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Since the later half of 2016, a good number of my posts have been registered as defunct and outdated due to the massive changes in gameplay mechanics and strategies.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”
This is going to be the last out of the constantly extended Minion Classification series of posts. For this post, we’ll be covering Melee Strikers and wrap up with a conclusion.
You can read the previous posts in this series here:
Continue reading “Minion Classification [Part 3]”
To continue the post last week, here is the second part of the Minion Classification which covers the two out of the remaining of the minion categories, Defenders and Ranged Strikers.
Also, I’m going to put up the same disclaimer to the post: The information here is actually quite ‘meh’ for the experienced/ seasoned player and raider. If you’re bored, do come back soon when I’ll get my Ruby Temple post up and going. Alternatively, you can check out the new site map, which organises all of my previous posts.
Continue reading “Minion Classification [Part 2]”
Here’s a post to chew on as I’m planning my second post of the Combat 2.0 series, this time, focusing on the different types of minions in the game and also setting up a general referential database for all of the minion strategies for readers to refer to.
The main motivation behind this post would be classify all the different types of minions (aka toons, pets) based on their strengths, weakness, abilities and giving them a label because I’m that lazy to type in all of the minions I’m referring to whenever I say ‘Chaser Champions’. It will also briefly explain some strategies of how to take these general group of minions down if encountered in Strongholds.
A minor disclaimer to the post, the information here is actually quite ‘meh’ if you’re an experienced player. If you’ve played at least for a few months and have been involved in raiding in some way or another, you’ll probably find that everything very straightforward.
Enough talk…Let’s go!
Continue reading “Minion Classification [Part 1]”