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”
With the new update dropped, I can finally post! 🙂
Amidst the new gear evolutions, revised dodge mechanic and amended interface, the first major feature which caught my attention, as well as being highly discussed on the forums, would be the trinket crafting system.
On first glance, the new crafting system with conversion might seem to be confusing and players might be uncertain as to what to do next. Not to worry as this post is dedicated to helping you understand the new trinket crafting system (at least for this update).
Continue reading “Revised Crafting and Trinkets”
While I would very much like to talk about the new update today, this post is dedicated to the first two legendary belts, Immortals’ Justice (IJ) and Ice Stalagmites (IS) – something which my guildies and friends have recommended for a while.
This post will assess and discuss the traits, use and viability of these two, showcasing certain strategies of how they are able to be used and which scenarios are good to use them in. It will also do an overall comparison between the two at the end as to why one of them is so largely preferred over the other.
Continue reading “A Legendary Evaluation”
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 New Year to all fellow readers!
Before I start, Thank you for your support, especially those who are following this blog and my guild mates, in the past year of 2016! Hopefully 2017 would be great for DH5 with plenty of new additions and bug-free updates. 🙂
To follow up with the traits ranking post, let’s more on to one of the major aspects of this game – Skills.
Continue reading “Skills Classification”