Yay! Update time!
Unfortunately, I won’t be working on the dedicated Tier 7 post at the moment since the Protean Cocoons aren’t available for now. The dungeon to procure them (ie. Cocoon Chase) hasn’t appeared yet. Fortunately, it is mentioned that the dungeon will appear next week and thus, I’ll leave that post in the works till then.
Instead, I’ll be discussing some of the major changes that have been implemented for this update and review how these will impact our gameplay.
Continue reading “Update 22 Changes”
This took much longer than expected, but here it is: the Valenthian Guardhouse post revisited.
With minion mastery well established after several updates, Strongholds have gotten much stronger to the extent of (finally?) being able to defend. 30k stats strongholds are now more common and these pose a threat to even players in gear of the stronger element.
Thus, this will be part of an ongoing series of posts to update my older trap room posts to be more relevant in the current update’s context. While these might get eventually outdated in the long run, hopefully these will provide a basis as to how to formulate strategies to build or raid such trap rooms in the future.
(And yes, I realised my previous Guardhouse post was before SH v2.0, so I’ve got my work cut out for me.)
Continue reading “Valenthian Guardhouse: Revisited”
The update has just dropped and amongst the changes, we’ve gotten ourselves a brand new map for Trials of Elements (or ToE for short).
This post will be a quick review of the new ToE and what kind of first-impression changes which I’ve observed thus far. Although at first glance it might seem like an aesthetical makeover, there are quite a number of underlying revisions and improvements which they’ve done since the last map.
As for the actual drawn maps themselves, I’ll probably develop them in another post. (And hopefully someone doesn’t copy it without crediting again )
Continue reading “New Trials: First Impressions”
A quick post to share a much-needed resource of the mission drop list done by fellow player Pikachouin. In this, he has included gear and skill items which can be located within missions (both listed and unlisted).
Here’s the link!
The new update has dropped and so has my unannounced lengthy hiatus. Hopefully I’ve not lost my touch on writing the blog posts. 🙂
Besides the many features that have been introduced, let’s cover the minion mastery first since it’s probably going to impact everyone the most. This post will cover the basics of minion mastery and what would we expect out from this new feature.
Continue reading “Minion Mastery”
With the Summer Event of 2017 in place, here’s a quick post to discuss the flow of the event, explain the workings of a custom-made calculator and give some insights about known issues.
Unfortunately, I wouldn’t be working on a cultural post for this round, like my other event posts, since I’m knee deep in real-life work at this point. Perhaps I’ll do it sometime later since I just read that the Fire Colossus might actually be a ‘she‘ based on Polynesian folklore.
Continue reading “Summer Event (2017)”
As inspired by Matt B.’s helpful comments on Arena weaponry, this (short) post will examine some of the nice weapons that one can use particularly for this game mode. Do note that this list is just a recommended list and is non-exhaustive. If you have any suggestions you would like to share, kindly write them in the comments below.
It will also have a discussion on what traits are great for Arena-based weaponry and also a brief discussion of Melee and Ranged weapons when in Arena. More importantly, do note that these is my subjective take on the weapon selection and in no way definite.
*Notice: Due to some technical faults, I won’t be posting new screenshots at this time till much later. Thanks for the understanding!
Continue reading “Arena Weaponry”
Since they’ve attained T6 in the last (last) update, Shield-type skills are one of the more useful items in this game as they offer greater guaranteed protection over the now-variable dodge value. When activated, shields also have a secondary offensive/defensive trait which essentially add to their usefulness as a dual-function skill.
As requested by Armin1978, this post will examine the different shield skills in detail (except the neglected fire shield), similar to the Legendary skill post. This will be topped off with a FAQ section at the end to answer some of the interesting questions related to shields.
If you’re interested in finding out more about other skills in specific, kindly let me know in the comments 🙂
*Edit (23/7/17): Bat Shield has been included in this post. Enjoy 🙂
Continue reading “Know your Shields”
Probably one of the more challenging instances in DH5 at the moment, the Spirius of ToE Waypoint 71 presents a hassle to most players due to its immense levels of healing, making it almost unkillable to some extent.
This has been so much so that many of whom have resorted to attempting to skip it entirely, to which I would point you to Book’s ToE map for navigation. It presents the percentages of Champion spawning in each sector of the map, allowing you to find out what’s the most optimal route to take.
But for those who are well-equipped enough (in terms of gears, potions and time) to take on this fight, here is a post of how to best the Spirius in her own game.
Continue reading “Spirius Expellius”
Following the Arena post, Mastery (and its accompanying transmutation) is a new game feature to be introduced to DH5. The general gist of it is to allow you to use duplicates and spare items to improve your gear with enhanced stats and a unique trait.
For this post’s structure, I’ll be doing a different approach by adding FAQs along the way since putting everything at the end might seem too confusing. Another reason is that Mastery might not be as straightforward on first glance, so probing around and asking questions was the best way to learn about it. 🙂
*Minor Update (16/6): Strike Chance damage rough percentage added.
Continue reading “Mastery 101”