 1 as well. It should, so long as the player base doesn’t lose their collective minds and tear Ashenvale down so hard that Blizzard cancels their plans.

And while BFD is in the veil, so is Warsong Gulch. So, you’d think that Phase 2’s PVP zone event should be in the Arathi Highlands to tie it into Arathi Basin. But you’d be wrong because Phase 2’s PVP event zone is the Stranglethorn Vale.

Honestly, it would be funny if they kept PVP zone events in the zone of the dungeon. But how could they turn an Alliance leveling zone into a PVP event zone? Are all Dwarves and Gnomes just being exiled to Elwynn Forest? No, that won’t happen, but Stranglethorn Vale itself makes perfect sense—a highly contested PVP zone and one that should have had a battleground from the get-go.

We can likely expect a new reputation, a new Quartermaster for some PVP loot down there, but we’ll find out more in the coming weeks.

WoW SOD Gnomeregan

Phase 3 - Scarlet Monastery

Now, Phase 3 is where it gets spicy but also still makes perfect sense since we have Scarlet Monastery, which comes with the level cap of 50. But it’s also just north of a very conflicted and iconic battleground, Alterac Valley in Alterac Mountains.

With Scarlet Monastery being one of the most iconic dungeons because of Sally Whitemane, and Alterac Valley being one of the most recognizable Battlegrounds in World of Warcraft, it’s a perfect combination to throw out for Phase 3.

Regardless between the level cap of 50 and Scarlet Monastery being turned into a massive level-up raid with new bosses, remastered bosses, new events, quests, and perhaps even a brand new reputation, Phase 3 is looking to be incredibly exciting.

Also Read: WOW Classic SOD: Top 10 Things You Need To Do At Level 25

Phase 4 - Karazhan Crypts

The PVP is just icing on that beautiful, delicious cake. And then that brings us to Phase 4 and the first new dungeon in Classic: Karazhan Crypts, a dungeon that was designed back in 2002 or 2003 and then abandoned because they ran out of time before becoming the raid known as Karazhan in The Burning Crusade.

We know nothing about Karazhan Crypts, and people will be making pure conjecture until it comes out. But I expect us to perhaps see original questlines and ideas make it back into the game. It could be the start of an alternate timeline with ideas from Vanilla making a frontline return. We will probably get a new reputation to grind, new quests, new items, and perhaps even instead of being a 10-man level-up raid, we’re looking at the first new 20-man or 40-man raid in Classic.

But PvE without PvP just isn’t World of Warcraft, and thus the new PVP zone event for Phase 4 is also likely to be new content. Since Karazhan Crypts, an abandoned and forgotten concept and idea, is being brought back to life, so will, in my opinion, Azshara Crater, a complete new battleground, dreamed back to life for Classic as well as turning Azshara into a massive level 60 zone-wide PVP event zone.

New reputations, questlines, and much more are going to be given to us. And our dream is the limit or, in this case, the amount of risk Blizzard is willing to take.

And thus, I conclude with what I call the Season of Discovery introduction phases, which are amazing and incredible. While we don’t know exactly what we’ll be getting, it’s only the beginning of Season of Discovery because Blizzard has already said we’re getting more content at level 60.

WoW SOD Karazhan Crypts

Phase 5 - Molten Core & Onyxia

And thus, let me introduce you all to the Season of Discovery endgame phases, which is Phase 5 to 8.

You might think that 8 phases is a lot, but Classic, when it came out in 2019, had 6 phases, and that was just re-releasing the original 6 raids.

Now, this is what we call the educated guessing phase, where we have ideas and we know what they’re going to do nominally. But despite knowing we’re getting content, new and old changes, and more, we don’t know what that is. So, this is more of a wishlist for content.

So, Phase 5 is, of course, none other than Molten Core, and the top 5 most iconic raids in World of Warcraft, after Black Temple, Ulduar, ICC and Siege of Orgrimmar. Don’t crucify me for that top 5 in the comments.

While Molten Core might not be the most iconic raid, Thunderfury, Blessed Blade of the Windseeker, is the single most iconic in-game weapon from World of Warcraft. If you don’t count Frostmourne or the Warglaives, we’re looking at a remastered Molten Core, new bosses, mobs, quests, items, and perhaps even legendaries and reputations.

A legendary that’s already in the game but only 1 singular person got is the necklace (Talisman of Binding Shard) back from Vanilla, which got removed because it wasn’t meant to be in the game. Now that necklace might not come back, but they already have a legendary they designed back then, which they could reincorporate into Season of Discovery.

I’m not sure exactly how much they’ll change Molten Core and, with it, Onyxia. But there will be changes. As for PVP, Black Rock Mountain is the single most dangerous PVP zone in the game. If you played on a PVP server, then you’ll be having Vietnam flashbacks.

So, we know that Molten Core and Onyxia are coming, but what about new content? Allow me to introduce the new and improved Dire Maul or Blackrock Depths.

These two dungeons are massive, so massive in fact that in Cataclysm, they got cut down and reshaped into multiple separate wings. And in BRD’s case, they just scrapped well over half of it.

Either of these 2 dungeons makes the most sense as being a new 20-man-raid or 10-man raid. Logically, it makes sense because Blizzard stated that they wanted new players to be able to catch up easily from phase to phase.

Introducing more level 60 level-up raids, making gearing a lot easier and allowing a transition into raids more easily, albeit I’m not sure if they’ll focus all the effort into making the already existing raids better and more fun to interact with.

Keeping the phases between 4 and 12 weeks long, so we get a lot of hyper-focused content and then new phases before we get bored. Or maybe Phases 5 to 8 will be 6 months long, each with a storm of content to keep us all content.

Phase 6 - Blackwing Lair & Zul’Gurub

Nonetheless, Phase 6 is Blackwing Lair and Zul’Gurub, two fun and interesting raids which will definitely get more quests, reputations, mechanics changes, and loot.

The dungeons most likely to get changed with this phase are the Temple of Atal’Hakkar for ZG and Blackrock Spire for Blackwing Lair, correlating nicely with each other.

Also, Blackrock Mountain being a horrible war zone probably continues into Phase 6, maybe Stranglethorn Vale as well at this point.

But then again, perhaps this is an overload of content and I’m overestimating Blizzard’s zeal, desire, and SOD Gold when it comes to Classic Season of Discovery. There is a lot that they could do here, so much in fact that this could easily be a six-month content stretch between the 10-mans, 20-mans, and 40-mans.

WoW SOD Blackwing Lair

Phase 7 - Ahn’Qiraj 40 & Ahn’Qiraj 20

Let’s move on to Phase 7, which is where I think we’re going to see the most new content in the game.

Scarab Lord is a very coveted title and the Black Qiraji Battle Tank is one of the rarest mounts in the entire game. The opening of Ahn’Qiraj and the Scepter of the Shifting Sands questline is a long, awesome, and genuinely a wild experience.

So, imagine the things they could do here, the things they could add. Imagine a massive zone-wide PVP event in Silithus where the Horde and Alliance battle it out for new PVP reputations and items.

AQ40 and AQ20 are incredible raids full of awesome bosses, lore mechanics, and loot, and I can’t wait to see what Blizzard does here.

Now, we aren’t theorycrafting if we don’t think about new content, and with that, allow me to introduce Uldaman, the new 10-man dungeon and another location to gear with level 60 gear, so you can delve into the raids faster.

Phase 8 - Naxxramas

Last but not least, Phase 8 and The Dread Citadel - Naxxramas, the so-called guild killer in vanilla and definitely a guild killer in Classic, as everything devolved into GDKP and triggered hyperinflation.

Naxxramas will probably get more loot, new quests, new bosses, new mechanics, and more. That’s to be expected. But what else will change in Phase 8? Let me introduce you all to the new 20-man or 10-man raid Stratholme, one of the most iconic places in World of Warcraft and the beginning of the fall for our beloved prince Arthas.

Now, this is me wishing, but it could make sense as once Eastern Plaguelands into a massive PVP zone event, which is already supported by the tower situated across the zone. It would make a lot of sense to have more than just Naxxramas for the entirety of Phase 8, and the size of Stratholme already correlates to being a miniature raid, anyway.

Even if they only include a fraction of what I’ve spoken of and even if they go on absolutely a completely different path, the amount of content that Blizzard seems to be planning to add to Classic Plus Season of Discovery is staggering. And whilst all of this might not be in Season of Discovery, it will definitely be in Classic Plus.

So, whether Season of Discovery is Classic Plus or leads into Classic Plus, expect an obscene amount of content just from the endgame phases.

WoW Classic Season Of Discovery Is Awesome! - Overview & Guide

BizzCon launched to exciting fanfare, moderate disappointment, some controversy, but overall satisfaction. And in that controversy, we have Season of Discovery.

Season of Discovery is Blizzard’s take on Classic Plus. It has completely changed how classic will be played, and what at its core is that it is still Classic WoW. The changes are staggering and amazing.

By the way, if you want to be far ahead of other players in WoW Classic SOD, having enough WoW Classic SOD Gold must be the key to your victory!

WoW Classic Season Of Discovery Is Awesome! - Overview & Guide

Quick Summary Of Content

The most exciting change of Season of Discovery is none other than the Rune Engraving system.

It’s a new class augmentation, where by exploring the world, doing quests, killing bosses, or whatnot, you are able to equip spells, abilities, some item effects, some abilities from other classes, some racial abilities, and some enchantment directly onto your armor, and acquire those passives or abilities.

When we start the game, the level cap is only 1 to 25, and we only have access to three armor slots: chest, legs, and hands. Whilst I will dive into runes for all classes later in this guide, some noticeable runes are Crusader Strike for Paladin and Wild Strikes for Druids.

Now, these two abilities are quite incredibly powerful whilst they alone don’t change the game. Considering that you can get three abilities like this at this power, at level 25 is staggering. This doesn’t even account for reaching max level and having the ability to unlock over 10 abilities, depending on if you can equip runes on weapons, shields, and trinkets.

But because discoveries are secret, and no one knows where they are. You’re probably saying it’ll be datamined. There’ll be 50 YouTube videos and 20 icyvein guides before Season of Discovery even launches. And whilst typically you’d be right, in this case, you’re wrong. Because one of the best decisions that Blizzard has ever made is the following chain: there is no public beta, alpha, or anything.

Every single person is going in blind. The only knowledge we have of the game is what they’ve said to us during BlizzCon, and the people that actually got to play the BlizzCon demo for the 10-man raid Blackfathom Deeps.

Another facet to the game is the following. There are now new tanks and healer combinations. The meta has been shifted, and many classes can do things that they couldn’t do before, like Shaman, Warlock, and Rogue tanking. Also, Paladin is fixed and can properly tank now......

Level Banded Content Phases

Now that you know what runes are, and you learn what the level cap at the start of Season of Discovery is, you’re probably asking, what does that mean?

It’s a new system that Blizzard has designed, called Level Banded Content Phases. And what this means is that Phase 1 of Season of Discovery is capped at level 25, and after a period of a few weeks, it will increase to level 40, the cap for Phase 2.

The phases are as follows, based on Blizzard purposefully leaking the next three 10-man raids, which are: Gnomeregan, Scarlet Monastery, and Karazhan Crypts after Blackfathom Deeps.

WoW Classic SOD Blackfathom Deeps

Now, though, based on the dev interviews, here we have the following phase bands. Phase 1 being Blackfathom Deeps at a level cap of 25. Phase 2 being Gnomeregan at a level cap of 40. Phase 3 being Scarlet Monastery at a level cap of 50. And Phase 4 being Karazhan Crypts at a level cap of 60.

Whilst Blizzard didn’t announce a Phase 5, I wouldn’t be surprised if Phase 5 was 40-man raids being redone. There could be a Phase 5, which starts at level 60 with a completely new 40-man dungeon raid, perhaps Dire Maul. And then Phase 6 is Molten Core remastered and onwards.

So, with those phases explained, why did Blizzard choose Phase 1 being level 25? Blizzard said that the feedback during the classic betas back in 2019 was that people enjoyed it and it was a fun time rediscovering, exploring and doing things at the level 25 cap back then. So, they chose their cap based on that, especially since it allowed them to redo and reuse old content, especially low-level content that people wouldn’t visit again otherwise.

Another major reason is since phases last a few weeks, assume between 4 to 10 weeks per phase, it means you’ll never be too far behind as a new player or someone with IRL responsibilities. You can always jump back, jump back out, play other games, not feel pressured or compelled to grind to max level immediately. You’ll have plenty of time to do that.

And the final reason is that they add exciting, unique and new content with each level banded content phase: new items, new quests, new NPCs and mobs, new discoveries and world quest, new PVP and more. And they can do this over the course of a year or two.

The other main reason is that it allows them to treat each phase as a mini beta within itself, testing what works, is overpowered, is meta, isn’t meta and allowing them to give breathing room to make each consecutive phase better and better.

With level banded content phases covered, let’s talk about the last bonus of the system. That is a new mechanic. There will be a massive XP boost to previous phases, allowing you to catch up faster or level up alt faster with every new phase. I don’t know what this XP boost will be, but I assume it’s 2x experience, maybe even as high as 5x experience. We’ll have to wait and see on that front.

Also Read: WoW Classic SOD: How Forced Faction Balance Affects The Season Of Discovery In Hidden Ways?

Endgame Content

Now that we know we’re stock at level 25 for 4 weeks minimum, up to perhaps as long as 12 weeks, what is the endgame for such a low level?

As I said earlier, there are now new 10-man raids, taking all dungeons and remixing them into raid content. And the first of these level-up raids is Blackfathom Deeps. They’ll be taking familiar settings and characters, giving them new mechanics, changing the quest around these dungeons and making it feel like a legitimate raid. Blizzard’s goal here was to make the world feel more alive, tempered and past, allowing us to take an Azeroth for all its glory and prestige.

Since Blackfathom Deeps got a full-on redesign, let’s dive into this exciting and wildly new content. Blackfathom Deeps is an ancient elven ruin with evil stirring within, familiar but mysterious. Most of you probably don’t even remember the bosses there. But even if you do, they are now completely different.

With a 3-day lockout, much like Zul’Gurub, we’re going to have plenty of time to master this level-up raid and figure out everything there is in there and every little secret. And there are plenty of secrets in Blackfathom Deeps, for example, the secret of the Black Feather Artisan, which sounds like an incredible crafting recipe skill set, as well as the mysterious new world buff Boon of Black Fathom.

And now, let’s dive into the bosses. BFD has seven new bosses, all fully reimagined encounters, and all quests and loot for BFD have been completely remastered and remade. You now have level 25 loot being better than perhaps even level 40 classic loot. Don’t quote me on that, as I don’t have a full item list, but what we did see is pretty incredible, since this is essentially level 25 raid loot and not dungeon loot.

But onto our first boss, who is Baron Aquanis, who is no longer a quest NPC and is now the first raid boss. He’s empowered by Fathom Stones, which have to be disabled, as well as jumping puzzles and a very obnoxious knockback. This knockback throws you off the platform, during which you have to jump puzzle your way back up, only for the ability to be off cooldown, so he knocks you down again. Kind of annoying as far as combat mechanics go, but it’s very interesting, nonetheless.

Then, we have Ghamoo-ra, now the second boss of the raid instead of the first of the dungeon. And he’s protected by a magical barrier, which we have to break through to be able to burn down the giant turtle.

The third boss is Lady Sarevess, a Naga Sea Witch with a retinue of Blackfathom Elite, and we have to turn her own spells against her to stop her from overwhelming us with unending adds.

WoW Classic SOD Lady Sarevess

The next four bosses we have almost no information about, but here they are: Gahz’rilla, the Void Murloc, followed by Lorgus Jett, and then Twilight Lord Kelris, before finally we confront Aku’mai, the Voidscale Hydra.

And that summarizes Blackfathom Deeps. I’m beyond excited to dive into this new content and see just how fun and intuitive it really feels.

Rune Breakdown

Next, I would cover runes in more depth.

As I already said, they’re treating each phase almost as if it’s a beta in of itself, which means runes will only get progressively more wild and interesting, seeing how players lean into them and how the class balance turns out.

Since Rune Engravings can be found all over the world, from quests, dungeons, raids, bosses, PvP, and who knows what else, I can’t cover every rune at the moment, just those that we know of.

At level 25, we only have access to chest, legs, and hands. Runes are permanent essentially a new talent system, which can be applied and removed at will, with no limitations or costs. You simply have to be out of combat to apply and unapply runes. The greatest benefit that runes provide to the game, though, is the simple fact that formerly faction-unique bonuses, buffs, and racials are now available for certain classes, removing that faction buffer. They are also making talent respecs cost far less, but they didn’t tell us how much less as of now.

Every class has its own runes. There is an insane amount of new abilities for player to choose. But it’s going to be a great few weeks as everyone attempts to figure out the new meta, only for the next phase to come out and completely invalidate every single guide that people write. This is good for creativity, exploration and fun. It’s terrible for min-maxes and meta chases, since your meta will never be meta for more than a few weeks or months at best.

Class Design Goals

This all ties neatly into the fact that Blizzard wants to shake up the meta with Season of Discovery, changing the concept of metas and data mining.

Meta in Season of Discovery will never be consistent or stable and thus don’t chase metas. Otherwise, expect to level a new character in every phase and completely learn a new class every phase for the most OP and broken character of that phase. Some of you will do that, that’s for sure, though.

Nonetheless, Blizzard wants to give each class something to brag about. They want to stick with what’s popular in the sense of abilities, item effects and more. Rather than just give random or terrible runes to people, they want to let people let loose and have fun.

Some of the runes will be new and unique spells never seen before. Some will be from future expansions, but they did say that they want to stay true to classic overall and not introduce anything too modern. So don’t expect spells from beyond WOTLK Classic or maybe even Cataclysm. They want to focus on class fantasy and make sure every class feels true to its fantasy.

New PvP Content

Finally, we move on to PvP, the lifeblood of WoW for some people. And what they’ve done cooked up for PvP is phenomenal and amazing.

WoW Classic SOD New PvP Content Ashenvale

Allow me to introduce you to Ashenvale, which lore-wise is a hot spot of war between the Alliance and the Horde since the days of Warcraft 3. And now it truly is a war between the Alliance and the Horde, not just in quest or Warsong Gulch.

Welcome to the Ashenvale PvP Zone, a massive zone-wide PvP event that will completely change how Ashenvale operates and make it a bloodbath.

On the side of the Alliance, we have the Priestess of the Moon, the leader of the Alliance forces in Ashenvale. On the side of the Horde, we have The Farseer, the leader of the Horde forces in Ashenvale. These two bosses are empowered by numerous other clans, which buff each respective leader. And whichever side can figure out a bug and blitz through into the enemy boss and kill them will get the whole experience nerfed.

Jokes aside, like Alterac Valley, you will have to defeat the numerous camp bosses to make the Priestess or the Farseer a weak enough to be defeated.

And as a special unique feature at level 20, you’ll be able to acquire a mount solely for usage in Ashenvale as a PvP unique mount, so it’s not to make the massive Alterac Valley size battlefield and event take 7 hours to complete.

But unlike Alterac Valley, there is no player cap on an open world PvP event, meaning you and your teammates will be able to group together in a massive 5 FPS 400 MS experience, where you don’t know if your side is winning or losing because there are 800 people in Ashenvale pvping at the same time or layering.

How Thrown Utility Damage Works In Dark And Darker?

In this guide, we’re going to be going over thrown utility in Dark and Darker and what exactly can affect their damage since I often find people don’t really loot or use these Dark and Darker Items as often as they should when they give such a massive advantage in fights.

How Thrown Utility Damage Works In Dark And Darker?

Explosive Bottles And Oil Lanterns

Let’s start with the Explosive Bottles and Oil Lanterns, also commonly referenced as Mollies.

Explosive Bottles: Throw an explosive bottle at a target location that will cause a bottle that creates a fiery explosion upon impact, scorching the surrounding area and inflicting area-of-effect (AOE) damage to all within its blast radius. It is lootable. The damage it deals depends on its tier. The higher the tier, the higher the damage it deals.

Oil Lanterns: When in someone’s hand, emits light that illuminates the surrounding area. Additionally, it can be thrown in a similar fashion to an explosive bottle, leaving fire that deals 3 magical damage per second. They can be found in loot chests.

These throwable utility items will deal no impact damage and instead spawn a ground AOE that deals 3 magic damage per second, no matter the Rarity.

Dark and Darker Explosive Bottles

Right now, I’m actually not sure what rarity does for Explosive Bottles. It seems like it only affects the sell price to the vendor. The duration and base damage are the same across the board. Anyway, if you want these bottles, be prepared with plenty of Dark and Darker Gold.

Since Explosive Bottles and Oil Lanterns are magic damage. Their damage will increase with Magic Power Bonus, + Additional Magic Damage and + True Magic Damage, all at 50% scaling.

The burn effect or tick damage can stack up to 3 times and randomly appear in the AOE. This is why Explosive Bottles may sometimes seem ineffective and other times very powerful.

Here’s just five ticks at plus 4 magic damage on my Fighter. Of course, the duration is a bit exaggerated here for demonstrational purposes since usually won’t cook for more than 2 or 3 ticks if you just run through them. Still, it’s a decent amount of damage.

Francisca Axes And Throwing Knives

Now, let us look to the Francisca Axes and Throwing Knives, which do a single instance of on-hit physical damage.

Here is a rule: just follow basic weapon damage for most time. So, + Additional Physicial Damage, + True Physical Damage, and any form of physical power will increase the damage from these two utility items at 100% scaling. This is where perk and spell bonuses make things a little crazy.

As not only do they benefit from weapon perks, like the Barbarian’s Axe Specialization, and Executioner for Francisca Axes, they will also benefit from any kind of Applied Damage Buffs, like the Cleric’s Divine Strike and the Wizard’s Ignite.

At full buff, this can cause some absurdly high damage numbers, even with absolutely no gear. For example, I can hit in the high 60s with the Starter Kit Franciscas Axes, which deals only 18 damage at base.

Note, that’s over three times the base damage.

Dark and Darker Throwing Knives

All we need are our two strength skills, our applicable Barbarian perks, and a base gear Cleric to give us Divine Strike and Bless.

You can even throw Ignite on for more damage as it still applies to utility items even though the VFX doesn’t appear.

Another key feature of thrown physical utility is that it has a fairly strong on hit slow, actually very strong on hit slow, as they currently sit at 25% and 20%. These stats are both higher than the long sword and it sounds kind of crazy.

Now, Ironmace has addressed the effectiveness of these two utility items in the past by adding both damage and velocity falloff, making them slightly less effective at longer ranges.

However, an in-game mechanic that people often don’t know about is that you could hold down or charge up your throw over a couple of seconds to bring it up to maximum speed. And it honestly makes a pretty big difference.

One last note on these two thrown utility items is that it will trigger any on hit skills or perks, like the Barbarian’s Achilles Strike and Reckless Attack, the Fighter’s Victory Strike or the Rogue’s Rupture, Weakpoint and Poison Weapon.

Even though it doesn’t show up on the training dummy and yes, they’re not damaging utility items. But throwing torches and lanterns also can be used to apply Achilles Strike and Rupture.

Conclusion

Now, I know this isn’t exactly game-changing knowledge for those who have been playing Dark and Darker for some time, especially those who’ve been around since the early play test and witness firsthand the Francisca Axe is at their peak power.

But the bottom line here is that these items still scale up to be incredibly strong and they’ll give you huge advantages in PVP. They’re definitely worth looting and buying for cheap price since chances are your class is already optimized to deal with high damage with them.

Best Build To Play In POE 3.22 Krangled Event 2023

Different Path of Exile players may have different preferences. For example, some people like to create unique characters, others are looking for extra challenges, and some just crave the thrill of intense battles. Therefore, GGG will hold three events in November based on the preferences of different players:

  1. Krangled Passives (November 3 - November 10)
  2. Blast From The Past (November 10 - November 17)
  3. Shifting Stones (November 17- November 24)

Today, we’re diving into the intricate world of one of the special events, the Krangled Passives.

Best Build To Play In POE 3.22 Krangled Event 2023

About Krangled Passives Event

Krangled Passives is the first event.

In this event, the passive skill tree and all ascendancy trees are jumbled. Minor passive skills, notable keystones, minor ascendancy skills, and major ascendancy skills have been internally scrambled within those categories. This means that a notable passive skill remains a notable passive skill, but it’s now randomly assigned.

Additionally, all players will be working with identical skill trees, but the Scion character class is not accessible in this event. The GGG team has introduced a range of additional POE Items for players based on their level achievements.

The rewards become increasingly valuable as your character’s level rises. The top three players overall will receive a full microtransaction bundle.

POE 3.22 Krangled Passives Event

Tier S -Totem Build

Totems will be the first build that comes to mind. This is because Totem life bonuses are somewhat dispersed throughout the standard passive tree.

Ancestor Totem attack builds may function effectively with a Krangled skill tree. But I believe that native spell totems, such as Holy Flame Totem and Spell Totem Support builds heavily rely on the Ancestral Bond keystone.

Consequently, these Spell Totem setups may not perform as well in this special event compared to the base game. Nonetheless, we believe that investigating totem builds is a worthwhile endeavor during this event.

Here are some builds you can follow: Shockwave Totem and EA Ballista.

Tier A - DOT Build

In the regular game, damage over time is typically balanced in comparison to instant damage, which is often reliant on Critical Strike.

This balance remains consistent in this special event, although critical strike is hard to get here. So, we’ll need to locate the various damage multiplier nodes spread across the skill tree.

Notably, elemental damage has captured our attention, as it appears to hold the most promise in this event. This is because elemental damage can be amplified by various statistics and it’s already in a favorable position in the base game.

Here are some builds you can follow: Toxic Rain Ballista and Cold DOT.

Tier B - Trap (Elementalist Build)

In the case of Traps and Mines, it is important to note that the majority of Trap and Mine builds heavily depend on Critical Strikes.

However, it is worth mentioning that there are Trap and Mine builds designed around elemental damage. And we anticipate that the Trap and Mine builds will be one of the most popular and effective choices in this event.

Here are some builds you can follow: Righteous Fire + Fire Trap and Hexblast Mines.

Also Read: POE 3.22 November Events 2023 Is Coming Soon! - Everything You Need To Know

Tier C - Minion Build

Next up are Minion builds.

The critical components of the passive tree that enhance minion abilities are widely dispersed, which may pose challenges.

However, it is essential to stay vigilant as a particular ascendancy class might offer a concentrated pool of powerful minion related bonuses.

If such an ascendancy exists, there is a chance building around minions still works. But for now, we have to wait and see.

Here are some builds you can follow: Absolution and Poison SRS.

Tier D - Build Around Crit

We think Critical Strikes are going to be the hardest or near impossible to pull off in general.

In the normal game without the Krangled tray modifier, there’s a synergy involving a base tree. Critical clusters grant you both Critical Strike multiplier and Critical Strike chance together in the same cluster.

This is important because you need to have both stats for either of them to become good.

Here are some builds you can follow: Lightning Arrow and Spark.

Last Notice

There is one last to notice: when it comes to builds you want to, have a look and see or any of the base classes are ahead just due to having more options or better patterns. Of course, no matter what your options are, you’ll need to have plenty of POE Currency to craft these builds.

And one of the things you’ll notice if you look into this is that some of the ascendancies have more notables than others. The Witch starting area is stacked with more notables than the rest of the tray is. And that means there’s more chance for those notables to be good now.

This doesn’t guarantee that these ascendancies or that the witch class are going to be better than other options. It just means that they have more chance to be good.

S Tier Chain Lightning Build Can Dominate Diablo 4 Season 2!

I am pretty surprised at how good Chain Lightning is in Diablo 4 Season 2. I take down bosses almost 30 levels higher in only 8s. I soloed all Uber Bosses pretty easily, including Duriel that I slayed it without even knowing its mechanics.

With further optimized gear and fully upgraded Vampiric Powers, I chilly beat nightmare dungeon Tier 100 fast at only level 86 multiple times, with no elixir and sometimes no death.

The build has the damage to nuke everything plus the survivability to facetank everything. Be prepared with plenty of Diablo 4 Gold if you want to make such a powerful build.

S Tier Chain Lightning Build Can Dominate Diablo 4 Season 2!

Key Synergy & Aspects

We use two DPS skills in this build, Chain Lightning and Ball Lightning.

We use Chain Lightning directly on the skill bar to take down both melee and ranged monsters fast for speed farming.

We also use Ball Lightning indirectly for insanely high AOE damage from two sources:

One from the Enchantment Slot where all Critical Hit trigger a static Ball Lightning on the ground at a decent chance, unleashing massive AOE damage. Make sure to get high Crit Chance from gloves and two rings to feel like a Thor.

Another source is from the Ultimate, that every Chain Lightning we cast during the Ultimate will randomly cast Ball Lightnings and melt everything around.

I made the build that it has almost 0 Cooldown Ultimate. We use the Anticipation Vampiric Power to get 20% Ultimate Cooldown Reduction. We use Overflowing Energy that translates Crackling Energy to Cooldown Reduction plus two Crackling Energy generators, one from Destructive Chain Lightning and one from Wizard's Ball Lightning for further Cooldown Reduction.

And I recommend getting one extra Cooldown Reduction Stat on Helmet or Amulet so that it feels like we have 0 Cooldown Ultimate and just use it whenever we want.

But why do we want two indirect sources for Ball Lightning in the build?

This is because Ball Lightning does absolutely insane damage in Season 2. It gets 200% benefit from bonus attack speed and we get tons of bonus attack speed in this build.

We run the Accelerating Aspect on a two-handed weapon for 50% attack speed. The Ultimate adds another 25% attack speed as we have close to 0 Cooldown Ultimate.

Plus, we get another 48% from the Ravenous Vampiric Power. If we have Esu’s Heirloom, we get another 75% movement speed for 3s after using evade. This goes back to another 30% attack speed buff from Ravenous.

And we get another 14% attack speed from gloves. This is already 167% bonus attack speed in total that we more than quadruple the damage of Ball Lightning.

On top of that, we run the Gravitational Aspect to keep the Ball Lightning around us to not waste any Ball Lightning DPS and further improve its damage by another 25% multiplicatively.

As a result, we melt monsters, elites and bosses that are even 70 levels higher than us.

Diablo 4 Season 2 Key Synergy & Aspects

Infinite Mana

We will need infinite mana first to run the build smoothly.

To achieve infinite mana, we will use the Recharging Aspect that we get mana from each Chain Lightning bounce and Invigorating Conduit to recover 12 mana per crackling energy pick up.

Build Tankiness Effectively

Survivability becomes much more important post level 70.

We use Ice Armor in this build to get unlimited barrier for 6s. Plus, the 0 Cooldown Ultimate we basically get infinite barrier because we have the Protection passive that All Cooldown Skill cast grants a Barrier equal to 30% of our Maximum Life. Plus, the random Lightning Spear casted from the Ultimate.

We run the Snowveiled Aspect so that we have both Teleport and Ice Armor as Unstoppable Skill to stay safe if we are getting Crowd Controlled. And we get tons of extra Armor as the Armor bonus is buffed from 10% to 30% in 1.2.0.

In this build, Chain Lightning applies 100% Uptime for Vulnerable to all monsters with the benefit from the legendary node in the Static Surge Board. This is also why we don’t need the passive on Frost Nova.

So, we also take the Ice Armor passive to get further barrier to be really tanky. I can facetank butchers easily with Ice Armor on and even facetank T100 sometimes at only level 86.

We also run the Everliving Aspect for another constant 25% damage reduction as all monsters are Vulnerable. And make sure to get 70% All Resistance in World Tier 4 by combining the Resistance Stats on these 4 positions. We can also tweak the Paragon Board Nodes and use Gems if necessary.

Diablo 4 Season 2 Build Tankiness Effectively

Last, get at least 2% Total Armor Stats on these 4 positions. With the Aspect of Disobedience, we are super tanky and facetank everything. I will fast scan my full gear that passed T100 at level 86. I carefully selected all stats on each piece and I used Maximum Life stats on Rings to improve my survivability to just challenge T100.

Also Read: Diablo 4 Ball Lightning Sorcerer Build: Season 2 Best Tank Endgame Build Guide

Skill Tree

For the Skill Tree, we use Firebolt in Enchantment for burning synergy.

This is combined with Devouring Blaze for further crit damage. If our base crit chance is below 25%, replace Devouring Blaze with Elemental Dominance and replace Firebolt with Chain Lightning in the Enchantment for better performance.

If we got a Recharging Aspect that is above 2.5, we can remove all points from Invigorating Conduit and put them to Conjuration Mastery + Precision Magic for further damage.

Paragon Board

As mentioned earlier, the most important node in the Paragon Board is the Static Surge legendary node that enables our Chain Lightning to apply Vulnerable states to all monsters plus some mana regeneration. We will unlock it the first thing after we are on the second board.

Vampiric Powers

For Vampiric Powers, I recommend using:

  • Resilience. It is the best Vampiric Power to help us survive in high tiers.
  • Ravenous. It gives us 40-75% extra attack speed for great synergy in the build Anticipation. It helps us get, close to 0 Cooldown Ultimate for much more damage and survivability.
  • Accursed Touch. It does great AOE damage to further speed up farming.
  • Prey on the Weak. It helps us get another 16% multiplicative damage boost as we apply 100% Vulnerable Uptime to all monsters.

Without Gravitational Aspect

Unfortunately, the Gravitational Aspect is only dropped randomly and cannot be target farmed.

If you haven’t got one, I recommend using the Unbroken Tether Aspect for greater Chain Lightning Synergy or the Control Aspect that can be codex imprinted if you don’t have the Unbroken Tether either.

Skill Rotation

There is no specific skill rotation in this build Skill Rotation.

We are pretty flexible to fight enemies both in close range or at a distance. As the Ultimate is free, just cast Ultimate, keep pressing Chain Lightning and witness everything melt in seconds.

Ending

I really like this Chain Lightning build because it has extremely high attack speed, insane damage, superb survivability and free to cast Ultimate to greatly boost damage whenever I want.

I am not only having a blast but also having lots of fun running it.

Is Forza Motorsport Worth Your Time And Money?

Forza Motorsport has been around for 18 years and has made some great strides with every release. While some have been better than others, it has remained near the forefront of simulation racing games.

Turn 10 Studios’ latest game in the series claims to be a new era for not only the Forza franchise but racing games in general. In a lot of areas, it backs those claims, but it falls short in a few too many spots that keep it from being an all-time great racing game.

Is Forza Motorsport Worth Your Time And Money?

Pros

First, let’s talk about accessibility. Forza Motorsport has some of the deepest accessibility options I’ve seen in a racing game. Whether you are a longtime racer completely new or need help for a variety of reasons, you can tailor the game to what you need. It’s basically Turn 10’s way of ensuring all are welcome to play.

There are over 500 Forza Motorsport Cars to choose from at the game’s launch, which is quite a bit less than the 700 the past games have offered. Still, the offerings are strong, with a mix of modern and classic cars of all different classes.

For the most part, each car feels unique, with some offering tighter turning while others just zip through the course with no remorse. Getting comfortable behind each car you choose is arguably the best gameplay aspect Forza Motorsport has to offer.

All 20 courses in the game at launch are beautifully recreated. Every inch on the track looks spoton to what you would see in real life, if not better. Even the sound design is a second to none experience that helps immerse you into each race.

The game features a day and night cycle that is incredible when running long races. I suffer from an astigmatism, one of the symptoms aside from general blurry vision, causes bright lights to display differently to my eyes in the dark. When racing at night, the lights cause the same vision issues. I would suffer driving at night in real life without my glasses or the wrong pair. Personally, that’s one of the aspects I absolutely love.

Forza Motorsport Accessibility Options

Cons

But with everything Forza Motorsport does right, there’s quite a bit it does wrong. Race settings are limited to one of the three rule sets. Rather than be able to do races where you have full damage or rewinds on, you have to choose between one or the other. It’s an unnecessary limitation, especially if I’m playing free play races by myself.

Speaking of damage, that’s one area where the game really disappoints. Even with full damage enabled, you can drive full speed into a wall or a car and your vehicle will only show various scratches on the surface. Sure, there will be damage within your car like your suspensions or whatnot, but that takes away from a bit of the realism Turn 10 was likely aiming for.

Your car looks the same, whether it’s cosmetic or full damage after taking a major hit. For a game with as much attention to detail in areas, like rain, track surface, and dirt, the damage omissions are a real head scratcher .

Then, there are little things that bother me like not being able to cycle through cars when looking to buy them. By that, I mean once you get to the end of the list instead of going back to the beginning, you have to manually go backwards through everything.

Another one is searching for liveries for your car. It often takes a long time for them to load up, which leads me to just backing out and doing something else in the game.

Forza Motorsport Career Mode

Again, these are small things, but it’s enough to annoy me when playing. Career Mode is where you spend most of your time outside of the game’s Multiplayers. And to be completely honest, it’s a big letdown. It follows a basic formula of practice, race, upgrade your cards if you can and repeat. There’s no real feeling of investment in the mode aside from trying to earn Forza Motorsport Credits (in-game currency) to buy or upgrade more cars.

It would be nice if there was more of an atmosphere surrounding the events in your career. Multiplayer allows you to race with friends in private lobbies or online with others around the world. There are featured races to take part in after you complete qualifier races as well as other events like Rivals, which essentially are time trials.

Conclusion

Overall, Forza Motorsport is a fun racing game. Each car feels enjoyable once you learn its nuances and the tracks all look incredible. It’s just a disappointment. It comes with a run-of-the-mill career mode that doesn’t keep you wanting to play for enjoyment, but more a feeling of requirement.

With content updates during its life cycle, Forza Motorsport can become a great game in its own right. For now, however, it remains just a solid game with a little too much empty space off the track.

What Are The Differences Between Official Hardcore Servers & The Hardcore Addon?

With the launch of Official Hardcore Servers on Classic Era, I think it’s time to cover what’s different on these Official Hardcore Servers, compared to the version of Hardcore we have been playing in the past with the addon.

So, here, I will cover the major differences between the addon and the official hardcore servers, as they do not follow the same rules and are actually very different from one another.

What Are The Differences Between Official Hardcore Servers & The Hardcore Addon?

Grouping

Let’s start with Solo / Duo / Leveling in a Group.

With the Hardcore addon, if you wanted to be in a duo or a trio, you had to be online at the same time, and level together from start to finish. There were several rules in place such as you’re not allowed to be in different zones, basically meaning you had to duo with the same person from level 1 to level 60 and always play together.

On the Official Hardcore Servers, you are free to Solo, Duo, or Trio whenever you want. You can invite whoever you want to your group whenever you want. You could, for example, group up in a 5-man group from level 1-10 and just focus on kill-quests, then split up at level 10 and then solo the rest of the way until level 60. And if you suddenly meet someone you want to duo with for a couple of hours, you can do that as well.

Basically, you are no longer locked into being a Solo, Duo or Trio Character upon starting. Because with the Addon, if you chose to be in a Duo, you were stuck in that Duo. On the upcoming Hardcore Servers, you’re more free to pick and choose throughout your journey.

So basically, Grouping was very restricted before, but now you’re free to group up when you want to.

Dungeons

Now, let’s talk about Dungeons.

With the Hardcore Addon and the Solo Self Found Ruleset, we were only allowed to do one singular run of every dungeon until we hit level 60. This could be very annoying, as a singular mistake, and losing one person could mean you miss out on the entire dungeon. Because if you lose 1 person in, for example, Zul’Farrak or Maraudon, finishing such a high level dungeon with only 4 people can be incredibly difficult and is often a risk not even worth taking on Hardcore.

This could mean you miss out on an entire dungeon because of a mistake someone else makes. And not only that but some dungeon quests were borderline impossible to do with only one run: Like for example the Stormwind Stockades Bandanas Quest, or the Zul’Farrak Mojo Quest, basically quests where you loot mobs for an item with less than 100% drop chance, and even Wailing Caverns with the Deviate Hides, though those could be farmed on the outside.

WoW Classic Hardcore Dungeons

In these cases, players would literally /roll for who got to complete their quests. And if you lost the roll, you would not be able to complete your quest, which feels kinda weird.

On top of that, you also have dungeons, like Uldaman, which heavily encourages you to do multiple runs of the dungeon in order to complete every quest, although it is technically doable in one instance-run if you time it to perfection.

On the Official Hardcore Servers, all of this annoyance is removed, as we can now do several dungeon runs while leveling, although there has been one modification in order for people not to just spam Dungeon Cleaves like they did in 2019 when Classic WoW came out.

Dungeons now have a 24 hour reset timer from level 1 to 59, meaning this timer is lifted once you hit level 60, so you can freely farm dungeons. But this means while leveling, dungeons will have a daily lockout and you can run every dungeon once per day.

One more change they have made to dungeons is that mobs inside dungeons give 50% less experience, but bosses give a lot more experience than usual.

Basically, they have taken 50% of the mob experience throughout the dungeon and put it into bosses, which is done for two main reasons: Mobs inside the dungeons do reset over time, but bosses have a 24 hour reset timer. And it also encourages people to focus on killing bosses and doing the higher dungeon rather than just AoE farming mobs inside dungeons for experience.

Trading

Next up then, the use of Mailboxes, Auction House and Trading. I’ve chosen to throw all of this into one place, as it all pretty much boils down to one thing: Trading.

Sending a mail between players is essentially trading something, you’re just doing it via mails. Same thing with the Auction House, so it’s all Trading.

On Classic Era with the Hardcore Addon, Trading was not allowed, even for things, such as Mage Food or Mage Water, or Warlock Healthstones. Basically, no trading whatsoever.

On the Official Hardcore Servers, this rule will be lifted and you are free to Trade, use the Auction House, and use the mailbox. I think this is a good thing, because you have another way to make WoW Classic Hardcore Gold.

But what I will say is, all the rules we had in place with the Hardcore Addon, made it so you were pretty much forced to play in one very specific and restrictive way.

And without being allowed to Group, Trade, send mails or use the Auction House, it is a very “Solo” experience. It is definitely more challenging, but is also a lot less social, and Blizzard have verbally stated they want to focus more on the Social Element than the Challenging Element, which I think is great.

The essence of these servers being Hardcore already is quite challenging in itself, and too challenging for most people, considering if they lose a level 60 character, a lot of people simply won’t bother going again.

Also Read: WoW Classic Hardcore: An Elwynn Forest Survival Guide

Class Abilities

There are also a couple of small changes, such as Class-Abilities, which were previously prohibited or the use of certain items.

Number one here would be the Paladin Bubble-Hearth, which was technically not allowed with the Hardcore Addon, but there were a couple of work-arounds. But on the Official Hardcore Server, there will simply be a restriction in place to where Paladins physically cannot use their Hearthstone while under the Protection Effect.

However, nothing has been stated about the Light of Elune plus Hearthstone, so there might be a big favor for the Alliance here.

With the Hardcore Addon, we were also not allowed to use the Auto-Unstuck Features in order to Teleport to Major Cities, and this restriction will not be there on Official Hardcore Servers.

For most people, this won’t really matter much. But for example, as a Night Elf, this means you can use the Auto Unstuck Feature to teleport to Ironforge instead of having to walk through Wetlands, or swim to Westfall, so it definitely has some practical uses.

Minor Changes

Now, let’s talk about some minor things that might not directly impact your gameplay, but are pretty huge changes overall.

- With the Hardcore Addon, we had an Appeal System. On the Official Hardcore Server, we will not have an Appeal System. This means if you die because of a disconnect, your run is over. But, Blizzard have done a lot of work in the back-end to atleast make it so you disconnect as little as possible from the game itself. But if you have terrible internet connection, there’s really not a lot Blizzard can do.

A lot of people have speculated that they could have added a disconnect-protection-mechanic where if you disconnect, you get a protective bubble around your character until you come back in. But believe me, that could be abused and would be just as terrible as anything else.

Imagine if we had such a system, I could just install a flip switch for my internet router next to my PC on a foot-pedal and if I’m ever close to die or in an oh-shit situation, I could just hit that switch and disconnect and get a protective bubble around my character.

- There will be a lot less griefing on the Official Hardcore Server than we had on Classic Era with the Addon. With the Addon on Classic Era, we had people stand on flightmasters with PVP enabled players naming themselves after mobs and forcing you to target them. Basically, people just forcing you into PVP combat then griefing you.

On the Official Hardcore Servers, you have to physically opt in to PVP by typing /pvp in order to get PVP flagged, so that the entire category of griefing is now disabled.

We also saw people drag elite mobs such as Teremus all the way to Stormwind and Elwynn Forest, and mobs will now have a kite-leash-cap, meaning if you try to kite a mob more than 500 yards away, it will reset. So, in this example, kiting Teremus out of Blasted Lands would end up resetting Teremus.

On the other hand, there is a new category of griefs, which Blizzard really can’t to anything about, and that is “Social Griefing” by players pretending to be your friend, joining your dungeon group or raid, then wiping the entire group.

Everything You Need To Know Before You Jump Into POE 3.22 Trial Of The Ancestors League!

Here, I want to go over everything we currently know about the mechanic and rewards of Path of Exile 3.22 Trial of the Ancestors League, as well as the implications this league mechanic will have on, what build you should play, the league’s economy, and Atlas strategies.

That way, you can jump into the league with everything you need to hit the ground running!

Everything You Need To Know Before You Jump Into POE 3.22 Trial Of The Ancestors League!

Matches & Tournaments

First up, let’s go over everything we know about the league mechanic.

Trial of the Ancestors, which I’ll be referring to as “Trials” from now on, is an autobattler-inspired league mechanic. You’ll be recruiting and upgrading Warriors over the course of a tournament, strategically placing your team at the start of each match to counter the enemy team.

Each position you can play a Warrior has an associated role, which determines how that Warrior behaves in battle. Some will have them on the offense, others on the defense, as well as other specialized roles.

Unlike a traditional autobattler, you will fight alongside your team, much like how Blight is a tower defense game where you fight alongside your towers.

Path of Exile 3.22 Matches & Tournaments

Each Warrior, including the player, has a totem that they revive at a short time after being defeated. If a totem is destroyed, that Warrior instantly dies, and will no longer respawn for the duration of the match. The goal of each match is to destroy all of the enemy team’s totems before your totems are destroyed.

Each match represents a single game in a larger tournament. These tournaments are double elimination. You can lose once without getting knocked out. But after two losses, you have to start over in a new tournament.

Before each match, you’ll get to view each team and what the reward for beating that team is. You then pick your opponent, and pay the entry fee – one Silver Coin, per match.

In addition to the rewards you get from winning each match, you get additional rewards for successfully winning the entire tournament.

Many of the best rewards seem to be exclusively available from tournament wins, so you definitely want to make sure you’re winning the whole thing!

Every time you win a tournament, your ranking will increase. The better your ranking, the higher the difficulty and the better the rewards of future tournaments.

It’s likely that consistently winning and being able to do extremely high-ranking tournaments will be the most profitable way to farm Trials.

Favour & Teambuilding

In between matches, you will get to spend tribe-specific Favour that you receive from winning matches, to recruit new Warriors for your team, and to purchase Equipment and Field Items.

There are a total of 10 different tribes, and each has a different selection of Warriors and Equipment for sale. Mixing and matching will probably be key to creating a strong team.

Field Items can be placed on the battlefield the same way a Warrior can, and serve as single use consumables that you can activate by clicking on them, to get a beneficial effect when you need it most in a match.

Path of Exile 3.22 Equipment

Equipment is given to your Warriors, to enhance their abilities. Based on the Equipment GGG has previewed, these POE Items are not simple stat boosts, but are often transformative in nature. For instance, the equipment Dying Roar makes your Warrior explode on death.

Figuring out what Equipment to buy, and what Warrior and Role to use that equipment on will probably be key to victory. For instance, the explosion on death equipment probably combines well with a tanky character, perhaps on a defensive role where they will be fighting enemy Warriors

All of these progression mechanics - Warriors, Field Items and Equipment, are tournament-specific progression only. None of them carry over. You start every new tournament from scratch.

Skill Point Tattoos

So, what are the rewards from doing all this, anyway?

Well, the Trial of the Ancestors League has some pretty spicy new rewards. The first of which are Tattoos.

Tattoos are a new consumable item, which can replace attribute passives on your Skill Tree.

So, for instance, you can overwrite a +10 strength travel node with one that gives 8% Fire Resistance, or another that gives 1% Mana Reservation Efficiency.

These tattoos are permanently applied to the skill point, unless you use an Orb of Scouring or overwrite them with another tattoo. These tattoos offer an incredible amount of power to min-max your character build to levels never seen before!

Every single build needs to take some number of travel nodes. In the past, there really hasn’t been anything you can do about that. But now, you’ll be able to turn all of those travel nodes into far more useful stats. I expect some of these tattoos to be very pricey.

Also Read: 10 Easy Ways To Make Currency On The First Few Days Of POE 3.22 Trial Of The Ancestors League

Omens

Another new type of consumable item available from the Trial of the Ancestors League is Omens.

Omens are automatically triggered and consumed from your inventory upon meeting some trigger condition. For example, one of the Omens previewed creates a portal on death, and another gives you Soul Eater upon leveling up.

While some of these seem marginally useful for mapping, the real money here is in the rare ones, such as the Omen of Fortune, which guarantees your next orb of chance will upgrade an item to a unique.

In order to prevent players from feeling like they need to fill their inventory with Omens, there’s a restriction of only one Omen being able to trigger per zone.

Hinekora’s Lock

The final reward available is a powerful new endgame crafting currency, Hinekora’s Lock.

Hinekora’s Lock has a very unusual effect. It allows you to “foresee” the result of the next currency item used on it.

Path of Exile 3.22 Hinekora's Lock

It’s unclear exactly what this means, and people have different interpretations. Some claim that you have to actually use the currency item, like an Eternal Orb, whereas others believe you’ll be able to see what the outcome would be without actually using it.

Regardless of how it ends up working, one thing is clear: this is an incredibly powerful crafting option that rivals the power of the Eternal Orb. And the Eternal Orb was removed from Path of Exile for being simply too powerful at crafting.

Hinekora’s Lock will end up having a very similar effect. With enough Hinekora’s Locks, you will be able to deterministically craft, getting the exact outcome you want at every step. If it foresees an outcome you don’t like, you simply change the item’s quality, use another Hinekora’s Lock, and check again.

I expect that all of the most powerful items created in the Trial of the Ancestors League will rely heavily upon the use of Hinekora’s Lock. Regardless of how rare or common it ends up being, this will be a chase reward worth many Divine Orbs.

Build Considerations

So, now that you know everything there is to know, the question remains: what should you do to best prepare for the Trial of the Ancestors League?

Well, as far as builds go, it’s likely that strong, single target ranged DPS builds will be king in Trials tournaments. Being able to quickly burst down Warriors and Totems will allow you to simply delete the enemy team, without having to overly rely on the rest of your team.

In addition, POE 3.22 marks the return of the Sanctum league mechanic, which is a league mechanic, and also incentivizes strong single-target DPS builds.

Another consideration is that you may want to pass on playing a stat-stacker. Stat stacking builds won’t be able to take advantage of tattoos in the ways other builds will, and might end up falling short in terms of character power this league. Or at the very least, you’ll miss out on the fun of playing with the new character progression mechanics.

Atlas Considerations

As far as your Atlas and Farming strategies go, it’s worth noting that the new Maven keystone also incentivizes single-target DPS. Boss killers may find that they thrive in this league.

Other than that, something I want to highlight is the way that you interact with the league mechanic. You spend Silver Coins to play matches, but these Silver Coins are just regular POE drops.

Path of Exile 3.22 Atlas Considerations

As far as we know, they aren’t limited to one per zone or come from special league chests, or anything like that. It’s worth emphasizing just how unusual this is.

GGG hasn’t done a league mechanic like this in years. The last time they had a league mechanic that you started through regular drops off of enemies was Legacy league in 2017, over 6 years ago.

The reason why they normally don’t do this and what makes this so interesting is that it means the amount of Silver Coins you find will scale with player and area Item Quantity, as well as pack size. This means that you have the ability to specialize in farming Silver Coins by magic finding. And some players will be able to farm Silver Coins at absolutely obscene rates.

My understanding is that the current go-to strategy for magic finding is to use the strongbox sextant with the Wandering Path.

It’s worth noting that even though Strongboxes aren’t on the map device this league, the new “Seventh Gate” keystone will allow you to add strongboxes to the map device. And if you go for this niche strategy, you may be able to farm a fortune in Silver Coins, even if you don’t engage with the league mechanic directly.

Other than that, my last observation is that because Hinekora’s Lock only works with crafting POE Currency, other crafting methods that aren’t currency may be far less valuable than usual this league, as players look to craft endgame items via means they can use deterministically.

These would be things, such as Aisling T4 in Betrayal, Harvest, and possibly even fossils.

Why You Need More Gold Before WOTLK Classic Phase 4? - Gold Farming Guide

I’ve spent most of the last week researching the best new items coming in WOTLK Classic Phase 4. And let me tell you something. They aren’t going to come cheap.

What I found confirmed one thing: you’ll need more WOTLK Classic Gold for Phase 4 than you needed for all the other phases combined. There are just so many big-ticket items you won’t want to miss out on, like the Deathbringers’ Will trinket, the new 264 item level BOEs, and Invincible, which is the most impressive mount in the game.

If you’re curious on exactly how much gold, you’ll need to save up you should check out my top 10 most expensive ICC items guide first. No matter what items you plan to go for, there’s no doubt the need for gold making in Phase 3 is really ramped up.

I’ve personally settled on farming 150,000 gold to get everything I need from Quel’Delar to full BOEs on every character and maybe even work on a Shadowmourne down the road.

So, here’s exactly what I’m doing to save up that gold in the next 45 days.

Why You Need More Gold Before WOTLK Classic Phase 4? - Gold Farming Guide

Making Passive Gold With Dailies

The first thing I’m doing every day is making sure not to miss out on any passive daily gold.

I do have Jewelcrafting on three characters, which means I get over 320 gold per day in just a few seconds turning in the daily. I’ve managed to pre-farm the Jewelcrafting daily, which you can do by making the items as you collect them. This is also the time where I take advantage of Alchemy transmute on my Death Knight, where you could easily fit in your Titansteel transmutes as well.

I also still do a handful of dailies for 200 more gold on my Druid per day. That’s mainly because the single best perk of dual specing Boomkin is just how quickly I can destroy an entire island of Kvaldir.

Of course, you can’t forget the Daily Heroics. I have been enchanting on my Paladin, so it feels fantastic vacuuming up all the epics.

Plus, I definitely want to keep stockpiling Emblems for Epic Gems in Phase 4.

Open World Goldfarming

The next key thing I’m doing to save up over 150,000 gold is Open World Goldfarming. There are three different fantastic spots in Phase 3 right now, all with different benefits and some small drawbacks.

1. Frostfloe Deep

My first favorite spot that I keep coming back to is the Frostfloe Deep cave in Northern, Storm Peaks. The Wailing Winds mobs here drop an insanely high amount of Crystallized Fire. That sells for three gold each on Faerlina and I know the prices are even higher on some servers.

The trick here is to bring a friend to farm the upper area while you farm the lower section. And that’s because this is a true hyperspawn where the enemies instantly respawn when they’re killed.

With a good farming class, you can easily push 700 GPA. There’s also a side benefit, which is that the Crystallized Fire can be sold instantly. That means you can immediately turn around and invest that gold or do flips with it.

WOTLK Classic Crystallized Fire

2. Wetlands Gnolls

My second favorite spot is the Wool Cloth farming in the Wetlands.

This is a consistent 800 gold per hour farm because you get instant farming mobs that drop Wool Cloth at a really high rate. On my server, the wool is always worth at least 70 silver and it sells instantly. So, this just prints money.

But I do have a bunch of new optimizations to make it better.

The first big optimization is to bring Scrapbots, Jeeves, and the MOLL-E mailbox. Because this method generates so many inventory problems.

Then, I like to use Speedy AutoLoot to grab all the wool really fast. Whenever my inventory is full, I can use TradeSkillMaster to sell the trash and BOEs to a Scrapbot. I try to maximize Scrapbot usage by selling multiple times with one Scrapbot. Then, whenever my character has a lot of wool, I’ll just mail it to my Alt using the MOLL-E mailbox.

One of the big tricks I realized is that the Linen Cloth is basically worthless. So, I started destroying it. Also, having a second Alt logged out at the same location, able to drop another mailbox and more Scrapoots is a huge well.

3. Converted Heroes

The other farming spot I’ve started to really enjoy recently is the Icecrown, Converted Heroes.

These are a very comfortable 800 gold per hour. I always did this farm wrong in the past by sticking to the wall and I didn’t realize there were way more spawns throughout the entire area. This is definitely one of those farms way better on a class with AOE, like a Mage, and it’s even better with Tailoring. These mobs drop a ton of Frostweave Cloth and you get even more with the tailoring passive.

Also Read: WOTLK Classic: How To Prepare For Phase 4 Icecrown Citadel? - Investing & Goldmaking Guide

AFK Goldmaking Methods

I’ve really enjoyed doing AFK gold making methods, like Potion Crafting and making Leathers recently.

The numbers are deceiving because there’s still a lot of profit to be made on things, like Potions of Speed, Potions of Wild Magic and Mighty Frost Protection Potions. I would definitely recommend crafting everything in the process like the Pygmy Oils and also having Master of Potions.

I also like to do a lot of AFK Leatherworking, making things like Heavy Borean Leather and Heavy Knothide Leather. You can’t forget classics like Netherweave Cloth, either.

I just post a low price bait cloth and then anything under 15 silver is pure profit crafting heavy bandages. I’m not just relying on AFK gold making though since I’ve also recently begun mastering flipping.

Flipping is able to consistently generate me over 4,000 gold per day. I like to primarily do an undercut strategy with fast selling items. The main items I like to flip are things like rare and epic gems, leatherworking items, and Enchanting Vellums.

I’m using the Auctionator for these quick flips. And in order to get your Auctionator to look like mine, you’ll need to enable some settings in the options. The main settings you’ll need are the “Show Crafting Costs” and “Show Bag Items” in the Selling panel.
WOTLK Classic Berserking

The main thing is to check prices using Auctionator and then craft 3-10 of any given item based on profit. Some of my favorites are the gem flips like the Runed Cardinal Ruby flip as well as the Leatherworking leg armor flips like the Icescale Leg Armor. I also love Enchant Weapon like Berserking and Mighty Spellpower, too.

The key though is that the bigger the number of profitable recipes you craft each day, the more profit you’ll make. You can even do better than me if you have one of every profession, since tailoring an Inscription is also very profitable.

From the many hours of flipping the last month, the biggest tip I can give you is that the number one spot on any item will always get 99% of the sales. Don’t be afraid to run a cancel search and then repost since it’s so fast if you have a hotkey set up.

The other tip is that raid times are when most of the sales will happen, so don’t get into undercut wars at five in the morning. Either way, if you don’t want to be up until five in the morning making gold, you should definitely switch to more profitable professions.

Honkai Star Rail: The Most Insane Teams You Can Build With Kafka! - Meta Analysis Of Kafka Build

Kafka has brought some of the biggest twists into the meta.

In this guide, I am going to talk about things that you need to know about her, whether you have her or not, as well as cover important questions like how game-changing some of the build decisions are. And most importantly, I will showcase the most insane teams you can build with her. Believe me, these teams are amazing and it’s not something you want to miss out on.

Honkai Star Rail: The Most Insane Teams You Can Build With Kafka! - Meta Analysis of Kafka Build

1. New Teams

I honestly didn’t think Kafka would be this good because there were a lot of rumors going around that she would end up inferior.

But I am happy to tell you that the woman who gave life to our character is pretty amazing if not broken. So, if you are still struggling to add Kafka to your Honkai Star Rail Account, my answer is yes.

So, let’s take a look at some of the teams that are currently dominating Memory of Chaos.

*First of all, we’ve got an interesting comp made up of Sampo, Bronya, Kafka and a healer.

Now, what’s amazing about this team is the synergy with Kafka and Bronya. Basically, Kafka can trigger DoTs immediately upon using her skill and the Ultimate can also trigger Shock state on the enemies as well. So, Bronya gives Kafka an extra turn and with the massive ATK buff in addition to sometimes having Bronya ATK boost from Ultimate, Kafka will shred enemies to pieces.

And let’s not forget Sampo is also doing a lot of good damage from his DoTs, which will get triggered by Kafka’s skill.

However, there is a big drawback to using this team as well as a few others and that mainly has to do with an extremely high skill point usage. Activating Kafka’s and Bronya’s skill each turn puts a huge pressure on the skill point economy, especially if you’re not using Luocha. Because any other healer might need these skill points to keep the team alive. So, in this case, you will most often use Sampo’s basic attack and this team becomes kind of a single target killer.

But don’t get me wrong, this is probably the most fun team I’ve played with so far and the synergy is really good here.

Also, the pressure on SP becomes lower if you have E1 Bronya since then she has a chance to refund the 1 SP from her skill.

*Now, the next team is a pretty unique. Silver Wolf is yet again showing up here because it’s made up of her, Kafka, Tingyun and Bailu. This Mono Lightning team is amazing when the enemy has Quantum Weakness.

First of all, Silver Wolf can then consistently apply Lightning Weakness on them. But in addition, Tingyun’s ATK boost coming from both skill and ultimate as well as her restoring so much energy to Kafka, means that Kafka can dish out her Ultimate really often.

Honkai Star Rail New Teams For Kafka

Although, this team won’t have that many DoTs going on, since Kafka will be the only one here doing the DoT damage. But regardless, it’s a unique comp that you can build if you have Silver Wolf.

Also, one important thing I wanted to mention here is that normally, Kafka’s best in slot relic set is Sizzling Thunder. But with this comp and against Quantum weak enemy, Genius of Brilliant Stars is way better for her. And I am talking about actual personal damage increase you wouldn’t see otherwise in other teams.

Still, keep in mind, this relic set has an extremely niche use-case. But if you do have it, it’s going to be amazing for Kafka in this team.

*Now currently, I am seeing a lot of player reports coming that Sampo, Kafka, Silver Wolf and Luocha is one of her best teams right now, which makes sense since you’re getting a massive DEF shred and RES reduction from Silver Wolf, while Luocha keeps the skill point economy happy and thriving and Sampo is the best or should I say top-tier team mate you can pair with Kafka. So, this team can easily clear the hardest content you’ll go up against.

*But what about Luka? Well, he is also really good with Kafka. You’ve probably seen a team made up of him, Sampo, Kafka and a Healer in other content creator videos. And what I really like about Luka is that the Bleed he applies from his skill scales super well with the enemy’s health, although it does have its limit that’s tied to his ATK.

So, as you can imagine, since Kafka can trigger the DoTs immediately with her skill, this bleed becomes amazing, especially since you don’t actually reduce the remaining turns on the DoTs triggered. So, the enemy will keep bleeding and Kafka will keep smiling.

Still, keep in mind this team is also extremely SP hungry. So, the best healer, unfortunately, is the limited Luocha here. But you can make it work yet again by sometimes not using Sampo’s skill if you have another healer built. And also, Luka’s skill only needs to be triggered seldom, since Bleed lingers around for 3 turns.

I mean, however you look at it, the fact that you can trigger DoT damage that ranges from 30 to 80k is insane and this team is super fun to play. And of course, you could replace Luka with Serval here who, by the way, can have her Shock exist along with Kafka’s.

However, one of the best things about triple DoT team that has Luka is that he can equip on himself Pearls of Sweat Light Cone, which helps him reduce enemies DEF further with his ultimate, while Serval is an Erudition unit, so she can’t even equip this great DEF shred cone.

In fact, if you’re running this triple DoT team, using Before the Tutorial Mission Starts light cone on Kafka, can help her regain energy so fast. Most of the times you will be able to trigger her ultimate every 2 turns, since Luka will be shredding Enemy’s DEF with his ultimate and the Pearls of Sweat light cone.

*Finally, one of the more quirky team comps that is a bit experimental at this point. But it’s made up of Himeko, Asta, Kafka and, of course, a healer.

I’ve been mentioning healers all the time. But you can use a Preservation unit, provided that they can keep the team alive. But I digress. So, this team is pretty funny because both Asta and Himeko can produce Fire DoT on enemies. Of course, Kafka can trigger them with her skill. But in addition, Asta can boost her ATK and increase her SPD, which are both important when building Kafka.

So, these are the teams that have had the most success with her. And there’s definitely a lot of variations you could go for. For example, instead of Silver Wolf, you could use Pela in a team with Sampo and Healer. So, keep in mind these teams are not set in stone.

Also Read: Honkai Star Rail 1.2: The Newest 5-Star Lightning Nihility Unit Is Coming! - Kafka Pre-Release Analysis & Builds

2. Build Considerations

Now, when it comes to Kafka’s build considerations, they aren’t that super complex, but there are some major things you need to be aware of.

Basically, you want to build her with ATK Body and either ATK or SPD boots. If you have her signature light cone, going with ATK boots is fine, but for the most part, there are certain breakpoints that allow her to take more turns as you can see here:

  • 121 SPD Extra Turn Every 2ND Cycle of New Enemy Wave
  • 134 SPD Extra Turn Every 1ST and 4TH Cycle of New Enemy Wave
  • 161 SPD Extra Turn Every 1ST, 2ND and 4TH Cycle of New Enemy Wave

So, you can aim for these thresholds as long as you can hit them.

Just keep in mind that if you play her with Sampo or other DoT character, make sure she has at least 1 less speed than them, so they can take their turn first and then she can trigger their DoTs with her skill.

Now, as for the main relic set, obviously, Sizzling Thunder 4-set is amazing for her. But if you don’t have it, you can go with two pieces Hacker/Sizzling or Sizzling and Musketeer.

As for Planar Ornaments, it’s super simple. You can choose Lightning DMG Sphere and ATK% Rope. You can go with Break Effect instead, but it’s not always easy to guarantee Kafka will be the one breaking the enemy toughness. So, ATK% remains far more reliable.

And honestly, there’s not much to the sets themselves. Space Sealing Station is by far her best in the slot, although again if you want to go with that Break Effect build, then Talia: Kingdom of Banditry is a good choice.

Honkai Star Rail Kafka Patience Is All You Need

And as for the overall build, you can see the overview here:

SPD> ATK%> EHR Substats

Just focus on SPD, then ATK% substats, while picking up some Effect Hit Rate won’t hurt you along the way.

Now luckily, even if she applies status conditions on enemies, you don’t need much Effect Hit Rate. In fact, you only need 10% from substats because the other 18% comes from her traces, which is perfectly enough to land her Shock DoTs consistently.

But here’s where a bit of complexity comes in. So, there’s a lot of good light cones for our mommy character. But which one you should go for?

Well, truth be told, if you haven’t got the signature cone or Good Night Sleep Well 4-star gacha cone, then her best choice is going to be Fermata, which you can easily obtain from the Forgotten Hall shop.

In fact, I would argue Fermata is really strong on her because at max superimposition, she will consistently deal 32% more damage and even when she breaks enemies, she will have 32% more Break Effect.

Although, Good Night Sleep Well does outperform it when using her in a team with other Nihility debuff characters. But I wouldn’t sweat it too much. Because the only sweat you do need to care about has to do with the Pearls and that usually goes on to Sampo or Luka.

But everything else shown here would be her best and recommended cones:

  • Patience Is All You Need
  • Good Night Sleep Well
  • Fermata
  • Eyes Of The Prey
  • In The Name Of The World
  • Incessant Rain
  • Resolution Shines As The Pearls Of Sweat
  • Before The Tutorial Mission Starts

But keep in mind, only the signature light cone comes out on top. But even then, I would say her selection of light cones is super flexible. So, you don’t have to worry which one is best for her because the selection process is pretty easy.

3. Eidolons & Opinion

So, I think in terms of the so-called Meta that’s honestly kinda similar to Genshin Impact’s, I would say Kafka is a pretty strong unit. But the biggest thing about her has to be her ability to enable multiple new teams, which in my opinion, is the most exciting aspect of any new character.

Honkai Star Rail Kafka Eidolons

She deals good damage. I often would see her ultimate ranging from 70 to 110 thousand. And then afterwards, enemies would take 30 to 50 thousand DoT damage depending on the team comp, which in my opinion is pretty impressive, not to mention the fact it’s funny to watch my foes die before they can take their turn.

And what’s amazing here is that I have some of the worst relics equipped on her. So, imagine how much better she would be with proper stats.

Still, if I had one minor complaint, then it would be the Skill Point problems that you’ll run into unless you’re using Luocha. I will admit it. Initially, I thought Luocha was only good because of the enemy lineups we had when he first came out. But now it’s pretty clear that the best-selling point about him is the auto-healing that doesn’t require that many skill points.

With any other healer, you will quickly notice how you will run out of SP pretty fast, especially in the triple DoT team with Sampo and Luka or the Bronya comp I showcased earlier. So, you need to resort to things like Sampo only using his basic attack, to preserve some of that SP.

And I am not sure if Kafka’s at fault here. Maybe once we get a new DoT character who isn’t skill point hungry, then we can see teams that are more flexible with healers other than Luocha. Or maybe we get a healer who is similar to the coffin guy and can heal without using that much SP.

Also, when it comes to her Eidolons, her 1st one is seriously busted. It’s a bit specific and requires more Effect Hit Rate than usual to make it work all the time. But she gets about 19% DMG increase, which you won’t see happen again until E6.

And her second eidolon is literally made for DoT teams. But that would be pushing too hard if you’re F2P and if you still enjoy her using, maybe on her rerun you can go for E2.

But overall, I think Kafka is a great character that has a fun new playstyle, enables fun new teams, and I can finally have her look at me like I am not worthy of her.

Path Of Exile 1 And Path Of Exile 2 Are Two Different Games! - Differences Between POE 1 & POE 2

These are all the differences between Path of Exile 1 and its independent sequel, Path of Exile 2 that we know about after the conclusion of ExileCon 2023.

Path Of Exile 1 And Path Of Exile 2 Are Two Different Games! - Differences Between POE 1 & POE 2

Crafting In POE 2

As it currently stands, crafting is entirely different in Path of Exile 2.

Firstly, the Crafting Bench no longer exists unless there is a replacement that has not been detailed yet. This means you can no longer add an extra affix to your gear with ease, whether it’s Fire Resistance, a bit of Maximum Life, or a few points of damage.

Additionally, metacrafting might be gone with this removal, too. This means all the metamods like suffixes cannot be changed that enable players to craft powerful items might no longer be accessible. This system was originally added to Path of Exile 1 in 1.2 Forsaken Masters and was seen as a good update by many. It’s going extinct in POE 2.

Alongside the removal of the Crafting Bench, multiple crafting currency items have been changed or removed in POE 2. Orbs of Alteration, the POE Currency that allow you to re-roll the affixes of magic items are gone completely. So are Orbs of Scouring, the POE Currency that allow you to transform a rare or magic item into a normal item. Chaos Orbs have also been changed.

Now, they randomly remove one affix and add another. Essentially, they’re re-rolling a single affix on a rare item, not all of them as they used to. As you’ve seen in the picture below, every currency item is getting a facelift with the sequel. The art looks objectively incredible.

Path of Exile Currency Items

Vendors & Gold

Sticking to the currency subject, vendors will not trade you shards or full-on currency orbs in Path of Exile 2. When you sell them items, they will give you Gold.

This Gold can be used to purchase POE Items from various vendors who are supposed to have well stocked actually decent items in their shops.

Plus, you’ll be able to use Gold to gamble for items, even unique items. It’s a bit like POE 1’s Gwennen Gambling system in Expedition.

Flasks are getting a major shake-up in POE 2. Normal monsters will no longer grant flask charges instead, only magic, rare, and unique mobs will. This drastically decreases the rate at which your flasks recharge.

Plus, flasks will no longer fill entirely upon visiting a town. You must use a well in the town to refill them. Utility flasks are also catered to be reactionary, not enhancements.

We don’t exactly know which flasks will remain in POE 2. But we do know Quicksilver Flasks currently do not exist in the sequel to POE 1. These are the flasks that increase your movement speed.

Big Boss Changes

The core mechanics surrounding boss fights are also updated in POE 2.

Corpse rushing or the act of respawning and rushing an already injured boss, is dead. If you die during a boss fight, you’ll need to begin the fight from the beginning. In the same vein, logging out midfight will no longer save you from Deadly Strikes. When you log back in, you’ll zone in to the moment you left. The boss will have no mercy on you. This kills the log out macro used by many hardcore POE players.

Unlike POE 1, every single area in the game will have a meaningful boss encounter. Most are as in-depth as the present-day Pinnacle Bosses. This will lead to POE 2 to launch with at least 100 distinct bosses in the campaign. This doesn’t account for a new endgame or Pinnacle Bosses.

Bosses are also integral even to base POE 2 character power progression. Certain optional bosses and core bosses will reward statistical character-based passive bonuses upon killing them. This function is in a similar vein to the current kill or ally with the bandits questline in POE 1 Act 2, except it appears the bonuses are varied and far more frequent.

For example, one boss might grant +5% Fire Resistance while another might increase your Maximum Life by 50%. Additionally, bosses will now be a good source of great items the first time you kill them. In the campaign, the first time you kill each boss, it will have a huge bonus to rarity, encouraging you not to skip them.

Those aren’t the only big boss changes. You are also able to stun and freeze bosses in POE 2. Each boss has a custom stun animation. Many bosses and creatures, for that matter, can now be much larger too as they’ve redone how hitboxes work. All hitboxes in POE 1 are square, but in POE 2, they can greatly customize that and allow for huge encounters.

Skill & Gem Updates

As discovered in 2019, we no longer socket gems into our gear. We socket support gems into skill gems.

A further difference between POE 1 and POE 2 revealed in Exilecon 2023 is that we initially find uncut gems and then can choose what gem to transfer support those into, selecting from dozens of scales.

Path of Exile 2 Skill Gem Updates

Uncut gems are various tiers, which allow access to each different tier of skill gems. Firestorm might be a tier 2 skill and always begin as a fifth level gem while Fireball might be a tier 1 scale and always begin at first level.

POE 2’s new gem system will not be brought into POE 1. The system shall remain distinctly different. Many skill gems are also hyper fixated on a specific situation or use, as you can have up to 9 six-Link skills in POE 2.

Touching on support gems briefly, many don’t add raw damage anymore and instead focus on adding quite specific mechanics to your skill gems. Pure damage adding supports do still exist, but they’re fewer in number.

Unlike POE 1, weapon swapping will be important and consequential in the sequel in POE 2. You can tie specific clusters of your passive skill tree alongside specific skill gems to either of your weapons.

For example, you can have a fire damage ax and a cold damage ax. When you use a certain slam scale tied to fire damage, you will pull out the attached fire damage ax and use a passive skill tree tied to dealing more fire damage. When you use a different slam skill tied to cold damage, you will automatically swap to the cold damage ax and the version of your skill tree tied to enhancing cold damage.

This could allow characters to actually build out a weapon and skill specifically for bossing accompanied by another set catered to clearing huge packs with the ability to swap seamlessly between. The two the possibilities here are absolutely ridiculous.

Layered on top of these gems and weapon differences is the fact that GGG is designing many skill gems to be tied to specific weapons, an amount far larger than in POE 1.

The most prominent example at Exile Con was the Warrior demos, using the two-handed mace. Many of the skills used were either tied explicitly to maces or, even more specifically, two-handed maces. This is intentional, meant to give each weapon an identity.

Additionally, weapon implicits are going to be far wilder. For example, a mace implicit might destroy enemy corpses if they are killed with a critical hit, while a dagger might break an enemy’s armor by a certain amount upon crit. This is far more very than POE 1 where, for example, sword implicits are all tied to accuracy rating.

Also Read: Everything We Know About Path Of Exile 2 So Far - 11 Points

POE 2 Character Classes

In Path of Exile 2, there are 12 character classes. The only class missing from Path of Exile 1 is the Scion, which wouldn’t mesh well with the new class identities GGG is going for with the sequel.

The six new classes are the Warrior, the Sorceress, the Mercenary, the Monk, the Huntress, and the Druid.

Like the initial six, each is tied to a specific attribute or attribute combination. Each of the matched classes starts at specific points on the new massive passive skill tree. But they all have unique gem rewards and a set of three new ascendancy classes attached.

Each of the 12 POE 2 classes has their own batch of three ascendancies, stacking up to a total of 36 total ascendancy classes. All of these ascendancy classes are different to the ones in Path of Exile 1.

For example, the Ranger in POE 2 can ascend as a Beastmaster, a Tactician, or a Survivalist. But in POE 1, she can become a Deadeye, a Pathfinder, or a Raider. These sets of new ascendancies will greaten the divide between the predecessor and its sequel.

As will the fact that you do not ascend via the Labyrinth, there is a new Ascension mechanic in POE 2.

Lots Of Small POE 1 & POE 2 Differences

Now, here’s a barrage of miscellaneous differences between the two games.

Passive skill tree masteries will not be in Path of Exile 2. They’re a POE 1 only feature for now.

Portal Scrolls now have about a 2.5 second casting animation during boss fights, only you can be knocked out of the animation. This is similar to how the Portal gem in POE 1 functions.

Many league mechanics are unlocked by specific quests. For example, the revamped Delirium mechanic is unleashed upon interacting with a quest involving the strange voice. In POE 1, most league mechanics just occur randomly at first.

Path of Exile 2 World Map

The world map is massive, sprawling, and far more detailed than Path of Exile 1’s.

Player characters, our Exiles, speak much more and dynamically adjust choices we make during our playthroughs. For example, if we zoom past NPCs without speaking, they’ll remark to us and will retort.

Fewer items drop from monsters. Vendor shops are more incentivized. Perhaps this is a campaign-only concept with loot becoming a bigger slice of the pie in the late game.

Area maps are much larger and they feel much larger due to the lower overall speed of movement. Fortunately, they do appear to be swarmed with monsters and boss fights.

All item icons will have a consistency between them, unlike in POE 1, wherein some icons might be cartoony or just enhanced pictures. Iconic unique items, like Headhunter and Chaperone’s wrappings, will be in POE 2.

Staves as a weapon will always include a mana free spell skill attached as implicits, while Quarterstaffs will fulfill the melee staff experience.

Resistances no longer go below zero. The new resource Spirit is used for all skills that usually dealt with Mana Reservation. There will be new support for it on the passive skill tree and items.

Scepters are extremely minion and aura focused weapons now. Additionally, Traps and Mines are now actual weapons, not skill gems.

Complete Wrap-Up

Overall POE 1 and POE 2 are both ARPGs set in the world of Wraeclast developed by Grinding Gear Games.

They do appear to have fundamental differences, especially when it comes to maintaining resources. But I’m confident both will be excellent games to play and I plan on continuing to play and cover both of them as long as I’m having fun.

Why Necromancer Is The Most Powerful Class In Diablo 4 Season 1? - Reasons And Some Analysis

As we all know, Diablo 4's Season 1 was successfully released last week and has received good player feedback. The new season is called Season of the Malignant, and I think Necromancer is the most powerful class in this season.

Malignant Hearts are completely broken and more powerful than you ever thought possible. Let me give you an example of Decrepit Aura, when you have at least five enemies nearby you get an aura that automatically curses enemies with Decrepit Aura for 5 - 15 seconds.

Diablo 4

This is Caged Heart of Decrepit Aura item power 608, so not Ancestral, not 800 item power, even there's only a level three Heart, When at least two enemies are near you, gain an aura that automatically curses nearby enemies with enfeeble for 15 seconds, up to a maximum of 21 seconds, helps you get some Diablo 4 Items faster. This is not the strongest version of the Heart can this potentially go down to one single enemy and then it just works perfect on bosses.

Necromancer In Season 1

This is not the only thing, in Diablo 4 Caged heart of the Sacrilegious, we know that walking near Corpse automatically activates an equipped, equipped it needs to be in your skill bar, warp skill every second dealing 36% reduced damage. This works bonus to what you actually do, but the question was does this use your cooldowns. For those wondering Diablo 4, this Heart for Necromancer will trigger Corpse Explosion, if on your bar every second and Corpse Tendril every three seconds roughly, without triggering the cooldown of it.

Diablo 4 Sacrilegious

There's one important key part that a lot of people seem to have missed in the patch notes, the stats you see reflect what a level 20 character would receive as a drop. So each of these is essentially one of the weakest versions, for example the 20 damage reduction right now, I mean that was five enemies close by, this 20 damage reduction could even be more.

We see the absolute basic weakest version, Tempting Fate with 60% Critical Strike damage, how high can this actually go. Now seeing how absolutely overpowered these Hearts can be, maybe the nerfs were warranted to a degree. Obviously Eternal realm players in Diablo 4, but then again that's the way how arpgs go, I'm sorry you bought a live service game.

Blood Summoner Stronger Than Ever!

Knowing now how broken the Hearts actually are, may I present you a potential Blood Summoner build, that will get super duper charged. Because Sacrilegious is now triggering Corpse Explosion every second and every third second Corpse Tendrils. Absolutely super charges our Blood Surge Summoner, why Blood Surge Summoner? Because you truly will never run out of essence again, we are using cool Mages to generate Essence in Diablo 4.

Diablo 4 Summoner

This build usually doesn't run Corpse Explosion, but if we actually now put Corpse Explosion into our skill bar, that's an equipped skill, and we can move Decrepify out. Why can you move to Decrepify out, well that's simple we play Decrepit Aura and Decrepit Aura works on two or less enemies, I mean we might get the one enemy Decrepit Aura so it's a free Decrepify cast without asking everything to do anything, we can move Corpse Explosion in the bar and then in the skill tree as we see here, you have Grim Harvest for consuming Corpses Grand 6 Essence plus Fueled by Death will constantly actually work.

Diablo 4 Corpse Explosion

Not only that in Paragon Board, we can go for the flesh eater Note 2 consuming 5 Corpses around 40% increased damage for six seconds, because we constantly automatically consume Corpses, without having to do anything. If you don't know how to build it, Diablo 4 Boosting Service can help you.

Which grants us, bonus Essence the whole time with a Skeleton Mage, followed up with bonus Essence constantly for consuming Corpses, and if we're running out of Corpses we can make bonus ones with Ghastly Blood Mist in Diablo 4, and then at the same time just Blood Surge everything around as the whole time, our Skeletons will mitigate a little bit damage that way we be taken, will fortify with ourselves with our Blood skills and Skeletons.

Eternal Realm Got Shafted

A lot of you were not so excited about Season of the Malignant, but I always expected these Hearts to be absolutely overpowered broken bonkers. It stinks for the Eternal Realm players, but this is how life service goes this is how Seasons go? Maybe just just make this season is for free, give it a try, have some fun, experiment with the hearts, play some new things and even if you only level up to 50. Maybe it brings you some joys and smiles in your face to experiment with all these crazy things.

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