Dark and Darker Ghost King’s Abilities & Attacks Explained - How To Survive During The Boss Fight?
In this guide, we’re going to be looking at the mechanics behind the Ghost King boss fight and what you need to do to survive them.
This main game boss has the most health of the current three, can deal heavy True Magic Damage, and has an instant kill mechanic. So, it’s recommended that on your first fight, you bring along a team healing class, such as a Cleric or Bard.
Abilities
Let’s jump right into the boss’s abilities.
The Ghost King has a total of 5 damaging moves and a stacking debuff called the Curse of Chilling, which you’ll need to pay attention to throughout the fight.
1. Orb Attack
The first ability we will look at is the Orb Attack, which may be used at any time.
During this fight, the Ghost King will wind up shortly, then send out a fan of five orbs in the direction of the targeted player. Each of these orbs will deal 30 True Magic Damage and apply one stack of Chilling. This attack may be dodged by circling closely around the Ghost King or even ducked under.
If you’re at longer range, you can stand in between the projectiles or try to time your jump to jump over them since they’re affected by gravity and will arc downwards.
The orbs will also be blocked by the environment features. So, with correct positioning, you may hide behind the entrance walls. If a player does happen to get hit by the Orb Attack, the Ghost King will heal for 30 health and spawn a fight-long curse pool at the player’s location.
Standing in this pool will quickly give you stacks of chilling, so try your best to avoid entering them.
2. Teleport Attack
The second ability we will look at is the Teleport Attack.
The Ghost King will teleport to a player and spawn a curse pool at the arriving location. If you’re standing at the arrival location, you’ll take 20 True Magic Damage, be knocked back, and gain one Curse of Chilling stack.
Again, these curse pools will last the entire fight. Do your best to group them and keep the arena open.
Also Read: Dark And Darker: A Solo Cleric PVE Gold Farming Build Centered Around Holy Purification
3. Earthquake Slam (Slam)
The next ability is the Earthquake (Slam).
The Ghost King will teleport back to the center of the map and rise to the ceiling. After a brief moment, the Ghost King will then slam into the ground and spawn three skull bats. Any players that fail to jump when the Ghost King slams will be killed.
To properly dodge the Earthquake, pay attention to the slight hop that the Ghost King performs while in the air and jump immediately after that. Do not attempt to anticipate the jump. Just react as you’ll not need to worry about any other fight mechanics during this move.
4. Ghost King’s Scream
Next, we have the Ghost King’s Scream.
This is where the Curse of chilling stacks come into play. The Ghost King will pause all moves, hunch over, and let out an arena wide screen. That will deal 10 True Magic Damage. Each Curse of Chilling stack that you have will multiply this value.
So, you’ll need to pay close attention to your status effect icon bar throughout the fight.
The duration of the Curse of Chilling is only 8 seconds long. So, if you’re picking up stacks, just stow your weapons away and keep dodging around until the debuffs expire.
As a general rule, avoid going past four stacks and you’ll be fine. If you’re above 10 stacks, be prepared to leave the arena or ask for help from your Cleric as a Curse of Chilling may be cleansed.
The Ghost King’s Scream ability will be activated at every 20% hp loss from the boss or immediately after a player is killed. So, back-to-back screams may occur.
5. Eating (Feast)
The final ability is Ghost King's Eating or Feast move.
Here, the Ghost King will gain a temporary shield and pursue a player. If they catch their target or any player that walks in front of them, they'll inflict a route and deal 10 True Magic Damage per second. This move in particular would not apply any Curse of Chilling stacks, but still should be avoided as this move alone may be lethal.
If you do have a Cleric on your team, they may cleanse you out of this ability.
Here is a small tip: weapon on hit slows will still apply to the Ghost King during this move. You can use Dark and Darker Gold to buy a good weapon to help you deal damage. So, you can help out your teammate by attacking the boss while they're getting chased.
Conclusion
In summary, we have the Orb Attack that applies the Curse of Chilling and spawns a curse pool on hit.
We have the Teleport Attack, which knocks back applies Curse of Chilling and also spawns a curse pool at the location.
We have the Earthquake (Slam), which has a 60 second cooldown and must be jumped to survive on this one. Just remember to look out for the in-air hop.
We have the Ghost King's Scream, which deals in arena wide 10 True Magic Damage and is increased by each Curse of Chilling stack. This particular move is triggered at every 20% hp lost or one of our players killed.
And finally, we have the Eating or Feast ability in which the Ghost King will chase a player and deal a damaging route if they are caught.
Just a final reminder: this route as well as any number of Curse of Chilling stacks may be cleansed.
On high roller mode, all abilities will deal an initial 50% damage. Now, you know all the Ghost King's moves and abilities.
How To Become The Ultimate Goalscoring Striker In FIFA 23? - 5 Expert Tips
Are you ready to unleash the fun in FIFA 23’s Player Career Mode? You’re in the right place. Because today, we’re going to show you how to become the ultimate Goalscoring Striker.
We’re talking about netting, those beautiful goals that make the crowd go wild. Whether you’re a seasoned FIFA player or just starting out, we’ve got some expert tips that will help you improve your game and have more fun while doing it. So, grab your controller and let’s dive right in.
Tip 1: The Art Of Finishing
Our first tip is all about mastering the Art of Finishing.
This is the key to scoring in any situation. It’s not just about getting the ball on target, but knowing how to outsmart the Goalkeeper and put the ball in the back of the net.
Driven Shots
One of the most effective ways to finish is with a Driven Shot.
This is a low hard shot aimed at the corners of the goal. It’s particularly effective when you’re one on one with the Goalkeeper.
To execute a Driven Shot instead of filling up the power bar, you just give the button to shoot a little tap. This will keep the ball low and increase the chances of it finding the back of the net.
Finesse Shots
Next, let’s talk about Finesse Shots. These are perfect for when you’re in front of goal and need to curl the ball around the Goalkeeper.
To execute a Finesse Shot, you’ll want to hold down the Finesse Shot button while powering up your shot. The key here is to aim for the far post, curling the ball around the keeper.
Power Shots
Finally, if you find yourself with some space in the Box, don’t be afraid to unleash a Power Shot. This is a high risk high reward strategy. But when executed correctly, it can result in some spectacular goals.
To execute a Power Shot, you’ll want to power up your shot. And then, when your player is about to hit the ball, press the button again.
Remember, timing and accuracy are crucial here. Manual aiming also comes into the equation here. So, aim carefully.
Remember, practice makes perfect spend some time in the Practice Arena, working on these shots from different angles and situations. Before you know it, you’ll be scoring goals like a pro.
Tip 2: Positioning
Our second tip is all about Positioning.
Being in the right place at the right time can make all the difference when it comes to scoring goals. It’s not just about being near the goal, but understanding the flow of the game and anticipating where the ball is going to be.
Know When To Stay Away
Sometimes, the best thing you can do as a Striker is to stay away from the ball. This might sound counter-intuitive, but by doing so, you can create space for yourself and your teammates.
This is especially effective when your team is in possession and building an attack. By staying away from the ball, you can draw Defenders away creating gaps for your teammates to exploit.
Know When To Go And Get The Ball
On the other hand, there are times when you need to go and get the ball
This is especially true when your team is on the counterattack or when you see an opportunity to exploit a gap in the defense. In these situations, making a well-timed run to get the ball can put you in a prime position to score.
Well Timed Runs
The key to good positioning is anticipation and awareness.
Keep an eye on the ball, but also pay attention to the movement of your teammates and the Defenders. Look for gaps in the defense and make your move at the right time.
And remember, practice makes perfect. Spend some time in the Practice Arena, working on your positioning and making runs from different angles and situations.
Also Read: Everything You Need To Know About EA Sports FC 24 - Questions Answered
Tip 3: Long Shots
Our third tip is all about Long Shots. These are the goals that really get the crowd on their feet.
But scoring from outside the Box requires a good understanding of when to go for power and when to go for finesse.
Go For Power When In Space
When you have a clear sight of goal and some space, going for power can be a great option.
To execute a powerful Long Shot, you’ll want to power up your shot to three quarters of the power bar and aim for the top corners of the goal.
Remember, timing and accuracy are crucial here.
Go For Finesse From Angles
On the other hand, when you’re at an angle or the Goalkeeper is off his line, a Finesse Shot can be the better option.
To execute a Finesse Long Shot, you’ll want to hold down the Finesse Shot button while powering up your shot.
The key here is to aim for the far post, curling the ball around the keeper.
Power Of The Outside Of The Foot Shots
And let’s not forget about using the outside of the foot. This is a very useful technique in FIFA 23, especially when you’re at an angle to the goal.
To execute an outside of the foot shot, you’ll want to aim your shot at the far post.
Using the outside of the foot will give the shot an incredible curve and dip. This will catch goalkeepers off guard and result in some spectacular goals.
Tip 4: Understanding The Goalkeeper
Our fourth tip is all about understanding the Goalkeeper knowing how they react and position themselves can give you the upper hand when it comes to scoring goals.
Near Or Far Post
One of the most important things to pay attention to is the positioning of the Goalkeeper.
Are they standing near the near post or the far post? Are they off their line or hugging the goal line?
On Goal Line Or In Front Of Goal Line
Recognizing these situations can help you decide what type of shot to use.
For example, if the Goalkeeper is standing near the near post, a Finesse shot to the far post can be a great option. On the other hand, if the Goalkeeper is off their line, a Chip Shot can catch them off guard. And, if the Goalkeeper is hugging the goal line, a powerful shot to the top corner can be hard to stop.
Tip 5: Scoring On The Counter
Finally, we're going to talk about scoring on the counter.
Fast break goals can be a game changer, but they require quick thinking and understanding the qualities and skills of the player you control.
Know Your Qualities
If you're controlling a fast player, your best bet is to go deep and ask for the ball. If you don't have this kind of player yet, you can use FUT 23 Coins to purchase one.
Use your speed to get behind the defense and create a one-on-one situation with the Goalkeeper. To ask for the ball, you'll want to press the appropriate button on your controller.
If you're a good passer, you should focus on setting up the counter. Look for your teammates making runs and try to play them in with a well-timed pass.
Remember, a good counterattack is all about speed and precision. And if you're a little slower but a great finisher, you should stay away at the setup of the counter and just make sure you are there to finish it off. Position yourself in the Box and get ready to receive the ball.
When the ball comes your way, use your finishing skills to put it in the back of the net.
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.
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.
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.
How Did Echo Win the WoW Dragonflight Season 2 TGP Global Finals? - World Record +31 Freehold
The TGP Dragonflight Season 2 has concluded and Echo won the Global Finals with a phenomenal performance. Here, I will be going over the Highlights of their World Record 31 Freehold run.
You can learn some tactics through my commentary, so that you can deal with some bosses in WoW Dragonflight more easily and farm more WoW Dragonflight Gold or loot.
Dungeon Start
Right before the key starts, the players without stealth or invisibility use an Invisibility Potion to skip past the first few trash packs, so they can commit bloodlust and all CDs for the double Irontide Enforcer pull.
This pull is very dangerous on a high fortified key because of the Enforcers Shattering Bellow cast, one shotting players from 100% to 0 if they don’t use strong defensive CDs.
After they’re done with this pull, they backtrack and pick up another few trash packs to recover their offensive and defensive CDs for the boss. They focus down the Crackshot, because it’s a hunter-type mob that is very hard to move.
Once it’s dead and their CDs are back up, they drag the rest of the trash with them and engage the boss.
Skycap'n Kragg
Skycap’n Kragg is the most volatile boss in this dungeon for this keylevel.
The main problem is phase 1, which lasts until they pushed the boss to 75% hp.
In this phase, the boss is mounted on his parrot Sharkbait and casts Pistol Shot on random players in the group. This ability does around 720000 fire damage on this key level. It is not telegraphed and it can hit the same player multiple times in a row.
Without multiple defensives, the players get one shot from 100 to 0. Additionally, players have to be healed back up to 100% hp immediately after a shot, otherwise they will die to a follow up shot.
Phase 2 is a lot easier for them, but they still have to make sure to not have multiple players get hit by Azerite Powder Shot. And Zaelia is baiting Sharkbaits Vile Bombardment away from the group, while also avoiding the initial damage from the ability with Blessing of Freedom and movement speed abilities.
After the boss is dead, they skip the Irontide Enforcer at the start of the bridge with a pretty cool trick. Gingi mounts up on a 3 seater mount, both Meeres and Zaelia jump on the mount and Clickz is rescuing them onto the bridge, past the Enforcer, while Naowh is using wild charge and stealth to skip the mob.
Next, they gather up a lot of neutral mobs and the trash packs in the next boss area. They focus down the Bilge Rat Brinescale because it’s a caster and they don’t want to deal with it during the boss fight.
Council o' Captains
Once it’s dead, they drag the rest of the trash on top of Eudora and Raoul.
The start of this fight is pretty difficult for them because they still have trash mobs up, one of them being a Trapper. So, they have to deal with rat traps being thrown onto them periodically, while also worrying about Eudoras Powder Shot and Grapeshot.
The rat traps can be cleared by Naowh, because bear form makes him immune to the root, but Naowh has to prioritize the bosses and trashes positioning, because he wants to move them into Caustic Freehold Brew, which is the “green swirly” applying a heavy dot to all enemies or players standing within it.
Eudoras Powder Shot does physical damage and can be pretty dangerous for the cloth wearers in their comp, so they have to space out their defensive cds really well or utilize the pillars in the room to line of sight the ability. Zaelia is using his Blessing of Freedom to remove the Blackout barrel from whomever it lands on.
Also Read: WoW Dragonflight 10.1.5: How To Master The Shadow Priest? - Stats, Talents, Rotation & Enchants
Once Eudora is dead, they are chaining more mobs into Raoul, because the boss isn’t as dangerous anymore and they want to utilize the Brews to finish off more enemy forces.
Clickz is using rescue to jump up the hill and pull a trash pack, while Gingi is moving to the back and adding another 2 trash packs.
The boss dies after 5 mins and 22 seconds. They dealt with 27% enemy forces and the boss within that time.
Now Gingi is moving towards the Ring of Booty to talk to the NPC to activate the RP. While Gingi is on his mission, Naowh is preparing for one of the biggest trash pulls of their run. Naowh is gathering 29 total mobs for this pull, the rest of the team jumps up on a building to avoid getting hit by Duelist charges and Oarsman Sea Spouts.
This strategy was first used by NA’s Last Hope, the 2nd place team, and then adopted by the other TGP teams. They commit their 2nd Bloodlust of the dungeon for this pull. It’s very difficult for Naowh to survive the insane amount of damage all of these mobs do to him and the rest of the team has to worry about the Plague Step from the Bilge Rat Padfoots. They do heavy initial dmg and leave a disease on the players, doing nature damage and reducing healing taken by 25%.
Even though they have both Zaelia on the paladin and Meeres on the Priest that can dispel disease on a short cd, they also have to worry about dispelling the afflicted affix. This is why they are committing Dwarf Racials and heavy defensive cds for this pull.
Ring of Booty
Once they're done, they move to the Ring of Booty.
They catch the pig and gather up 3 Crushers while waiting for Ludwig to spawn.They pull another trash pack into the boss but still focus Ludwig to make sure Trothak spawns faster.
There is a lot to dodge for the players, as they have to avoid getting hit by the Shells from Ludwig, the Crushers Ground Shatter and Boulder Throw while later also kiting the Sharks on Trothak.
They then finish off Trothak and are ready to move to the final boss area. Meeres uses Mind Soothe on a couple of packs so they can walk up the bridge, while Naowh stealths ahead to get into position to pull a trash pack onthe boss.
They then use the 3 seater mount and rescue-tech again to skip the last trash packs. While Naowh is pulling the last enemy forces they need, Gingi pulls the pack that is linked to the boss. Then, Naowh engages the boss and Gingi uses Invisibility to reset the trash they don’t Harlan Sweete want to fight.
Harlan Sweete
Phase 1 of isn’t as difficult as the later phases, so they can finish off the trash without having to worry too much.
Once the boss enters phase 2 at 60%, they have finished off all the mobs except the Oarsman that dies shortly after. Now they have to space out their defensive CDs properly to survive the Whirling Daggers and the Cannon Barrage being applied to the whole group.
They also saved their Bloodlust for their last set of 2-minute CDs to finish off the boss and time the 31 Freehold as the only team to do so in the Dragonflight Season 2 TGP Finals!
Of course, these strategies are incredibly risky and really well executed, so huge shout out to Echo for pulling off the victory this weekend, amazing job!
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!
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.
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.
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.
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.
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.
How To Use The New Specialist Class In Lost Ark? - Aeromancer Guide
The Aeromancer is a DPS sub-class of the Specialist. Depending on your Class Engraving, she can be a melee-type or caster-type damage dealer.
Skills
The Aeromancer only has two types of skills. For melee combat, she uses Umbrella Skills. For casting and meter generation, she uses Weather Skills.
Typically, Umbrella Skills have all the utility: Stagger, Weak Point or Party Synergy. Although Weather Skills have utility options, they’re less preferred compared to Umbrella Skills, so Weather Skills are mainly used for damage.
Identity
As for her identity, Sun Shower, you can activate it once you fill up the Raindrop meter. Sun Shower does AOE damage to nearby enemies until the gauge runs out.
While inside Sun Shower, all enemies, including raid bosses, receive an attack damage reduction, which can help mitigate some damage every time it’s up.
Two Class Engravings - Wind Fury & Drizzle
Aeromancer has two Class Engravings. The first one is called Wind Fury, which primarily uses Umbrella Skills. The Wind Fury Aeromancer is very flexible in terms of raid mechanics, such as Stagger Check or Weak Point Check.
The other one is called Drizzle. Drizzle increases your Sun Shower duration by 100% and also increases your Weather Skills damage up to 30% when Sun Shower is active.
So, Drizzle is recommended if you would like to play the Range Caster style of Aeromancer or use Weather Skills as your main damaging abilities.
Let’s start with Wind Fury.
Instead of attack damage reduction to enemies, your Sun Shower will give bonus attack speed and movement speed to your party members inside the AOE circle. On top of the identity changes, you gain bonus Crit chance based on your movement speed and Crit damage based on attack speed.
If you choose this Class Engraving, you would want to have at least a little of Swiftness in general. On the other hand, you don’t want to go Mass Increase, because it would reduce the Crit damage provided by your Class Engraving.
The Wind Fury Aeromancer uses Swiftness and Crit as their main combat stats with a lot of play style variations. This Class Engraving mainly uses Umbrella Skills. They can also use a few Weather Skills as DPS or to generate identity gauge.
However, Umbrella Skills are your primary abilities. The core gameplay pattern of the Wind Fury Aeromancer is to use your preparation skills with the Current Occurrence tripod, then use spender skills with the Reversal tripod. Her preparation skills with the Current Occurrence tripod will give you a very special shield called Current Shield when you successfully land a hit with them.
The majority of the Wind Fury Aeromancer’s damage comes from the Reversal tripod. You need to make sure you always have a Current Shield from the Current Occurrence tripod before you use your spender skills.
Only if you have the shield from the Current Occurrence tripod, do you have a chance to trigger Reversal tripods? This shield is classified separately from any other shields, so you can’t trigger the Reversal tripod with a Protection Rune or shield effects from your support.
Looking a little deeper, you can’t use the Barricade Engraving, because the Reversal tripod consumes the Current Shield before it does damage. But Barricade needs you to be shielded for it to apply.
As for the Engravings, she typically uses Wind Fury, Grudge, Raid Captain, Adrenaline and Hit Master. None of her primary damage skills are positional, so it’s ideal to use Hit Master.
Relic Set
When it comes to the Relic set, the Wind Fury Aeromancer has multiple options depending on your playstyle. Of course, you need to prepare a lot of Lost Ark Gold, so that you can choose the Relic set you want.
Usually, Hallucination with high Swiftness is recommended, since it’s very agile and performs well in almost every situation.
Option two is the Dominion Set. You can go six Dominions or mix with two Nightmares for less mana consumption. The Dominion Set technically does more damage than the Hallucination Set. But it’s not always preferred since it’s a hassle to maintain the set buff.
The final option is the Nightmare Set. Crit will become your primary stat to cover the lack of Crit chance. This option is going to make you slower than the other two options. However, it does the most damage in a shorter damage window.
Gems
As for gems, all you need is to make sure you have Attack and Cooldown gems on your Reversal spender skills.
Then, it varies based on whether you use three spenders or four spenders, one Weather or two Weather Skills.
There are only minor differences among the variations, so the best way to figure out what to use is for you to try it yourself.
Also Read: A Summary Of Recent Lost Ark Updates And Improvements On KR Server- New Contents & Class
Wind Fury Aeromancer
The Wind Fury Aeromancer doesn't rely on many Runes unless you're looking to run a Dominion Set, which will require you to proc Conviction and Judgment before you cast your Awakening.
Since the Aeromancer is a very mana-hungry class, Conviction, Judgment and a few Focus Runes are great for her regardless of the Relic set.
Drizzle Aeromancer
Moving on to Drizzle, if you're looking for a more skill-shot-based and less spammy class so you can focus on your positioning and decision making, then Drizzle is the path you'll want to follow.
Unlike Wind Fury, Drizzle relies on Weather Skills to do damage, while Umbrella Skills take care of utility, like Party Synergy or Counter.
As an Engraving, Drizzle increases your Weather Skills up to 30% while your identity, Sun Shower, is active.
So, your goal as a Drizzle Aeromancer is simple. All you need to do is build the Raindrop meter as fast as you can without using your primary Weather Skills, which are Wiping Wind and Scorching Sun.
When Sun Shower is active, you want to use everything on cooldown.
Standard Stat Distribution
As for the Drizzle Aeromancer's combat stats distribution, she uses Specialization as her primary stat, because her weather skills scale with Specialization and it helps with Raindrop meter gain.
She doesn't have any sort of Crit modifier outside of her Awakening and Party Synergy, so Crit is recommended for her secondary combat stats.
Most of her damage comes from two skills, Wiping Wind and Scorching Sun, during the Sun Shower state. You can squeeze them in two times each in a single Sun Shower once you achieve a certain amount of cooldown reduction.
Gem Setup
As for the gem setup, the Drizzle Aeromancer needs damage and cooldown gems on both Wiping Wind and Scorching Sun. Unless you can cast these two skills twice in one Sun Shower, otherwise you should give priority to the Cooldown gems of these two skills.
Then, all you need to do is place a damage and cooldown gem again for Whirlpool and Rainstorm.
Similar to the Wind Fury Aeromancer, Drizzle also uses Conviction, Judgment and Focus Runes. It's easy to proc Conviction and Judgment with Weather Skills for extra cooldown reduction and mana regen.
However, they're not necessary and the heavy mana consumption can be covered with multiple Focus Runes instead. It's best to have at least two Wealth Runes for optimal gameplay since Drizzle relies on filling the identity meter.
Engravings
Drizzle Aeromancers typically use Grudge, Keen Blunt Weapon, Drizzle, Adrenaline and Hit Master.
Same as Wind Fury, none of her primary damage skills are positional, so it's ideal to use Hit Master.
Relic Set Options
The Drizzle Aeromancer uses Hallucination for her Relic set. She doesn't use Salvation since the bonus attack speed from Salvation isn't that beneficial for Drizzle.
You don't use Nightmare since the damage from her Sun Shower is a good chunk of your overall damage, but it isn't affected by the Nightmare Set, because the identity doesn't consume mana.
Hallucination is the best option here as she has a fairly low Crit rate.
A Rule To Follow As A Drizzle Aeromancer
There's a simple rule you need to follow as a Drizzle Aeromancer: hold.
You need to hold damage skills when you don't have Sun Shower active and you need to hold the meter generator when Sun Shower is about to run out. So, you can fill up the meter as soon as possible.
Usually, you should be able to fill up the whole meter with these two skills, but if anything, you can always use Whirlpool, which is another great meter generator that also does really high damage.
So, this is your emergency button if you have just a little more meter to fill up. Otherwise, you want to squeeze this skill in your Sun Shower rotation for extra damage from the Drizzle Engraving.
Drizzle's damage is heavily back-loaded. Wiping Wind and Whirlpool do more damage on their later ticks and Scorching Sun takes more than two seconds to land all the hits. So, you need to be patient and look carefully for a damage window. In other words, the better you know the fight, the more rewarding Drizzle is.
Conclusion
In closing, both Aeromancer Class Engravings can be as fun as you make it. Whether it is an unstoppable blade to slice and dice your enemy with Wind Fury or calling upon nature's power to strike your enemy with Drizzle, the Aeromancer has a little something for everyone.
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.
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.
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.
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.
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.
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.
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.
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.
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.
How To Get The Most Of Your Play Time In The Elder Scrolls Online? - Daily Routine Guide
This guide will show you eight tasks in The Elder Scrolls Online that you can complete every day. This is what your daily routine in ESO should look like.
1. Collect Your Daily Rewards
Every day that you log into The Elder Scrolls Online, you get a free reward. This can be anything from collectibles, potions and poisons, XP Scrolls, ESO Gold, and other forms of currency.
Claiming your login reward should be your very first action every day.
2. Upgrade Your Mount
You should upgrade your mount skills as early and as often as possible.
There is a stable master in every major town marked with the horse head icon. Talk to them to upgrade your mount’s Speed, Stamina, and Carry Capacity. You can only apply one point every day at the cost of 250 gold.
Note: Mount upgrades are not shared between your characters. So, if you have multiple, make sure to buy an upgrade daily on each of them.
3. Complete Daily Crafting Writs
Crafting Writs are special daily quests for the seven crafting disciplines that offer extra XP and gold for fairly low effort.
Any character at or above level 6 can do the Writs as long as they are certified for the specific crafting profession.
Talk to Millenith or Danel Telleno to complete the certification process. They can be found in all major cities. You can complete your Writs from the local writ board every day.
If you’re on PC, you can use add-ons to speed up the process. But for those on consoles, the best way to improve time spent is by setting your tables to the quest only option.
Your maxed out professions with full skill points allotted to the top passive in the tree have a chance to earn a Master Writ in addition to gold, XP, crafting materials, and Survey Reports that you can use for even more crafting materials.
This will take a few minutes. But the selling prices for materials and Master Writs are a great way to make gold fast.
4. Researching Crafting Traits
While you are completing your Writs, start researching traits. This is especially important for using Transmutation to change your Traits on your gear later or if you are just interested in crafting.
You should always have research active, at least with your dedicated crafter character.
Research takes real time to complete. The more Traits on an item that you have completed, the longer it takes to complete the next one.
Research can take only a few hours or up to a whole month, depending on how many you have left. So, the sooner you start, the better.
There are also skills in the crafting tree to improve research time and the number of items that you can research at one time. This will speed up the process of researching all Traits, considerably.
5. Complete Daily Endeavors
You can find available Endeavor quests in the Activity Finder under the Endeavors tab.
Endeavors include both weekly and daily quests, with a limit of three dailies per day and one weekly per week.
Endeavors reward with gold and the Seals of Endeavor currency, with which you can purchase Crown Crate items that are available with the active crates.
Also Read: Elder Scrolls Online: The Best Arcanist Build You Need To Try In Necrom - One Bar Stamina Build
6. Random Daily Dungeon
Completing the daily random dungeon for the first time per day will give you a huge chunk of XP, 10 Transmutes, and other items.
It is best to do this once per day every day to get the most out of the rewards. You can do this on Normal or Veteran to get the same rewards and can complete it every day on each character that you have if you are needing the Transmutes.
7. Random Daily Battleground
Just like the dungeon daily, completing the random Battleground daily will give you a huge chunk of XP, gold, more transmutes, and other items.
This is a PVP game mode. But you get the rewards whether you win or lose.
8. Daily Pledges
When you reach level 45, you can start accepting Pledges by reading the Undaunted Enclave Invitation that you receive in your level up rewards.
Pledges our special daily dungeon quests that ask you to complete specific dungeons. You can pick up the Pledges from the NPCs found in the Undaunted Enclave. The Undaunted Enclave is located in the capital city of every Alliance, way rested in Stormhaven, Mournhold, Deshaan and Elden Root in Grahtwood.
By completing Pledges, you’ll receive keys to open monster shoulder chests in addition to some Transmutes, gold, and XP. Make sure to save any Undaunted Keys until you hit the gear cap of a 160 CP.
Pledges can also help you to level the Undaunted Skill Line in which are some very useful passive skill that can be unlocked.
Benefits Of Doing These Tasks & Additional Dailies
These tasks can help you to level up faster, make gold faster, and increase your overall in-game efficiency.
Most of them will only take a few minutes, but will help you to progress and build your character.
These are just some of the dailies available. There are tons of other daily quests gathered throughout Tamriel, including the Mages Guild daily, the Fighters Guild daily, Zone dailies, Tales of Tribute dailies, Arena dailies, and Trial dailies that you can include in your daily routine. So, get out there and explore!
Genshin Impact 4.0 Update Comes Packed With 5 Insane New Features!
It’s official that Fontaine is finally the next destination in Genshin Impact. And these are the top 5 new features coming with the 4.0 update.
Feature 1: New Region
I am sure a lot of you are anxious about the whole water exploration mechanic. And honestly, it looks pretty decent.
First of all, you can use any character to swim around, not just the Traveler. And there is no annoying Oxygen bar to worry about. So, you can take your sweet time exploring the depths, although there is a stamina bar for sprinting. But you won’t die or anything if it runs out. And there are even these currents that you can swim to and increase the speed.
But when it comes to the actual Fontaine region, it looks amazing. The devs were clear that you will barely see any empty spaces when going underwater. There’s chock full of stuff to explore, many different and cute water creatures living here and some you can even utilize for various things, like gaining a shield and there are tons of different areas to explore on the ground. So, you won’t be just swimming underwater all the time.
Now, when it comes to new enemies, we saw some cool designs of these Clockwork Meka. But there’s also two new bosses that got introduced.
The first one is called Icewind Suite. And this boss fight is going to be really unique because you’ll need to do adapt to different mechanics that you’re not used to seeing. And the other boss is going to be the big Mr Crab with a volcano on its back called the Emperor of Fire and Iron.
However, probably the biggest change we are going to see in the game is going to be this system called Arkhe. But vision users from Fontaine have this unique attribute and the Arkhe is made up of two opposing energies - Ousia and Pneuma.
But basically, characters from Fontaine will yield this power and you will be able to use against enemies of Fontaine or other various objects.
For example, the Clockwork Meka who holds a shield can be removed from it if you use one of the Fontaine characters. Or, in other example, if Ousia and Pneuma energies are aligned, the Annihliation reaction is triggered, and it generates energy.
As far as I understand, it’s not as intricate as the elemental system. But it will be the unique aspect of any Fontaine character that you pull for. Like to me, all of these sound superabstract as now and we’ll need to see how these mechanics work when the update is live.
Finally, in order to reach Fontaine, you will be able to either take a boat from Sumeru or if you have completed the Archon quest in Mondtstadt, you will be able to quickly teleport to Fontaine instead.
I guess Hoyo finally realized a lot of new players have a massive backlog of quests before they can reach a new region. So, it’s really nice to see there’s some help to fast forward this process.
On a final note, the Archon’s quest will persist from 4.0 to 4.2 update, which is great to hear this. Because the Archon quests of each nation are really exciting when playing through without filler content in between.
Feature 2: New Events
With the new 4.0 version, we’re getting a bunch of events.
Now, the major event that will be happening is going to be called Mega Meka Melee, which consists of a few activities, including some underwater timed challenges, a combat game mode and a rhythm mini-game called Dance Dance Resolution. And your reward for completing these mini-games is going to be good-old Benny boy, along with tons of materials shown here.
The next event called Relic Records will require you to collect different types of mats and defeat the monsters in the Fontaine region. To me, this looks like an introductory event to help us get better acquainted with the new region.
Then, there’s also going to be a Photo event. It’s pretty simple. Take some photos of Fontaine region, learn more about its locations and get some rewards.
There’s also a dedicated combat event called Verdict of Blades. It seems like it will be using few unique mechanics to make the combat feel a bit more different, so that’s kinda nice.
Finally, we can see all the events condensed into one place and from the looks of it. There’s also going to be a Leyline Overflow event some time later.
However, in my opinion, the biggest surprise here is the free Lynette that everyone will be able to obtain as long as they have reached Adventure Rank 25. And if that’s not all, there’s more love coming from Hoyo for the beginner players and you’ll also get enough materials to get Lynette to first ascension.
Feature 3: New Characters
Finally, we will take a closer look at the 4.0 characters.
Lyney
Starting with Lyney, he’s a 5-star Pyro Bow user. And it seems like he will have a similar playstyle to Ganyu.
His charged shot has two levels. The first charging level is just a regular charged shot while the 2nd one can become a Prop arrow and after unleashing, it will deal increased damage and summon a Grin-malkin hat. But I prefer calling it the cat in a hat. This little buddy of his will taunt the enemies and have some health. But when it expires or gets destroyed, it will deal Pyro damage to enemies.
Finally, his burst turns him into the cat in the hat. You can move around with him, damage the enemies and then, afterwards, explode to deal damage once more and create a new cat in the hat. So, it looks like his burst feels very similar to Fischl’s and I feel like his entire kit is like a mix between of Ganyu and Fischl.
Lynette
Now, the other one of the two performers is Lynette.
At first, I honestly thought she is going to be a dedicated support for Lyney. But it seems like she is more of a support that you can use with many characters.
Basically, her skill has a similar feeling to Yelan’s. You can either tap it to deal damage or hold down the button and enter this shadowy state where she runs around and has an ability to mark an enemy. And then afterwards, when the skill ends, she deals damage to the marked enemy.
I am not sure how useful it is going to be in combat, besides applying Anemo. But having more characters who have an increased run speed is great. Because Genshin’s exploration is getting bigger by almost every update.
And as for her burst, it’s really cute. Just like Lyney, she summons a cat in a hat and it will periodically deal Anemo damage in an AoE. In addition, this burst has elemental absorption. And what’s cool about it is that the element it absorbs, it will shoot out the same element attacks to enemies.
This will be really interesting to see if it applies enough of the elemental gauge, so that some characters who utilize Vape or Melt can perform it more consistently.
Also, I am not sure if Lynette has an ability to group the enemies, like other Anemo characters. But maybe this will be possible with constellations.
Also Read: The Best Guide To Wanderer In Genshin Impact! - Best Artifacts, Weapons, Teams, Playstyle & More
Freminet
And then, we finally have the last sibling, Freminet.
He is a 4-star Cryo Claymore user who has a cute penguin Pers that helps him in combat.
By activating his skill called a Pers timer, his normal attacks will increase Pers Pressure Level and unleash waves of frost damage and other varying attacks that will combo on top of each other. These attacks will vary on the Pressure Level and honestly, he seems way too interesting for a 4-star, so here’s hoping we can have some fun with his playstyle.
Also, if you use him in your party, he will reduce the underwater sprinting stamina bar by 35%. So, right now, he is the most OP character when it comes to underwater swimming.
But let’s not forget that we also got a sneak peek at the banners and the first phase will have Lyney and Yelan with Lynettte while the 2nd phase will have Zhongli and Childe as well as Freminet.
By the way, the 2nd phase banner is a nice nostalgic callback to 1.1 if anyone remembers. And the 5-star bow for Lyney will also be featured.
Feature 4: New Equipment
If it’s a new major update, you know we’re getting some new equipment. And in this case, we’re gonna be able to farm 2 new artifact sets.
However, Hoyo seems to be playing sneaky here and I cannot talk about these artifacts officially. Because nothing has been revealed about them. But on the brighter side, we’re getting 5 new craftable weapons and 5 new Battle Pass weapons as well. If you find it difficult to obtain or craft these weapons, you can directly purchase a Genshin Impact Account. This will save you a lot of time and energy.
What’s cool about the Battle Pass is that these new weapons will be added alongside the existing ones. So, if you’re still not done refining some of them, you can still take your time or start collecting new ones.
Also, for those who you who have powered through fishing quest to obtain The Catch, a new 4-star sword will be available if you’re ready to go on another fisherman’s phase.
Feature 5: Quality Of Life
Couple of a few more things I want to mention come from the developer’s discussion.
First of all, 8 of these artifact sets are going into the strongbox. And I cannot tell you how happy I am to see Emblem and Tenacity in here. Because as much as I love Shimenawa’s set, I was mostly in that domain trying to obtain godlike Emblem pieces. And I don’t even have to tell you how salty I would feel after trying to farm the Tenacity set and all I am getting are Pale Flame HP Drops.
Also, we will be able to destroy 4-star artifacts more quickly with the new button added, although I am not sure who’s crazy enough to waste that precious artifact experience here but more power to you, I guess.
And for those 5 people who are still playing Genshin TCG, you’ll be able to now observe duels, which in all honesty, it’s a cool feature to have.
Then, there’s a really cool party system update. Not only will characters enter with unique animations and stand in awesome poses, but the party screen will also have different backgrounds.
Finally, I am not sure about you, but this is one of the top anticipated quality of life changes that I needed. We’re actually getting a multi-layered map.
Part of a reason why I stopped exploring Sumeru’s desert regions is because it just became too overwhelming to navigate the areas without a proper map system. So, now that we have this, I might actually just go back and see what’s hiding in the desert.
All in all, we’re getting a new region of Fontaine that features underwater mechanics, a bunch of events that give out free rewards, including the new 4-star Lynette. While when it comes to the banners, phase 1 will have Lyney and Yelan with Lynette, and phase 2 will feature Zhongli with Childe and Freminet.
Finally, two new artifact sets, 5 new craftable weapons and Battle Pass are also coming with the new update. And there’s the new fishing sword. But that’s basically 4.0 in a nutshell.