The Christmas holiday special has dropped on the turn of December, and unfortunately I’ve been late on covering this due to a busy weekend. 😉
Here’s a breakdown of this year’s version of the event and some strategies that you could consider in getting the rewards. 🙂
Update 8/12/17: There is an increase in the number of available Xmas Nature Armor and Water Duals you can now buy from the shop from 1 to 7. Probably revised for Mastery purposes. Additionally, there are some updates to the strategy in getting 5 presents.
Continue reading “Valethian Christmas (2017)”
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 While these might get eventually outdated in the long run, hopefully these will provide a basis as to how to formulate strategies to build or raid such trap rooms in the future.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”
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”
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”
Now that we have covered the changes, the next part looks into what actually has been impacted and what exactly do we have to look out for. This will also include strategies to cope with the modifications in combat mechanics.
For those who have yet to see the earlier post about the changes from the most recent update, do give it a read here before proceeding.
Continue reading “Updated Strategies Pt.2”
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”