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)”
The next tier of advancement has just been released with this new update and let’s take a look at the basic overview of this latest tier. This post will delve into the specifics of what are the evolution materials, how to get them, and how much it actually costs to evolve one T7 gear.
Continue reading “Tier 7 Basics”
Yay! Update time!
Unfortunately, I won’t be working on the dedicated Tier 7 post at the moment since the Protean Cocoons aren’t available for now. The dungeon to procure them (ie. Cocoon Chase) hasn’t appeared yet. Fortunately, it is mentioned that the dungeon will appear next week and thus, I’ll leave that post in the works till then.
Instead, I’ll be discussing some of the major changes that have been implemented for this update and review how these will impact our gameplay.
Continue reading “Update 22 Changes”
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 While these might get eventually outdated in the long run, hopefully these will provide a basis as to how to formulate strategies to build or raid such trap rooms in the future.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 update has just dropped and amongst the changes, we’ve gotten ourselves a brand new map for Trials of Elements (or ToE for short).
This post will be a quick review of the new ToE and what kind of first-impression changes which I’ve observed thus far. Although at first glance it might seem like an aesthetical makeover, there are quite a number of underlying revisions and improvements which they’ve done since the last map.
As for the actual drawn maps themselves, I’ll probably develop them in another post. (And hopefully someone doesn’t copy it without crediting again )
Continue reading “New Trials: First Impressions”
A quick post to share a much-needed resource of the mission drop list done by fellow player Pikachouin. In this, he has included gear and skill items which can be located within missions (both listed and unlisted).
Here’s the link!
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”
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”