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 While these might get eventually outdated in the long run, hopefully these will provide a basis as to how to formulate strategies to build or raid such trap rooms in the future.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”
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”
The long awaited Arena has arrived! Thus, unlocking the grey-ed out icon that has sat at our landing screens for a good update (or two). This post will seek to cover the basic mechanics of the arena, answer some commonly asked questions and also discuss some strategies for getting through this new game mode.
As for those looking for the Mastery post or something about the general changes of the update, don’t fret! I’ll be working on it over the weekend and will post it by Sunday (or whatever it’s ready).
Minor Update (16/6): Matchmaking and Daily chest segments updated. Continue reading “Arena Mania”
After clearing your free trinkets and testing out the new crafting mechanism, the next large change to the game comes in the form of the modified dodge modification. As brought up in the previous post (and at the request of many), let’s discuss what exactly dodge is now and how this has impacted combat as a whole.
As a continuation in a later post, we shall also look into what is good now and new strategies to adopt in order to adapt to these new changes.
Before I go into that, do give the entirety of the official changelog a read first before we go any further.
Done? Alright, let’s start.
Continue reading “Missing the Dodge (and more) Pt.1”
Since the later half of 2016, a good number of my posts have been registered as defunct and outdated due to the massive changes in gameplay mechanics and strategies. Combat, stronghold and the way to select and customise gear are now much different from the way they were since the time of writing.
In this post, and many others down the line, I’ll be working on reviewing and updating the old posts starting with the stronghold ones. This will be seen as a replacement to the original entries.
For this scenario, let us start with the Ruby Temple, one of the strongest fire-based trap rooms currently existing in DH5.
Continue reading “Ruby Temple [Revisited]”
Happy Holidays from a warmer side of the world!
Now that I’m done with majority of my work commitments and taking some much deserved time off, here is a long-overdue post which I wanted to do – one that focuses on ranking of traits/attributes/magical properties.
Continue reading “Traits Ranking List”
If you’re wondering what happened to the continuation of the Weapons introductory post, let’s just say that its still baking in the oven. But first, something which is more relevant and up-to-date for your literary enjoyment: Seashore Retreat.
Seashore Retreat is the latest trap room that made its debut in a previous update’s advertising video. While not only surprising people with an ‘alleged‘ Water Ethera champion, this water trap has been well designed for the new edition of SH v2.0 with the 5 minion slots within.
In the same vein of the previous trap room posts (which I do very much need to update some of them), let’s explore this new trap in terms of planning and strategizing for it.
Correction edit on 31/10/16: Embedded tridents do damage you!
Continue reading “Trap Room Part 2.5: Seashore Retreat”