With special request from Paul Rage, here’s the (very very very) long-overdue Nightmare Pits post.
Nightmare Pits, or Pits in short, is one of the two dark strongholds available in the game. While it used to be one of the better strongholds around, it is now rarely used by late-game players as the current strengths of dark and fire minions are rather lackluster. Thus, Pits fare as a relatively average stronghold unless one has high minion mastery and bonuses at his/her disposal.
Like the typical stronghold strategy posts, this entry will cover the Nightmare Pits in general, along with some strategies to both build it (part 1) and raid it (part 2).
*Special thanks to my guildmates, especially Shan, for their advice on building Nightmare Pits.
Continue reading “Nightmare Pits Pt.1”
As requested by Pornpote in the last post, here is my take on the Forbidden courtyard (or ‘Courtyard/Court’ in short). Honestly, I never thought I would be doing this stronghold as it was rather average since its inception in the very first Xinkashi update. It never stood out even after SHv2.0 was released, going so far as to boost a consistent 100% to all nature minion stats at max tier
Recently, this room started to gain more traction after the Kringle ‘surge’ in the last christmas update. Because of this, a very specific setup of minions now dominates the current ‘meta’ of nature rooms available in the higher leagues.
Like in all stronghold posts, this entry will detail a general overview of the physical features of this room, strategies as to how to raid it, and tactics of building it.
Fun Fact: This was my first ever Stronghold (from the Minions chest) back when the first version of SH was around. It popped out as a T5 😉
Continue reading “Forbidden Courtyard”
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 While these might get eventually outdated in the long run, hopefully these will provide a basis as to how to formulate strategies to build or raid such trap rooms in the future.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 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”
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]”
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”
Stronghold v2.0 has descended a few days ago and, boy, do we get plenty of changes (not to mention that I need to edit/recreate a number of my posts).
But with regards to that, let’s take a look at what is currently present in the new system and look at strategies as to how to at least survive these first few weeks of stronghold building.
Continue reading “Making SH v2.0 Work”
Amidst the Pokemon GO madness which just touched-down in my country last Saturday, walking around ‘aimlessly‘ has been one of the major self-assigned tasks that I’ve been engaged in over the weekend… …perhaps it is time to do something productive and commence on writing this post.
Anyway, if you’re wondering about the title of the post, it’s another way you can say ‘Massive Burn‘, but we’ll get to that later.
Continue reading “Colossal Sear”
Unlike what the title suggests, this is not a post about the controversial horror film produced in the ’90s. What you’ll get is a review of the recently released Champion-type minion in DH5, which is oddly under-powered for its kind.
Continue reading “The Crow”
I’m finally back online since the (godsend) update/hotfix kicked in last Thursday/Friday (depending on which part of the World you live in)…after an immense week-long drought that made me realise how ridiculously entwined my life is with this game. But since it’s back, the ‘schedule’ (for gaming and this blog) has gotten back to normal.
This week’s post is more of a personal interest, and will offer an insight into one of the more annoying and overused trap rooms since a few updates back, the Ruby Temple.
Just in case you’re new, here’s what I’ve done so far for trap rooms, to get you up to speed.
Part 1: General Overview
Part 2.1: Valenthian Guardhouse
Part 2.2: Ashkardian Crypt
Part 2.3: Nettle Grove
Part 2.4: Ruby Temple <-you’re reading this now!
Continue reading “Trap Room Part 2.4: Ruby Temple”