Monday, August 31, 2020

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Thursday, August 27, 2020

Best Ways to Get Bells in Animal Crossing: New Horizons

In Animal Crossing New Horizons, you will need a lot of Bells to buy clothes and furniture, decorate your house, and build up your island. Youtuber Crossing Channel shares with you the best methods to make a bunch of ACNH bells.





 https://www.youtube.com/watch?v=wmd167KpL1k

 

 

1. Hit Rocks 

Each day, one of the rocks on your island will be a money rock, dig two holes behind yourself so that you can get a steady position and hit the rock quickly in succession. It's not a whole ton of money, but it's a nice little bonus that you can make use of every single day on the island.

 

 

2. Grow Money Tree 

Another bonus you can make use of each day is the Glowing Spot. Dig this up, and you'll get 1,000 Bells. But plant it, you can grow Money Tree. If you plant the 1,000 Bells, you can make about 3,000 Bells from the tree in a few days. If plant something like 30,000 Bells, you could make 90,000 from a tree. It requires some investment, and you need to wait, but it's worthwhile.

 

 


3. Make Hot Items 

Every day, Nook's Cranny will buy a hot item, and these items are usually pretty easy to craft, which means you can craft a whole ton of these and sell them back for profit. You'd get a lot of money doing this than just selling materials like weeds and woods, etc. However, this method is very tedious, and it takes quite a long time. So, maybe only do this if you are struggling for money.

 

 

4. Fishing 

Fishing is a fantastic way of making money. Red Snapper and Sharks (if you live in the Southern Hemisphere) will get you a lot of money, but selling them to C.J. is much profitable than selling them to Nook's Cranny. Sometimes, you can find him wandering around your island, and he will buy those fish for a lot more money than Timmy and Tommy ever could.

 

 

5. Catch Tarantulas 

The best way to make bells in the game for the Northern Hemisphere players is the Tarantula. You might be terrified of this guy, but he can earn you a lot of Bells. You've probably heard about the fabled Tarantula island. Head to a Nook Mile island with a flat enough surface, and you can transform it into your own Tarantula island by removing everything. Tarantulas like open empty spaces. So, this is the best way to farm them and get a lot of them to appear. If you can sell them back to Flick, who can sometimes be found wandering around your island, you can make a whole ton of money. So, be sure to take a trip to the island if he is visiting.

 

 

6. Sell Bells Vouchers 

If you have a ton of Nook Miles to spare, you can exchange them for Bell Vouchers. You can get 3,000 bells by selling each voucher. So, it's a pretty decent profit, but I think Nook Miles is much more valuable on their own.

 

 

7. Sell Fruit to Another Island 

Selling fruit is now one of those classic Animal Crossing money making methods. If you sell your Fruit to Nook's Cranny on your island, you are not going to make much profit. But visit someone else's island and sell it, you can make a much larger profit. Fruit that isn't native to your island will always sell for more bells.

 

 

8. Sell Fossils 

If you have some spare Fossils left over, sell them. These are useful Animal Crossing items to make money, and as time goes by, you will find yourself getting even more and more duplicate Fossils. So, be sure to sell them on.

 

9. Shake Trees 

It's not much, but you can shake trees to get bells. If you shake every tree on the island, it's bound to add up, and you can get some other resources while you're doing it too. So, it's worth your while.

 

 

10. Pop Balloons

Sometimes, the elusive balloons can contain bells. The Balloon is rare, but it's always an exciting way to get some extra money in the game, and I've seen people get a pretty decent amount from it as well.

 

 

11. Buy and Sell Turnips

Buying and Selling Turnips is one of the best ways to make money in ACNH. It works like the stock market in real life where you need to buy low and sell high. It is a good way to make bells, and the more friends you have to support each other, the easier it becomes.

 

 

If you learned something new today, then give this video a like and share it with a friend. You can also join Crossing Channel ‘s discord to get more information or make more friends. If it’s your first time here, it will be a good idea to bookmark our ACNH news page for more guides in the future. Don’t forget to check out MmoGah when you are looking to buy Animal Crossing Bells as well as Miles Ticket...Visit MmoGah for more details about this story.



OSRS: Best Alt Accounts for Money

Welcome to the top 6 best alternate accounts for money in Old School RuneScape. In this video, AsukaYen OSRS brings you different alternate accounts that might be the best for you. He has three different skilling alts and three different combat alts that are all excellent choices, depending on whether you want to do Skilling or Combat.

 

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Some of these alternate accounts have some pretty high requirements. You have to spend gold and time to make big money. If you don't, you won’t make that much. You have to be dedicated enough to create one of these OSRS accounts to make money. The majority of them require a lot of work and time, but in the long run, their benefits are very good. So, keep that in mind while you're watching this video:

https://www.youtube.com/watch?v=CxdyeBsZB6s 

 

Cooking Alternate

Profit: 180k-265k/h

The first alternate account is a Cooking alt. A lot of the higher-level foods can net you a decent profit compared to their raw counterparts. For this alternate account, I’d recommend that you have level 99 Cooking, and the reason is when you have the Cooking Cape equipped, you will never burn another piece of food. As long as that Cape is on, no burns ever. Cooking is a very easy and AFK 99 to get. It will take you some time, but you could make a good amount of money in the long run.

 

At the time of the video being made, four foods are profitable: Anglerfish, Sharks, Dark Crabs, and Sea Turtles. You can cook either in the Myths' Guild or at the Rogues' Den, because these are the shortest trips to a fire source, and at the Rogues’ Den, you won't even have to move.

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You can cook about 1,400 fish per hour, and you could make about 180k-200k gp per hour by Cooking Anglerfish. If you decide to do Sharks, you can make between 210k-225k gp per hour, and these are the most prevalent because people are always fishing these now.

 

The Raw Dark Crabs are in the Wilderness, a dangerous place, but if you can get your hands on a good amount of Raw Dark Crabs, you could get 260k-275k gp per hour.

 

The Raw Sea Turtle is a reward from the Fishing Trawler minigame, so there might be a limited supply, but if you cook Sea Turtles, you can get 250k-265k gp per hour.

 

Cooking is very AFK, especially if you're doing it at the Rogue's Den. That is just an easy 1m-2m gp per day if you have time to spend playing an alt in the game.

 

Amethyst Mining Alternate

Profit: 300k-375k gp/h

The next alternate account is an Amethyst Mining alt. Mining Amethyst has a pretty high requirement — level 92 Mining. 92 Mining is a skill that takes a long time to get to, depending on the way you do it. You could choose to do 3-Tick Mining to get level 92 quickly, but that defeats the purpose of it unless you want to rush and make that alt viable as soon as possible. If I were making an Amethyst Mining alt, I would get up to level 92 Mining at the Motherlode Mine. This way, you can get the Mining XP and do it AFK. While you're getting level 92 Mining, you could get 25m-30m gp.

 

Level 92 Mining is the only thing you’ll need to get started with mining Amethyst. But there is one more thing that you’ll want to get before you start doing it. In the Mining Guild, there is an NPC called Belona who sells Mining Gloves. These Mining Gloves offer you a chance of non-depletion on ores. You will first collect enough minerals to get the Mining Gloves, then you’ll get the Superior Mining Gloves, and then you’ll need 60 additional unidentified minerals, which will give you a total of 240 unidentified minerals. You will combine the Mining Gloves and Superior Mining Gloves to create Expert Mining Gloves. The Expert Mining Gloves will give you a 25% chance of non-depletion on the Amethyst ore, making it a little bit more AFK. So, you'll be able to get one or two ores more from one Amethyst rock, which makes your life a little easier.

 

You could get 300k-375k gp per hour on an Amethyst Mining alt, depending on your level: 300k is on the low end at level 92 Mining, and 375k is the profit when you are at level 99 Mining.

 

 

Anglerfishing Alternate

Profit: 138k-277k gp/h

Next is the Anglerfishing alt, which also has some high requirements. You will need at least level 80 Fishing to get started, and 100% house favor with the Port Piscarilius. But if you are looking for one of the most AFK alting experiences, the Anglerfishing method is the one for you.

 

If you start fishing the Anglerfish at level 82, you will get 138k gp/h with no effort. You can fish for a long time, and there's a bank close to you. You can bank then go back to fishing for a long time again. You repeat the process over and over again. Once you start to approach level 99 and surpass it, you would get around 277k gp/h on the Anglerfishing alt.

 

Those are three Skilling alternate accounts that I think are viable and worth the time to make, depending on what you're looking for in an alternate account. Now, I am going to talk about Combat alternates, and they are Gargoyles, Brutal Black Dragons, and Rune Dragons alts. I have used all three of these alternate accounts while I was working on my Slayer pure account. They have high requirements, but they are worth your time.

 


Gargoyle Alternate

Profit: 400k-600k gp/h

The first Combat alternate account is a Gargoyle alt with Guthan's armour set. You need to have at least level 70 Defense and level 70 Attack to use Guthan's armour set, but you'll want to have your stats a little higher than that. As far as Defense is concerned, you’ll want to have at least level 82, and this will completely offset the damage output of the Gargoyle. As for the Attack and Strength, you'll want to have at least level 80+. You will also need to have level 75 Slayer to do damage to the Gargoyles and a Rock Hammer to finish off the kill.

 

Gargoyles are aggressive for about 10 minutes, so you'll have 10 minutes of AFK time, only needing to pick up the loot. When the 10 minutes is up, and they aren't aggressive, you can leave the area and come back to reset the aggression. I also suggest bringing along some high-level alchemy so you can get rid of all the Rune items such as Granite Mauls and Black Mystic Tops because their Grand Exchange value isn't that much more, or less than the alchemy value, so it's much more worth your time to alch it on the spot. I would also suggest bringing along a Dragon Battleaxe to boost your Strength, and in this way, you can maximize your inventory space, and you won't have to bring Super Attack and Super Strength potions. Your profit would be 400k-600k gp/h, depending on your Combat levels at the time.

 

 

Brutal Black Dragon Alternate

Profit: 700k-900k gp/h (with Void set/Blessed D’hide set), 800k-1m gp/h (with Armadyl)

You need to have at least a level 77 Slayer to kill the Brutal Black Dragons. I would suggest that you have at least level 90 Ranged if you're making an alternate account just for Brutal Black Dragons. You will also need to have access to the continent of Xeric, which is very easily achievable. You can take the boat there one time, then you can get there as many times as you like. I also suggest getting yourself a Xeric's Talisman to use the teleports around Xeric.

 

If you plan on making a Brutal Black Dragon alt account, I would suggest that you do this only if you have the funds to provide it with a Dragon Hunter Crossbow or a Twisted Bow. If you use anything less than this, it will still bring you profit, but not the profit that you might be expecting.

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The picture above is a DPS comparison between the regular Void set and a Blessed Dragonhide set, set 1 and 2. I'm using the Dragon Hunter Crossbow as a comparison for the weapon, and that is going to be 4.908 DPS on the Void set, and 4.907 DPS on the Blessed D’hide set. That is not a huge difference, and it's going to take you a very long time to make up that DPS difference. If you are making a Brutal Black alt, I don't suggest going for the Elite Void Set because that takes you even more time, skills, and level requirements, but you can get a regular set of Blessed D’hide for a lot less time and get started a lot faster.

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In the second picture, there is a comparison between the regular Void set and Armadyl. If you have the OSRS money to fund Armadyl, you’ll have a decent DPS and Accuracy increase. For the regular Void set, it is 4.908, and for the Armadyl set, it’s 4.977. You will have to get some additional Defense levels to wear the Armadyl set, but it could be well worth it if you have the gp to fund an account with Armadyl. If you have the money and the time to get those extra Defense levels, the Armadyl set is worth it. As far as my alternate account went with doing Brutal Black Dragons, I went with the Blessed D’hide Body, Chaps, and the whole set, and I still earned 1.1m-1.2m gp/h with a Twisted Bow.

 

I would suggest using the Dragon Hunter Crossbow as a bare minimum. If you're using the Dragon Hunter Crossbow with either the regular Void set or the Blessed D'hide set and all of the other items, the profit would be 700k- 900k gp/h, depending on your Range level. If you choose to use Armadyl setup, you will get 800k-1m gp/h with the Dragon Hunter Crossbow.

 

 

Rune Dragon Alternate

Profit: 2.05m gp/h

Last but not least, my final alternate account is Rune Dragon alt, and this also has some very high requirements. It takes a long time to get this account going, but it is well worth it if you have the time to create an alternate account like this.

 

As for the requirements, you need high Combat stats and a good amount of money for gear. The Combat stats that I recommend are at least level 90 in Attack, Strength, and Defense, or higher if you can manage it, but you will get levels along the way, depending on how much you play the Rune Dragon alt.

 

You will also need to have the Dragon Slayer II quests done to kill the Rune Dragons. There are a lot of quests to complete: the Legends’ Quest, Dream Mentor, A Tail of Two Cats, Animal Magnetism, Ghosts Ahoy, Bon Voyage, Client of Kourend, and all of the sub-quests that are required to do those major quests.

 

You will also need some decent skill stats to complete the quests: level 75 Magic, level 70 Smithing, level 68 Mining, level 62 Crafting, level 60 Agility, level 60 Thieving, level 50 Construction, and level 50 Hitpoints. Yes, the requirements are pretty high, but it's worth it.

 

At maximum efficiency, with the best gear and decent stats, you could obtain 55-60 kills per hour, and the average Rune Dragon kill is worth about 41k gp at the time that this video is being made. But I want to add a bit of a human factor in there: you can achieve about 50 kills per hour, and that is semi-AFK. You will have to pay some attention because all of the damage from the Rune Dragons cannot be negated. However, 50 kills per hour can bring you around 2.05m gp/h. So, if you do this for 5-6 hours each day, there will be an easy 10m-12m gp to add to your bank.

 

That is six different alternate accounts between Skilling and Combat that could be viable, depending on what kind of alternate RuneScape account you're looking for, and what kind of dedication that you have to put towards this alternate account. If you like his video, please give this video a thumbs up and share it with your friends.

 

 

Please bookmark the RuneScape news page on MmoGah for more guides in the future. We also provide safe and cheap RS3 gold and Fire Cape OSRS service. With over ten years of excellence, we have served thousands of customers. If you are hesitating where to buy RuneScape gold, MmoGah will be a good choice...Please visit MmoGah for more details on the top 6 best alternate accounts for money in RS07

Monday, August 24, 2020

How to Get Started with ArcheAge Unchained Fishing

Fishing is a fun way to spend labor and make money in ArcheAge Unchained. You can sail around the ocean in your ship and look for the best fish to catch, which is called sport fishing, comparing with bait fishing that we will mainly focus on in the content below. Whereas, when you begin to play ArcheAge Unchained in the first place, are you getting confused about the question of how to get started with fishing? If yes, then you are in the right place. MmoGah, as a professional ArcheAge Unchained Gold seller, would like to share some views.

 

The video below is from a real player Pvt Wiggles, in which he provides a step –by-step guide of how to get started with fishing. This can be especially useful for the beginners who are intended to explore the fishing part. The content below is written in the first person.

 

https://www.youtube.com/watch?v=FKrTJeqShuw

 

Before getting into sport fishing, I'd recommend starting with some bait fishing to level up your proficiency so that you can get a better fishing rod to increase the speed at which you catch and kill fish out in the ocean. Bait fishing is a lot more automated than sport fishing. All you need to do is get a fishing rod, some bait worms and a body of water. And then simply equip your rod and start fishing. To get these items, I'd recommend following the fishing quest chain, as it opens up some cool rewards, such as the fishing boots that will give us more than 500 proficiency, which is massive in the early levels of fishing.

 

Preparation

Fishing Rod

To start fishing, you're going to need a fishing rod. And the materials you're going to need to completely craft the rod are 10 bamboo stalks, 1 iron ingot for the fishing hook, 3 cotton and 3 wool for the fishing line and 2 lumber, 2 iron ingots for the sturdy steel reel. Once you've got these, you just follow the quest to start crafting your rod at a handicraft kiln. All the crafting tools you need are located in Seachild Wharf, so there's no need to travel. If you don't want to collect the materials yourself, you can simply buy them from the auction house and they're pretty cheap anyway.

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Bait Worms

Once you've got your fishing rod and complete the quest, you'll be rewarded with some bait worms, which are needed for your regular fishing. But you'll only get 50 of them, which is only enough for 50 casts or 250 labors worth. Obviously it isn't going to get you much in the way of fish. So you'll need to get a few hundred more to complete this quest chain and to level up your fishing.

 

To get bait worms, you can either purchase them directly off the auction house, or you can make them yourself using vocation badge items called worm compost. This can be purchased for 80 vocation badges each and each one of them will get you 25 bait worms. It takes three hours to grow and you can fit four of them on an 8 by 8 farm. Once you've got a few hundred bait worms, it's time to continue with the quest.

 

Fishing Quest Chain

The first quest is to catch 2 snappers and 2 sea bass. These are saltwater fish which can be caught right by the quest giver at Seachild Wharf. To begin auto fishing, you need to click on the fishing button once your rod is equipped. Then click on the water and it's just a case of waiting for these fish to be caught. It can take a little while, because these are rare fish.

 

The next quest is to catch 20 rice fish and rainbow trout. You can catch rice fish in any temperate climate. I did mine in Anima, as this is where my farm is. The rainbow trout needs to be in an arid climate, so I went to Windscour Savannah for this.

 

The next quest in the chain is for barracudas and red snappers, which are found in tropical climates. For this one you can simply go to Sandeep Community Center and just fish them up right in the harbor.

 

For the final bait fishing quest is to catch herring and squid. You need a subarctic climate, so you'll have to travel to the Karsasse Richlands. Once you've got all of these and handed in the quests, you'll be rewarded with plus 500 fishing proficiency boots and you'll unlock the next quest, which is to get started with sport fishing. And that's where fishing really starts to take off in terms of making money and having fun.

 

I hope this would help you start your fishing journey. If so, please leave a like or share it with your friends. And don’t forget to check out MmoGah, a reliable website where you can buy Cheap ArcheAge Unchained Gold with fast delivery. For more info about ArcheAge Unchained, stay tuned to MmoGah.

Friday, August 21, 2020

WoW Classic - Short and Easy Guide to Scarab Lord

The Scarab Lord is a reward for opening Ahn'Qiraj by completing the quest Bang a Gong. The world's first Scarab Lord was  Kalahad of Medivh US.

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Today MmoGah will show you how to finish the Scarab Lord quests. You'll need a couple of friends or wow classic gold, A Raid, These items, Time & Effort, and a Gaming Chair when you start. There are 32 quests you have to finish, and if you want to see the mount in this video, you most likely will have to finish all those quests within 7 days.

All right, you start the quest by talking to this guy in Scenario in the hold, you just go to the caverns of time in Tenaris and discover a Chronos, and then you come back to this guy and finish the quest for the next one, he'll give you another quest that you have to go to black ring layer and kill brood Lord lash layer to get the head of brood Lord. By the way, you can only get one of those raids, and once you get that Adam, you come back here, and you finish the quest.

For the next quest, you need to keep killing elite bugs in salutis until you have 200 saluted carapace fragments, you'll need to keep repeating this quest until you hit neutral with the Brood of Nozdormu. Every time you finish one of these quests, you'll get the proxy of Nozdormu.

If you use this on another player, he will be able to help you farm some fragments. Now, this is where the bottleneck is going to happen, so I hope you can have some friends to help you or plans to work your way around this. Remember, you have one week, and you need 42,000 fragments.

 

For the next quest, when you're neutral with the Brood of Nozdormu, only you can do is going to enter Chronos, and you can finally talk to him manic on us, then we will give you another quest that you have to go right over here and click on this red crystal on the ground over. Here the crystal will give you another quest. All you have to do is watching a nice life cutscene. After finishing, you will go back to Anna corners and finish the quest.

 

Let’s get to the main part, you need to get three scepter shards, and each of the scepter shards needs to do a series of questions. Let’s start with the easiest one: the Red Scepter Shard. By the way, you can do any of the shards in any order you want to get the shard.

When you start the quest, you will do this in a new bow instance, and you'll have five hours to finish this quest. All you have to do is kill Nefarian. Loot the shard, and you're done, then you turn the quest to Ana Kronos, and you have finished the red scepter shard quest chain.


To start the Green Scepter Shard question, you can head over to sunken Temple in this room, and start the quest or head over to darkness, get to this spot and talk to this wisp, and it will give you another quest that you go to moon glade bright over here and talk to the keeper, the keeper will give you a quest that you will have to go over to the world emerald and world dragon spawn location Kerala duskwood. You kill the trash mobs eater until you get the fragment of nightmares corruption from each of the zones, once you have all four from Ashenvale Pharrell essential lands and dusk. You can go back to the keeper and finish the quest, and the keeper will give you another quest, which will start an RP event for this to get a low rate.

 

Head over to Ajara and find the Jurgis of the spirit, and then talk to him. Get the magic ledger to start the quest, then head over to Tenaris, talk to this guy who is located right here, and turn in the magic ledger to complete the quest. The quest you just finished can unlock at least three quests, so let's start with the first quest, but the first quest goes to this location in silver pine forest and talks to this inconspicuous grate right.

 

Next to the big gate, and this gate will give you another quest, and you'll need to go over to molten core and kill trash until we find the Buggles. Once you get the goggles, turn it in and start the second quest and head over to Gadgetzan, then talk to this goblin over here, he'll give you another quest that you'll have to make your way to the Isle of the dread in Fairless and kill Lord luck Marin for the carcass. You also need to kill the other beasts here to get the tenderloins and finish the quest you'll need 20 of these, and then you come back to Gadgetzan.

 

Head over to this location - Tanaris and look over the horizon for an island just like this is a shaman to give you water walking and start heading over to that island once you head over to the secret island and make your way to the other secret island behind this island and find the dig site, talk to the dirt, complete the quest and receive the new quest.

Start the next quest, make your way to Winter Spring, and use the guise, which you'll find inside the quest Adam you received.

 

Go over here to a place that looks something like this place, the bag of classic wow gold, and wait for the RP to start once therapy has finished killing this gorilla whose name is number 2, and then go back to this guy, he'll give you another quest. There are eight parts to these quests, and you have to loot eight books from eight locations to finish these quests for the First chapter.

This is a player Fearstreet 528’s video. All the content of this article is quoted from this video.


Head over to Dartsville Ammar, this can bring around 15 to 20 people to head over to the middle building, go upstairs, and you'll find the guy that you need to kill to complete this part of the quest. Once you kill him, loot him, and you'll find the first chapter you need.

For the Second chapter, you can make your way to the painted scar, blasted lands, and start killing demons.

Now I recommend you bring a group of five people for this because you may have to kill a lot of demons before you get the chapter to drop.

You can make your way to Darkwhisper Gorge in winter-spring and do the same thing with the demons there until you get the Third chapter. You can bring the same group you did for the second chapter.

For the Fourth chapter, you can make your way or sneak your way into understudy, and loot the book from this table here.

For the Fifth chapter, you can make your way to stormwind or sneak your way inside and loot the book from the pillar over here, and then you'll find the fifth chapter.

For the Sixth chapter, all you need to do is killing Onyxia.

For the Seventh chapter, you need to make your way to Blackwing (BWL) and go to the room where you find more paths and loot this book.

You need to kill Regnerus, so you can loot the Eighth chapter of the draconic.

After you have gotten all the eight chapters, you can use the quest item in your bag to bind all the eight chapters together, and you will have finally finished this quest, and then you take the new quest.

 

You start the final quest for the Blue scepter short question, which is pretty nice that lets you breathe underwater as long as you want. When a person has finished all these quests that will be made available on the gun over here, which will reward you with the Scarab Lord mount even you're not the first person to finish the quest, you can still get the mount. You can finish the quest chain and receive some of these rewards, which is an amazing achievement.

For more wow classic guides, you can visit mmogah.com. If you want to level up fast, you can ask for wow classic power leveling service from a reliable site.

Thursday, August 20, 2020

ESO Crafting Guide for Beginners

Crafting is very useful in the Elder Scrolls Online. But the various crafting systems can be extremely confusing when you're starting out. Vress Games’s video guide helps you understand basic concepts and have enough knowledge to get started.

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 https://www.youtube.com/watch?v=dZg7VMNTwvY

 

Crating Skills

In ESO, there are seven crafting skill lines, and you're able to advance every one of them on a single character. The first three come under the category of equipment crafting, and these are Blacksmithing, Woodworking, and Clothier. Each of these skill lines can craft and upgrade particular items that you'll use in-game.

 

Blacksmiths specialize in melee weapons such as swords, axes, and maces, as well as being able to produce various pieces of heavy armor.

 

Woodworkers also provide weapons in the form of bows and staves, and the ability to craft shields.

 

Clothier specializes in light and medium armor. If you own the Summerset chapter (expansion in ESO), you'll have access to a fourth equipment crafting line — Jewelry Crafting, which allows players to create or improve rings and necklaces.

 

The core principles of these four professions are almost the same, and you'll understand why later in this guide, when we go into more depth. You then have three additional crafting skill lines that are unique in the way that they function.

 

Firstly you have Alchemy, which allows you to create potions from various plants, mushrooms, and other reagents that you'll come across in your travels. Alchemists are also able to combine various ingredients in attempts to discover new kinds of potions.

 

Secondly, you have Enchanting in which various runes are combined to create glyphs that will give you additional bonuses to weapons, armor, and jewelry.

 

Finally, there's Provisioning, which involves cooking. As a side note, you can also craft furniture for player housing, and this isn't a skill line in its own right, rather it's an extension of all the primary skill lines we've just listed. Each of them allows you to create different items of furniture to place in your home.

 

Each of the seven crafting skill lines we've just covered can be leveled up by gaining a particular type of experience called inspiration. You gain inspiration by completing various actions in the skill line, such as crafting, deconstructing, or refining items.

 

 

Raw Materials

We now know the kind of items we’ll be able to craft in ESO. However, to produce any of this, you need to start by gathering resources in the world. The first and most obvious way to gain resources is to collect them as you travel throughout various zones. You'll often come across minerals, wood, plants, mushrooms runes, and many other kinds of harvestable resources. To pick them up, you just need to wander over to them and press “E”. There is no prerequisite to gathering resources aside from your level. As you start to reach higher levels, you'll see higher-level resources appear in the world.

 

If you want to make resource gathering a little easier, you can enhance your gathering ability by spending some skill points. For example, in the Blacksmithing skill line, you can put points into Keen Eye, which will make it easier to identify ore in the world. Or, you could put some points into Miner Hireling, which will provide you with an amount of ore each day. As we alluded to a moment ago, not all raw materials are born equal, there are tiers, and there are ten tiers of each type of resource. Using Blacksmithing, you have iron ore, steel ore, and others before you hit Rubedite ore at tier 10.

 

You can also find useful crafting ingredients in containers such as sacks, barrels, and crates. Be warned if the text appears in red because it will be considered stealing if you take anything from that particular container. The consequence of this is that you'll get arrested by the guards and have to pay a fine. One final way you can gain resources is by deconstructing equipment at Crafting Stations, and we’ll get to that a little later.

 


Crafting Bag

As your adventure in the world, it always makes sense to pick up as much as possible. This is also where we start to see the first serious limitation of free accounts or to a phrase that the first significant reason to pay the monthly subscription. This is the Crafting Bag, without which, you may find yourself playing inventory management on a painfully regular basis. You can expand your inventory through other means, but it's not comparable to the bottomless Crafting Bag you get with ESO Plus. You have to decide what's more valuable to you. The monthly sub cost all the time lost to sort in your inventory.

 

Now you have a burgeoning bank of resources, you're looking to start turning them into some of the finest wear Tamriel has to offer.

 

The first thing you need to do is find a crafting station, and these are available in most major towns and cities. There are crafting stations for each skill line, and each of them gives you a different set of options. Since the basic concepts are pretty much the same for the four equipment crafting professions or skill lines (Blacksmithing, Woodworking, Clothier, and Jewelry Crafting), I am going to address them, using Blacksmithing as the example. Then we'll move on to the more unique professions after that.

 

Refining

For the four equipment crafting lines, you'll be presented with six different tabs when you go to a crafting station. Firstly, you can refine the resources that you collected earlier. This means taking your raw resources and turn them into materials that you need for crafting. The ten tiers of resources can be refined into ten tiers of materials that you can use for crafting. As you'd expect, high-level materials will allow you to produce higher-level Elder Scrolls Online items.

 

 

Construction

The next tab allows you to craft stuff. With Blacksmith, you have the option to create melee weapons and heavy armor. You're able to adjust the level of the piece of equipment that you're crafting, and higher levels require more materials. The Style component determines how your armor looks, and the Trait component allows you to give a specific property or effect to that piece of equipment. In this example, I'm crafting armor in the Breton style. However, if I were to use a different material, I could craft the same piece of armor with the same stats, but in another style.

 

 

Deconstruction

The third tab allows for deconstruction. You're going to pick up a lot of items while questing or exploring dungeons that you don't have a use for. You can destroy a piece of equipment in order to obtain materials, tempers, tannins, and resins as well as style and trait components.

 

 

Improvement

The tempers, tannins, and resins can then be used in the fourth tab to improve the quality of an item in your inventory. I say “in your inventory” as it doesn't have to be the one that you crafted yourself.


You can see at the bottom that you have a percentage chance of success based on the number of materials you use to improve the item. As you gain a higher level in a skill line, the materials required to increase your success chance for 100% will become less. I always like to make sure that it's at a 100% as it's too heartbreaking if you get to 80% and fail, because you don't just lose all your resources, you also lose the item.

 

 

Research

Moving on to the fifth tab, which is the most confusing. This tab is all about Research. You're able to add particular traits to the items that you craft. One example might be increased regeneration of Stamina, Health, or Magicka, but there are many others, and they're all extremely beneficial.

 

To apply these traits to a weapon, you need to find a weapon with the said trait and research it. Research means to destroy it, so be careful with the item that you choose to research. This takes ages, hours usually, but it can be sped up with certain items, and it also progresses while you're logged out. Once you've researched a particular trait and you have the necessary materials, when you go to craft your weapon, you can add that trait to the weapon.

 

The sixth and final tab is for crafting furniture items for player housing. I just want to point out that it's there, and you'll see it in the other skill lines as well, but we’ll not go into it in this guide. So, that's the four equipment crafting stations covered. Let's move on to the final three.

 

Alchemy

You can create potions at the Alchemy station, using solvents and reagents that you've found during your adventures. To discover different types of potions, you'll have to experiment unless you google it. You need to add one solvent and two reagents. At first, you will get a message telling you either that the reagents will not react or that you will get a potion with an unknown effect. There's no point creating one that won't react, so you need to go for one with unknown effects.

 

Crafting this mystery potion will reveal the properties of the reagents you use. So, when you create subsequent potions, you'll be able to specify them rather than just guessing. The other thing you can do at the Alchemy station is creating poisons, and it works in much the same way, but this time, you get to equip them to enhance your combat abilities.

 

 

Enchanting

You're able to combine the runes you found out in the world and create glyphs that will add new properties to your weapons, armor, and jewelry. Different combinations are going to produce different results. As you experiment, you'll start to reveal the properties of different runes, allowing you to create different glyphs. Pretty much identical to the way we did it for Alchemy.

 

The second key thing that you can do at the Enchanting station is to extract runes, which is the same as deconstructing equipment. You smash up a glyph, and you end up with some runes that you can use to create a new one.

 

 

Provisioning

The seventh and final station to cover is Provisioning, which is the most simple of them all. You take a recipe that you found during adventures, and make sure you learn it by either double-clicking it, or selecting it and pressing “E” in your inventory, then you add the ingredients and press the button.

 

 

Writs

There is one more vital piece of information that relates to crafting Writs. These are daily crafting quests that are worth doing as they'll reward you with rare and valuable crafting materials. To unlock them, you need to complete a handful of quests to get certified. Don't worry. They are very easy and fast to complete. You just need to visit a couple of NPCs in your faction’s major city. Millenith can be found at the Fighters guild, and she'll give you the quest for Blacksmithing, Clothing, and Woodworking. Danel Telleno can be found at the Mages guild, and he'll give you the quest for Enchanting, Alchemy, and Provisioning. For Jewelry Crafting, you'll need to have the Summerset chapter and speak to Felarian in Alinor. They only take a few minutes to do, and once you complete them, you'll become certified in that crafting skill line, and you're able to complete these daily quests known as Writs. To pick these quests up each day, you need to go to an Equipment Crafting Writ noticeboard, and you can easily find them in your faction’s major city, close to the crafting stations.

 

 

I hope this guide is helpful. If you found this Elder Scrolls Online beginner Crafting guide to be useful, please share it with your friends and allies in ESO. There is ESO gold for sale on MmoGah, and we use safe delivery method to make sure your purchase is fast and smooth. Also, please bookmark our ESO news page for more guides in the future…Visit MmoGah for more details about the ESO basic crafting guide

Monday, August 17, 2020

10 Deadly Combos in WoW Classic

There are some deadly combos in the game where he combines spells and trinkets together to make your enemies drop within the blink of an eye. This is one of the reasons why the wow is so enjoyable and in classic things are nodifferent. Here MmoGah.com would like to share with you this guide that from this player Hamsterwheel. All the content of this article is quoted from his video.

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Today we are going to check out ten of those combos. Before we start I’d like to say that I’ll be mostly going over combos, involves items and spells a certain class can use themselves and I won’t really add any extra consumables, as there are so many buffs and elixirs in classic wow and this might make any random combo or spells deadly. Let’s get started all right.

The First Deadly Combo

Blood Fury, Earthstrike, Stormstrike and Earth Shock

It's widely known that a wind fury proc can do a lot of damage. However if you are an orc, you can use your ratio Blood Fury which translates to around give or take 130 extra attack power at level 60. Now if you combine that with trinket, such as Earthstrike is a trinket that gives you another 280 attack power and makes it into a macro. You have in instant button that gives you a massive 410 attack power. Now if you’ve hit a target, wind fury procs and you’ve follow that right up with an earth shock, you are bound to do an absolute on a damage especially on cloth ease. Of course the fact that you need wind fury to make this combo really deadly, which means that there is some luck involved, but if it does proc, your enemy might drop, so his game client might be uninstalled in the process.

 

The Second Deadly Combo

I have the pleasure of using on my main in classic and that is the Hunter’s Mark, Devilsaur Eye, Aimed Shot and Multi-Shot. Aimed Shot into multi-shot is a very popular combo amongst hunter as both of these can be used right after each other, so it’s a great burst combo that does a ton of damage, especially it is one of the abilities crits.

If only aimed shot crits you are looking at give or taking 2000 plus damage, which in some cases may take away well over half someone's health poor, however, if you don't supply hunter’s mark to the target but also activate the hunter specific trinket called Devilsaur Eye. You're looking at a ton of extra attack, power and 2% hits, making it an even more ludicrous combo.

I have the pleasure of using that combo in ultra valley with some luck, and an extra buff here. There I actually manage to one-shot, some claw theists that were left scratching their heads wondering how they dropped in a split of a second even if you know Chris at all. You're still looking at a hefty amount of burst damage that definitely deserve a spot in this list.

 

The Third Deadly Combo

Next Combo is probably one of the most famous combos in the game and that involves the Arcane fire mage. It's time for the combo Arcane Power, Fireball, and then right afterwards an instant Pyroblast using Presence of Mind. All have a spell power trinket pops, this is one of the earliest one-shot macros in the game. There have been many pvp videos showing that particular combo and just how insanely powerful, it can be even pyroblast on its own, had the potential to instantly one-shot people, so the combination of a fireball beforehand would make an absolute killer of a combo, and you wouldn’t even need to have any insane gear to make this combo work, because a mate with some simple blues would still do massive amounts of damage with this combo. In fact, this set of spells worked so well that even in the burning crusade arcane fire and this combination of spells was still a very viable spec for pvp, which just goes to show how insanely powerful in the early stages of wow, however it’s frost counterpart is a little less popular and well known to people.

 

The Fourth Deadly Combo

This combo starts with getting 5 points in shatter, then using Frost Nova to traffic targets, and then

Arcane Power, Spell Power Trinket, Presence of Mind, and one Frostbolt while not as popular as its fiery counterpart. It was still super deadly, basically the talents shatter gave you 50% exit critical a chance against targets that were frozen in place with frost Nova, so when you pop your macro, you're insanely powerful frostbolt had a minimum of give or take 55% chance to crit, and that’s without any quick chance from gear, so realistically your average frost mage with decent gear would have about 60% chance to create with that spell, and it did an absolute ton of damage to your target. If you knew your target wasn’t going to come out super quick, it was first used cone of cold, and then cast the instant frostbolt for even more damage. There is also multiple variations of this one including just going to the full frost, having the shatter talents, freezing your target in place, casting frostbolt followed with an instant cone of cold to have those two spells benefit from that 60% crit chance, but since this one is the most insane in terms of damage. I decided to mainly feature this combo, so not as well known as the pyroblast variation, but still awesome to use every three minutes.

 

The Fifth Deadly Combo

 

It is ambushed into Thistle Tea into Backstab, Cold Blood and then Eviscerate. I'll make an exception here, since it's a consumable that is only specific for the rogue class. The first time I saw this combo was during world of RO craft where a mute showed just how insanely quick you can kill. People with this combo and in some cases depending on the enemy player, you'll be able to take them from full health to death in a split second, so obviously I had to give it my own server as well and just look at the results. It's insane how powerful this combo is, when you can get ambushed to crits which will happen quite often. If you expect them to improve ambushed, so a definite killer of a combo that just had to be on this list up.

 

The Sixth Deadly Combo

Next one will be very familiar amongst all your warlocks out there and that is the succubus Soul Fire combo basically what you do is you have your succubus active and you seduce on your targets, and then add curse of elements. If you want to do even more damage to soul fire, you can pop your spell power trinket then soul fire, shadow fury right as the soul fire hits the target with the right gear. Sometimes you don't even need the shadow Fury as soul fire is so powerful that a good crit can mean an instant death of the player trying to kill. Of course this ability isn't a 100% guarantee that your target will be dead because neither of these crits a lawyer with a big health pool. For instance, he could probably survive this. Generally speaking, there's not a whole lot of people that can survive this even if just one ability Chris, it's a little tricky trying to get this off as it's very obvious to see when a warlock will try and do this, and many people will probably drink it out of this or use ice block or some other ways to escape this combo, so it's not very reliable. But when you happen to be in a situation where the other guy can't get out of it well, he's just basically waiting to die. Another cool thing is that Drake dog often used this way back in vanilla to smash alliance players and he was the inspiration for me, making the Warlock for them a private server to try that exact same combo needless to say it was a little harder as people were just a lot more terrible in PvP back, but when I did pull it off and the soul fire was a crit man was it satisfying and yes an absolute killer of a combo so time to go back and give shamans a bit more love this time however we're looking at their elemental counterpart the combo.

 

The Seventh Combo

I'm talking about is a spell power trinket into a Lightning Bolt into Chain Lightning and then Earth Shock. Now if you stand at the right distance and right time, your lightning bolt will finish traveling when your chain lightning is thrown at the target making both spells hit at the same time at an earth shock to that and even with zero spell damage and zero crits you're throwing out give or take 1,500 nature damage on your targets. Of course any good geared elemental shaman will have some all damage and a spell power trinket.

 

The Eighth Deadly Combo

Next combo is one where we're going to give balance druids a little love. I have a weak spot for balance druid, so I just have to throw one in here, but the combo itself can be quite deadly and that is using a spell power trinket, Starfire, and then Moonfire. While Moon Kings aren't really the greatest in terms of consistent damage, their starfire ability can hit quite hard with some decent gear and a spell power trinket. If you have 5 points and improved Starfire, you also have 15% chance to stun the target for 3 seconds because you use moonfire right after that you also benefit from the 10% increased critical strike chance from improved moon fire, so basically with a little luck.

 

The Ninth Deadly Combo

If you combine with the Diamond Flask and Bloods Fury, you're potentially looking at a ton of extra damage over your normal Execute, making it even more deadly. So why I just had to put that on list as well, and then we arrive at the last killer combo which is going to be a bit of an unusual extra, so that involves the priests class.

 

The Tenth Deadly Combo

The combo I'm talking about is Power Infusion, a spell power trinket Inner Focus and then either Smite or Holy Fire. Well this combo definitely isn't something you come across every day. Obviously it's not going to come close to what an Arcane Fire mage or elemental shaman can do, but if you look at the damage, it can definitely take away a nice chunk of an enemy's health especially Smite is only a two second cast, if you have the ability to dish out, a few smites while having this popped chances to drop your targets health by a pretty big chunk. Because I love the whole idea of a smite priest, I decided to throw this in here. Maybe someone might look at this and be inspired enough to give this type of damage in dungeons and battlegrounds.

Want to learn more wow classic tips? Pay attention to MmoGah. If you need to buy wow classic gold, mmogah is your first choice, because we can provide you cheap wow classic gold with fast delivery.

Friday, August 14, 2020

ESO: How to Make Gold

 

ESO Gold is very valuable because it is the main form of currency in The Elder Scrolls Online, used to pay for most in-game service. How to earn money in ESO? This is a big question that a lot of beginners ask. Brah We Got This's video shows you the best ways to make money in ESO.

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 https://www.youtube.com/watch?v=4EW8WsK-2cY



1. ESO Plus

An ESO Plus gives a 10% bonus to gold gain, and it will make you a lot more gold in the long run, so I think ESO plus is worth it, and it will always be worth it.

 


2. Questing, Killing Things and Selling Junk

You can earn 25 to 1,000 gold by just turning in a quest. If you are on your first character and questing, be mindful of this. This method is not the best way to make money, but it is a passive way to accrue gold that will build up over time. Another method is selling your Ornate items to merchants, and each item with an ornate symbol can sell for up to 200 gold. If you kill enemies as well, this will stack over the life of your playthrough. These two methods are not the best ways, but they are the most basic ones and have one of the lowest entry barriers.

 


3. Daily Writs at Level 50

This is a way that you can make loads of money by doing nothing. You need to get your Crafting skills up to level 50 for the most profit. The profit is 664 gold per writ, 3,984 gold per character (w/o jewelry). If you do nine characters, that is 35.8K per day. If you do seven skill lines and you have jewelry crafting, this is 4,648 gold per character (w/jewelry) and 41.8K a day on all 9 characters.

 

 

4. Crafting Service

If you like Crafting and want to become a Master 9-trait Crafter, many people will need your service. In ESO, crafting is viable to in-game things, and this is something that you can make money on. Some people will give you materials to make sets for them, and some people will give you a tip as well. You can also charge a fee for each item or order if you want.

 


5. Item Flipping

Flipping is a common method, but it’s risky and takes patience. You’ll want to join a trading guild, and I’d recommend the East Empire Trading Company or just a trading guild in Mournhold or Alinor. Then you look on other guild stores via Tamriel Trade center client, and search for any item in the game. There are expensive items like Mother’s Sorrow, Inferno Staves, Briarheart dagger, etc. You can buy them in a low rarity, even without the desired trait, then you either transmute them with transmutation crystal or buy them in and improve the quality.

 

This will net you 20-25K gold, and you can rinse and repeat. You can also snipe lowball items and sell them for higher. Generally, improving and price sniping is the way you’ll want to use for item flipping.

  


6. Overland Farming

 

Wrothgar - Briarheart 

Bangkorai - Spriggan's

Deshaan - Mother's Sorrow

Rivenspire - Necropotence

 

Some of the Overland sets like Mother’s Sorrow, Briarheart, Necropotence, and Spriggan's are meta sets for ESO builds, and many people will be looking for these high-value items of yellow or purple color. Usually, jewelry and weapons are the ones that people hunt for, and those items are pretty expensive. For example, Briarheart dagger quest in Wrothgar gives you Briarheart dagger, which once is re-rolled, can sell for at least 75-100K gold, and if you do this on all nine characters, it’s 600-700K gold, by just doing that quest.

 

 

7. Bloodmayne Cave (PvP) (Aldmeri Dominion)

This delve is easy to reach if you are in the Aldmeri Dominion. For people in the Aldmeri Dominion, this is a cave for solid leveling. If you have another person with you, you can run loops in the cave and pick up Spider eggs, Beetle Scuttle, ornate items, and other things to sell. The profit is based on RNG and how efficient you are. I did this just for an hour multiple times, and I got items that are worth 25-35K gold. Spider eggs and Beetle Scuttle are where you are going to make most of the profit because they are used for leveling Alchemy.

 

 


8. Stealing Routes

It will net you a solid gold by stealing from people and assassinating them in Suran. You could get mofits, furniture items, and other treasures, and Vvardenfell is one of the best places to do this. You’ll want to go to any town with a village icon, and this will be your best bet for stealing since there are not as many guards as in the big cities.

 

Wearing stamina recovery armor is best when stealing because you are going to be sneaking around a lot, and Nightblade has an advantage due to the ways to go invisible.

 


9. Daily Motif Quests

This is a method that requires DLC or expansion. You can do this in Summerset, Wrothgar, Craglorn, Vvardenfell, Elsweyr, Murkmire, Gold Coast, Hew's Bane, and Clockwork City. There are three dailies, and they have a chance to drop motifs of the zone. These motifs can range from 2K-50K+ per piece. You can share these quests with other people, and sometimes you can do multiple dailies a day on one character. You can do them on all of your alternate characters and increases your chances of getting motifs.

 

This is a solid way of making ESO money, and usually, you can get at least one or two per day on one character if you do all the zones.

 

 

10. DLC Dungeon Motif Farm

This is one of the best ways to make money in the game at high levels. You’ll have access to all of them if you have ESO plus or purchase the individual DLCs or expansions. The chest pieces in these dungeons can be worth 180-200K gold each, and the other weapons and armor pieces are pretty hefty as well. Trial Motifs can sell for 200K+ gold, and some are 500K gold. The normal mode has a very small to drop them, the veteran mode has a better chance, and veteran hard mode has a guaranteed motif drop. So, if you are the CP level and can do these efficiently, this is the best way to make ESO gold.

 

 

11. Public Dungeon Farming in Expansion Zones

The next method is public dungeon farming in the expansion zone that is newest to the game. The public dungeons in northern Elsweyr can drop Mummified Alfiq Parts. Doing this with another player or with many other players is ideal because you can kill mobs quicker. Usually, I can get at least one or two in an hour, and the parts can sell for 9K each. That is why I do this when a new expansion comes out. Also, doing the daily Elsweyr motif quests will net you some of the highest gold as well because it’s a new zone.

 

 

12. Dragon/New Expansions

This is an amazing method when Elsweyr was fairly new. So many people were doing Dragons, and purple furnishing plans were selling for 150-200K each. These are not efficient anymore, but the main reason that I want to mention them is I want to reiterate one of the biggest tips I can give to new or veteran players when a new expansion drops. Farm the daily quests, the public dungeon runebox, and furniture plans, and they will always give expensive items when the expansion is newer. So, make sure you do that when new zones come out.

 

 

I hope this guide is helpful, and if you have learned something new from this guide, please give this video a like and share it with a friend. Make sure not to miss any useful guide by bookmarking our ESO news page. MmoGah is also one of the best places to buy cheap Elder Scrolls Online gold, ESO items, and ESO champion points power leveling service...Read more details about how to make gold in The Elder Scrolls Online.

Wednesday, August 12, 2020

ESO: Vampire vs. Werewolf

Vampire and Werewolf in the Elder Scrolls Online are two unique skill lines that provide you with lots of options and fun gameplay. They have their own active and passive abilities, pros, and cons. Which one is the best for your character? ArzyeL Gaming shows you how to choose.

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https://www.youtube.com/watch?v=IyD1XNC2lJ0


They are both active skill lines with one huge difference. Vampire’s skill, pros & cons are always available and affecting your character. While Werewolf’s abilities, pros & cons only become available once you transform. There are a few ways you can follow to become a Vampire or Werewolf. 


How to Become a Vampire/Werewolf

First, you can buy the lines directly from the Crown Store. You can only be a Vampire or a Werewolf, so choose wisely. You can also buy the Cure to each condition, in case you change your mind. You can always cure yourself with ESO gold by talking to a Priest of Arkay NPC. After you are cured, you will lose access to Vampire/Werewolf skills, but your progress is saved if you want to become one again.

 

The other way you can “change” is by getting bitten. Either by another player already infected by Vampirism/Lycanthropy at a specific shrine or by special “feral” NPC at specific locations and specific time of the day in-game. These NPC are usually found around The Rift and Reaper’s March zones. After getting bitten, you will have to complete a short, easy quest that will teach you how to play as a Vampire or Werewolf.

  

Vampire

The Vampire has four stages. The higher your Vampire stage is, the stronger you become, but also, the more severe are its drawbacks. To increase your Vampire Stage and maintain it, you have to feed regularly on innocent NPC. When you are a Vampire, you lose Health recovery, take more Flame Damage, your regular abilities cost more, but your Vampire abilities cost less. The higher your stage, the stronger the effect. 


Active Skills 

Vampire offers one Ultimate and five normal abilities.

 

Blood Scion & Morphs allow you to transform into a strong Vampire Lord.

Eviscerate & Morphs work as the line’s spammable and can deal significant damage.

Blood Frenzy & Morphs boost your weapon/spell damage at the cost of health every second they are active.

Vampiric Drain & Morphs allow you to drain enemies and restore Health, Stamina, or generate Ultimate.

Mesmerize & Morphs are unblockable stuns.

Mist Form & Morphs offer an escape method.


Passive Skills 

Vampire Passive skills unlock based on your Vampire stage. 


Feed is always active. It allows you to feed and increase your Vampire stage.

Dark Stalker is available at stage 1 and allows you to ignore the movement speed penalty of sneak.

Strike from the Shadow is available at stage 2 and boosts your weapon/spell damage when you leave Sneak, Mist Form, or invisibility.

Blood Ritual is available at stage 1 and allows you to infect other players.

Undeath is available at stage 3 and reduces your damage taken.

Unnatural Movement is available at stage 4 and allows you to become invisible if you sprint for 3 seconds. 

Vampire skills can be used with skills from other lines, creating a strong combination. The line is best for Magicka based DPS characters since most of the skills deal Magic damage and cost Magicka to cost. It is better to build your Vampire character around the skills and traits the line is offering. Like this, you can find the right balance for your playstyle.

 

Werewolf 

Werewolf, on the other hand, has only one stage, and you have to transform to gain access to it. Another drawback of Werewolf is that you have to sacrifice an Ultimate for the transformation. Having the Werewolf transformation slotted, however, will boost your Stamina recovery. 


Active Skills

Werewolf, like Vampire, also offers one Ultimate and five normal abilities. 


Werewolf Thansformation & Morphs allow you to transform into a Werewolf.

Pounce & Morphs offer a gap closer that can also apply a strong Bleed.

Hircine’s Bounty & Morphs are the line’s heals that can buff you as well with strong effects.

Roar is a fear ability with additional debuffs.

Piercing Howl & Morphs work as the line’s spammable.

Infectious Claws & Morphs apply a strong disease DoT and can heal you or debuff the enemy.


Passive Skills 

Werewolf passives are always active while you are transformed.

 

Devour allows you to devour corpses to prolong your transformation and heal yourself.

Pursuit increases your speed and the stamina you restore.

Blood Rage prolongs your transformation when you deal damage.

Bloodmoon allows you to infect another player.

Savage Strength boosts your weapon damage and physical/spell resistance.

Call of the Pack reduces the cost of remaining transformed when there are other Werewolves & Direwolves in your group. 


Werewolf skills can’t be used along with skills from other lines. You have to transform and remain a Werewolf to have access to them. While transformed, you have to keep attacking and devouring corpses to remain transformed. You can only use the six available Werewolf skills. But they are quite strong, so you are not missing much from not using other lines if you enjoy the playstyle. The line is best for Stamina based DPS characters, since most of its skills require Stamina to cast and all deal physical damage.


Make sure to bookmark our ESO news page, as we will keep sharing guides for The Elder Scrolls Online. MmoGah is also a safe place to buy ESO gold online, and since the day we started selling ESO items and gold, no customer has been banned...ESO Vampire vs. Werewolf


Monday, August 10, 2020

Top 5 Weird Specs in WoW Classic

Welcome to wow classic top 5 weird specs build guide. Today MetaGoblin will share with you the top 5 weird specs or talents in the game. All the content of this article is quoted from his video.


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Today we're going to count down the top five weird specs or talents we expect from classic WoW.

1. Ghost Rogue
The first build is Ghost Rogue, because I had invented it when I was leveling.                               
I'm sure people have used this build, it focuses on avoidance and increasing your defensive capabilities rather than focusing on your offensive, the capability isn’t increasing your DPS. When I was leveling, it was a very efficient leveling build, less damage, and it is good at soloing elites, dealing with multiple enemies and difficult encounters.
It is soloing a few things in dungeons whoever I wanted to do a certain dungeon quest on my own without doing a group because you can get an extra ability to use ghostly strike, and that also increases your chance to dodge by 15% for 7s, so visibility is really cool that gives you a cool animation, and it makes mention of rotation interesting.
Secondly, if you got a fairly slow weapon, it actually does more damage instance, which increases your dodge chance, and you can get up to about 60% avoidance. When you use goalie strike, which obviously matters massively reduce the damage, but I used were lighting Reflexes and deflection to inclusive avoidance by an extra 10%, which was really nice for Sakura pass that was really useful.
If you're dealing with enemies who actually have weapons, it’s also a really cheeky, and DPS boost simply by the fact that it actually does 150 % weapon damage bound costs and energy barely.
I also picked up my specialization, because if your jewel wielding maces actually process a lot and there is a free second stun while the enemy is stun, but not doing any damage to you, so that’s really nice and around about level 40, you can get the weapon called works third leg that is very cheap off the auction house. I got it fled to wow classic gold, and it was doing like ridiculous damage, and again, this specialization was a really useful talent. Apart from this, you pick up all the kind of typical talents like blade flurry, and you probably want to swap to soil specialization in the later levels when you are leveling, you just pick a couple of typical damage increasing combat talents.

2. Warlock Tank
The Warlock Tank build focuses on stacking as much damage reduction as humanly possible and then throwing in a little bit of cheeky self-healing into the two builds with a few key talents, and you can easily stack up to about 70% damage reduction, which is pretty ridiculous very easily. Solo elites and dungeons on your per world to make money. If you really want to be that bold nonetheless, it is a very strong tanking build, the first key talent we have is sole link which reduces the amount of damage, because our damage is transferred to your pet instead, and then we also have master demonologist, which is usually physical damage you take by an extra 10%, so it's like a flat 40% damage reduction just from your talents, and it's going to stack with your armor rating and demon shield.

3. Shaman Tank
We have a Shaman Tank bill, which is a bit of a fun build that you can use for flag-carrying since shams are pretty good a flood cam, because a ghost wolf and actually has a lot of really cool defensive talents, and it can be used in dungeons for tanking very easily.
As a temporary tanking raiding environment, you'll notice he will look in the enhancement tree. It's very strange but was a number of tanking towers, which feels more like warrior talents in the tree, shield specialization anticipation toughness, and the parry talent, which obviously a really strong a defensive talent. Shaman was actually originally intended to be a bit of a tank build, and it just needs a little bit of extra room for it to actually become an actual viable raiding tank.

4. Melee Hunter
Melee Hunter has a few different versions, and you know it was a few leveling build alternative PvP build. The most common melee tanking build is actually pretty popular, and it's called the melee weaving raid build. It's actually quite a viable way of increasing your DPS in a raiding environment and a few professional skilled hunters. It is considered to be a DPS increase more standard raid build, so in the hunters' rotation, there is a little bit of downtime, and essentially what you do in the downtime of fee rotation is that you go into melee range sneak in a little wrap to strike.

5. Smite Priest
A Smite Priest is a hybrid healing, and DPS build if you ever play League of Legends, it's very similar to the hero called Soraka, who does a lot of healing buff, and also a few decent amount of damage. It's very useful in PvP because it has such a strong adaptive play style. If your team needs healing, you can do really good healing; if your team doesn't really need much healing, then you can help out over damage; if a warrior or a mage is going to absolutely ham, then you can buff him with power infusion to increase its damage by 20%, and you are just a really extremely useful player to have in a pretty typical pre-made PvP group. Most builds buffs will go deep into the discipline and dip a little toe into holy pickled tongue size searing light to increase your damage of smiting holy reach you increase your range for obvious reasons a little bit cheeky holy Nova because that's actually pretty good if you can't cast god to bless, her recovery for a little bit of extra defensive capability you obviously pick up power infusion and you've also got force with holy specialization to increase your crit chance by 10%, and then you can stack up in focus for a total of 35 increased critical chance to get a critical hit and a little bit of defense, those have improved in a fire and just general talents or increase your defensive capabilities, and more tailored for PvP.
Lastly, you can learn more wow classic guides on MmoGah.com. If you are searching to buy wow classic gold or ask for wow classic power leveling service, don’t forget to check out MmoGah - the best place to buy classic wow gold and power leveling because we use safe delivery methods, making your purchase fast, smooth, and easy.

PoE 3.11 Crafting Guide: How to Craft 50% Fire Conversion Gloves Easily

It's Youtuber Victon here with a Path of Exile Crafting Guide video. Today we are going to be going over how to craft the 50% Fire Conversion Gloves in the Harvest league. The gloves below are what we are going to be crafting, and honestly, it's not too expansive and pretty straightforward once you know what to look out for. Just buying a pair like this straight up will cost you about 8 Exalted Orb minimum, and you can reliably craft yourself anywhere from between 2 and 4 exalts. These gloves are pretty much mandatory for any of the 100% physical to fire conversion builds like the super popular Blade Vortex Fire Conversion Build right now, and any melee physical to fire build as well just to name two examples. MmoGah hopes you enjoy this guide.

  poe craft 50% Fire Conversion Gloves  

 Step 1 poe Craft 50% Fire Conversion Gloves step 1 You are going to find a pair of gloves at least iLvl 71 with the affix "Topotante's" on it. It's going to give you 25% physical damage converted to fire damage, and it comes with some fire damage on hit as well. It comes from a regular drop when it is running the temple, so I wouldn't suggest farming it yourself. It's going to take too long and just go ahead to buy one with the mod already on it. Just make sure it actually is the Topotante's affix and not the crusader 25% fire conversion. That is not what you want. You can pretty reliably buy a pair of these for anywhere between 1 to 10 Chaos Orb, so pretty cheap if you do want a perfect base. For example, the Fingerless Silk Gloves for any Caster build, or Spiked Gloves for any melee build. It will cost you a bit more at least an exalt or two for the base, but that's only if you want a min-max, so you are going to be just fine with the 1 to 10 Chaos base to start off with no problem. I also suggest you buy a pair with the least amount of prefixes and suffixes possible, and one where you can target harvest remove any mods you don't need.

Step 2 poe Craft 50% Fire Conversion Gloves step 2 For the example gloves I got here, I have a pair like this. It already had two suffixes, so with step 2, you need to block prefixes so that when we slam a crusader's orb, we can only slam a crusader's suffix. If you don't do this, you can accidentally slam a crusader's prefixes, and it has a chance to roll a mana mod that you can not remove later, and it will basically break the item. So block prefixes; however, you need to do whether that be from bench crafting or harvest crafting.

Step 3 poe Craft 50% Fire Conversion Gloves step 3 Step 3 is to slam a crusader's exalt. If you block the prefixes, you're going to go ahead and get a crusaders suffix, and that is going to be 100% able to remove with harvest crafting later, which you will need to do. In my case here, I got a chance to avoid being stunned while casting, which I can remove with a caster mod.

Step 4 poe Craft 50% Fire Conversion Gloves step 4 For step 4, you want to remove one of your prefix mods so that you only have two prefix mods. The additional 25% physical to fire that comes from the crusader's influence is a prefix. We also don't want to hit a fire resist when you augment fire, so you're going to need to block suffixes as well. Once we have three suffixes and one open prefix augment, at least, we're going to go ahead and slam a fire augment. The only thing that you can get is the physical converted to fire mod. There's a T1 and a T2 version of this, so you actually have a 50% chance to get a T1, which is what you need.

Step 5 poe Craft 50% Fire Conversion Gloves step 5 Step 5 is if you get a T2 physical to fire, and you need to remove it and keep going until you get a T1. Basically, here you're just going to want to remove physical from harvest crafting, do not remove fire since it will have a chance at removing your original topotante's affix, and that would break the item. Instead, as I said, remove the physical mod. Once you've removed the T2 physical to fire, make sure you have an open prefix, and all suffixes blocked like we did before and augmented fire again. Repeat this process until you have a T1 physical to fire.

 Step 6 poe Craft 50% Fire Conversion Gloves step 6 For step 6, once you get your T1 physical to fire, you're going to randomize physical or fire until you get a total of 50% physical converted to fire. That makes for 100% of your physical damage converted to fire with avatar fire.

 Step 7 poe Craft 50% Fire Conversion Gloves step 7 And for step 7 and your last step, you're going to go ahead and remove any unwanted mods with harvest crafting. Then we're going to augment to get Life. Two elemental resists and I would suggest getting a Chaos to resist as your third resist. Then just like any other craft, we're going to remove slash augment until you get all T1 mods and then randomize until you get a max of all of those T1 mods. I'd suggest not putting fire resistance on these gloves because randomizing will affect both your fire resistance as well as your physical to fire roll and definitely like I said, never remove fire. So just go for cold lightning and chaos resist, that would be my recommendation. Once you've done what you are done, and you have some gloves. You can definitely profit craft these if you want, or of course, you can just craft them for your build and save some PoE Currency rather than just buying them yourself.     


That's all about this crafting guide. Welcome to the Professional Gaming Site mmogah.com to view more PoE Builds.

Original Resource:
https://www.mmogah.com/news/poe/poe-3-11-crafting-guide-how-to-craft-50-fire-conversion-gloves-easily

Friday, August 7, 2020

PoE 3.11 Builds: Tectonic Slam Chieftain

Welcome to another PoE build guide. This time, Navandis Gaming is talking about the Tectonic Slam Chieftain. Harvest league brought a large number of improvements to slam skills, two-handed weapons, and warcries, making this type of builds viable once more. This video shows what makes Tectonic Slam Chieftain one of the smoothest Path of Exile slam builds.

Harvest league brought a large number of improvements to slam skills, two handed weapons, and warcries, making this type of builds viable once more. You'll hit once and you'll hit hard, and everything will explode in a fiery inferno. While this might make you think of a slow and sluggish play style, the build is quite fast and smooth. It's also easy to play, without involving complex combos or clunky mechanics. In fact, this is one of the most beginner-friendly slam builds. No mandatory unique, simple gearing and not a great deal of competition for good items, makes it cheap and easy to get this build running.

I've also designed it to be tanky and resilient, making it an excellent choice for Hardcore play, with just a few tweaks. New players and veterans can pick up this build and crush all the content in the game. Tectonic slam is a godly clearing skill, it does fall a bit short against bosses. The damage itself is not a problem, but being a slower attack can have you stuck in place a bit longer than you might be comfortable with. Still, that is where the additional layers of defense come in, and I've been able to tank quite a few Sirus “DIE!” beams without actually dying. With a bit of practice, you'll know how long you can stay in one place and when to dash away and reposition quickly. On top of that, Tectonic Slam is not a pure melee skill: it has a considerable range and almost screen-wide area of effect, so you don't need to stand right next to your enemies. More experienced players can take advantage of this and choose when to fight up close and when to slam from afar, depending on each combat scenario’s specifics.

Finally, the build is capable of running all map mods, except for elemental reflect. I'd also avoid no regen maps as constantly juggling flasks to replenish mana and life is really tiresome. With all that being said, let's see how you get to play it and put together all its pieces.


Build Overview

Tectonic Slam (Area & Damage scale with Endurance charges)
The build's main skill, Tectonic Slam, is a heavy-hitting attack that splits the ground in a massive fiery explosion. Apart from the main crack in front of you, each hit will also create many small fissures. The total area of effect as well as the number of fissures depend on how many endurance charges you have. These are a special kind of stacking buff, with each charge giving you physical damage reduction, as well as elemental resistances. Each time you gain a new charge, the entire stack’s duration is reset, so in practice, you'll run around with maximum charges almost permanently.


6 Endurance Charges (Mostly generated by Warcries + Ascendancy Passive)
As such, the build focuses on running at least six endurance charges, which is easily achievable by a Chieftain.

Still, having a higher charges cap is only half of the job, you now also need to generate them. Warcries are the main tool for that, in conjunction with your ascendancy passive “Valako, Storm's Embrace”, which produces 1 endurance charge every second after using a warcry.


3 Warcries (Infernal Cry, Seismic Cry, and Enduring Cry)
However, warcries do much more than that in this build, and you'll be using 3 of them, each with its utility and bonuses. “Infernal Cry” causes enemies to explode when they die, dealing fire damage in an area. “Seismic Cry” makes targets easier to stun and increases your area of effect as well as damage, and “Enduring Cry” generates endurance charges, boosts your defenses, and provides a huge life regen burst. The life regen buff is so strong that you can use it as a panic button or additional life flask. As soon as you see your life dropping, hit “Enduring Cry” and you should be at full HP almost instantly.


Warcries “Exert” X Attacks (Exertion = Various buffs for your next X Attacks)
“Infernal Cry” and “Seismic Cry” also have a side-effect called “exertion”, greatly buffing your next few attacks. After using them, you'll notice a number appear on their tooltip in your skill bar. That indicates the next X attacks will be improved with various effects, such as more damage or area of effect.


Ideally, you should weave in these two warcries every four or so tectonic slams. This is not necessary against regular monster packs, but it's hugely important against bosses. I always start any boss fight by using all the warcries to exert or charge up the next few attacks. Once the exerted attacks are spent, I'll warcry again, if the combat situation allows it. While the build has plenty of damage even without taking exerted attacks into account, there's no reason to cripple yourself by not using them. As you get more comfortable with this play style, your efficiency skyrockets, so take some time to practice. That will make a big difference, without changing any gear piece or spending a single Chaos orb.


Finally, you have a few more tricks up your sleeve, such as being immune to stuns, capped physical damage reduction, a solid chance to block both spells and attacks, excellent life regeneration, and even positive chaos resistance. I will go into details about all these in the passives, gems, and gearing sections, respectively.


Passive Tree
Let's start with passive tree and leveling. Before I dive into this, there are two slightly different variants for the passive tree, and you'll find both in the Path of Building guide aid. Path of Building import code: https://pastebin.com/rwfJjTk9 

The one I'll go through now is a faster one, with quicker warcries and smoother play style, but slightly lower damage. With the 2nd variant, you hit much harder but slower, which is generally suitable for more experienced players. You need to be familiar with most boss fights and know exactly how much you can stay in one place to proper time your attacks and not leave yourself vulnerable. That being said, you start off as a Marauder, and up to level 28, when Tectonic Slam becomes available, you can use Ground Slam, which has a somewhat similar play style.

As for the passives, Act 1 is packed with great picks: first, you get “Warrior's Blood” and “Heart of the Warrior” for a great deal of life and life regen. You follow-up with “Born to Fight” and “Versatility”, a great mix of attack speed, accuracy, melee physical damage, and attributes.

The second act is more focused on DPS passives: “Eagle Eye” wheel, “Master of the Arena”, “Art of the Gladiator”, and “Destroyer” will ensure you have no issues smashing the first few bosses you'll encounter. On the way, you'll also pick up “Bravery” for a solid chunk of life and armor.

This act also brings with it the “Deal with the Bandits” quest, and for this build, the best option is to help Alira. Pretty much all her bonuses are useful for this build: critical strike multiplier, mana regeneration,and a decent amount of elemental resistances. These will make both leveling and end-game gearing much easier.

Acts 3 and 4 are yet again, a balanced mix of offense and defense as you start working your way through the top part of the tree. “Magmatic Strikes” will convert all the remaining physical damage dealt by Tectonic Slam into fire damage and significantly increase your overall fire damage. Follow it with the “Disemboweling” wheel, which remains one of the best critical strike clusters on the tree.

On the defense front, “Tireless” and “Barbarism” net you a whole bunch of life as well as reducing the mana cost of all your skills. Finally, grab “Unwavering Stance” keystone, which will make you invulnerable to stuns at the cost of not being able to evade any attacks. Still, as this is not an evasion build, you're not losing much. Meanwhile, stun immunity is a crucial defensive layer for end-game content, so the trade-off is worth it.

In Acts 5 and 6, you should start using your warcries more consistently, and investing in “Deep Breaths”, “Admonisher”, and “Escalation” will make them less clunky. There are a few warcry specific stats that are important here: “warcry speed” which is somewhat similar to cast speed but applies only to warcries and makes your shouts much faster. Then you have “warcry cooldown recovery speed” which is just a fancy way of saying lower cooldown for your warcries, allowing you to spam them more often. There's also “increased wacry area of effect” which should be self-explanatory, and finally “exterted attacks deal increased damage”. As I mentioned in the Build Overview section, most of your warcries will exert your next few attacks, granting additional effects or bonuses to them. On top of that, these passives will also increase their damage, so you get a lot more value from weaving in your warcries every few attacks.

Finally, there are additional specific bonuses provided by these notable passives. For example, Escalation will recover 10% of your life when you use a warcry. Combine that with Enduring Cry, and that's over half of your life pool recovered in a second. “Admonisher” removes an elemental ailment every time you warcry. So, for example, if you notice you're taking a load of damage because you're shocked, use any warcry and problem solved.

Going through Acts 7 and 8, you should make sure to start using a staff as your weapon as most DPS passives you'll pick up from here on are specific to staves. “Ophidian Aim” is a pure damage wheel, netting you a lot of accuracy and attack speed, while “Steelwood Stance” is a combination of DPS and defenses such as armor and block chance. As staves generally have an implicit chance to block, “Glancing Blows” is an excellent keystone for this build. Normally, blocked attacks deal zero damage, but with this passive, you'll still take half of the damage instead. At the same time, however, your chance to block will be doubled. Mathematically, it might seem like it's pretty much the same thing, but in practice, you gain more than you lose. In Path of Exile, burst damage is what gets you killed most of the time, as you don't get a chance to react and replenish your health. Glancing Blows flattens incoming damage spikes and gives you more time to react and recover. Finally, follow this up with “Juggernaut”, “Stamina” for an extra endurance charge and your first jewel socket. All these will make you tough as nails, just as the game difficulty starts ramping up.

As you approach the end of story mode and act 10, your damage will skyrocket after picking up some of the best passives. First, start with the large staff wheel on the left. “Whirling Barrier” is a more defensive passive, giving a lot of chance to block and a chance to gain power charges on block, increasing your critical strike chance. “Counterweight” and “Smashing Strikes” double down on crit chance and crit multiplier and a chance to gain an endurance charge on crits. You then path through “Devotion” for a massive HP boost, grab an additional nearby endurance charge, and finally end with “Divine Fervour” an “Holy Dominion”. It's insane just how much these last two passives bring to the table: elemental damage, critical strike chance, resistances, attributes, etc.

After finishing the campaign and dipping your toes into the first few Atlas tiers, grab this packed cluster of juicy nodes: “Discipline and Training” plus “Sanctity” will net you a ton of life, armour, and life regen. “Retribution” and “Precision” should take care of all your accuracy problems and missing attributes such as Dexterity or Intelligence.

From this point up to level 95, your main goal is to fill in this so-called “wheel of life”. It's not exciting and seems overkill, but trust me, you need all the HP you can get. On the way, also pick up this jewel socket. Finally, if you'll push all the way to level 100, take “Kinetic Impacts” along with another jewel socket.






Ascendancy
In the next section, I'll be covering the Ascendancy class, which improves pretty much every single aspect of this build.

Fire damage, warcries, and endurance charges are the pillars for this build, and no other ascendancy class fits this theme better than the Chieftain.

The first is “Valako, Storm's Embrace”. It is a great mix of offense and defense, perfect as a first pick, and all its bonuses revolve around endurance charges. You increase your endurance charges cap by one, regen a good amount of life for each endurance charge, and gain one charge every second after you've warcried. Finally, it provides a significant damage bonus for 8 seconds after losing an endurance charge. This synergizes perfectly with Tectonic Slam, which consumes a charge every third hit. In practice, this bonus will be up permanently.



After completing Cruel labyrinth, follow up with “Ngamahu, Flame's Advance”. While the physical to fire conversion is not exactly necessary, as you also take “Magmatic Strikes” from the tree, the second part of this passive is what seals the deal. Every 10 seconds, you'll gain 100% of physical damage as extra fire damage for 4 seconds. I won't go into details here on how damage conversion works in Path of Exile, as that requires a guide of its own, but suffice to say, this buff will almost double your damage while it's UP. If you manage to line it up with exerted attacks and maybe some DPS flasks, you'll likely one-shot T16 bosses. Still, you don't need to min-max it to this extent, and it will still pay dividends even if you simply ignore it and let it do its own thing.

Third in line is “Tasalio, Cleansing Water”, a packed defensive passive. Right off the bat, you get 100% to fire resistance, which is more valuable than it might look initially. 100 resistance is the equivalent of approximately three affixes on your gear, which means you can now fit three extra damage mods instead of wasting them on resistances. Or, even better, boost your chaos resistance instead. Then, the passive provides great bonuses to life regen and recovery, immunity to ignite, and shifting some of the physical damage to be mitigated by your fire resistance.

Finally, with your last ascendancy points, grab “Ramako, Sun's Light”. It's not a particularly impressive passive, but fire resistance penetration is always valuable against bosses. Besides, other available options were even less appealing, so this is as good as it gets.


Pantheon
Generally speaking, Pantheon choices are situational, and there isn't a "best" pair that will outperform all others in any scenario. However, there are certain options complement specific builds quite well in a wide range of situations. For this particular case, here are my recommendations:

For the major god, “Soul of Solaris”. Additional physical and elemental damage reduction, as well as lowering the danger posed by enemies' crit strikes is not a bad deal.

As for the minor god, “Soul of Gruthkul” is likely your best choice – double down on physical damage reduction and reduce enemy’s attack speed. Both these bonuses are pretty valuable for a melee build.

“Soul of Shakari” is a good alternative if you haven't invested much in your chaos resistance. While it no longer provides poison immunity, it does help reduce its duration and overall damage.


Gems and Links
Having covered the Pantheon choices, we can now focus on one of the most important aspects of any build: Gems and Links.

Before I begin, I just need to remind you there are Awakened versions for a few of the gems used in this build. Awakened gems are a stronger variant of their base, but at the same time, much more expensive. If you can afford them or get a lucky drop, just replace the base gem with the awakened version.


XX/YY = Level/Quality (Some gems are kept at lower level/zero quality)
With that out of the way, I'll start with the main skill, Tectonic Slam, and its supports. In order of their importance, the first support is “Elemental Damage with Attacks”. This very simple gem adds a metric ton of elemental damage. As Tectonic Slam's damage has been converted entirely into fire, you'll benefit from this support.

The next support, “Melee Physical Damage” might seem a bit odd at first. I just said all your physical damage has been converted to fire, so what does this gem do? Well, converted damage is affected by modifiers that apply to both the original damage type it was converted from, and the new damage type that it was converted to. Otherwise put, increases to your physical damage still apply to Tectonic Slam, along with increases to fire damage.

Next up, you've got “Inspiration”, a very interesting support gem. First, it significantly lowers the mana cost for your slam, which is more important than it seems. With a low mana cost for your main skill, you're able to reserve more mana with auras, increasing your DPS by a large margin. Then, as you spend mana with Tectonic Slam, you'll gain inspiration charges, which raise your crit chance and elemental damage. A very good package deal that makes this gem a perfect choice for a crit, elemental build. One important thing to note here is that if you bring your Tectonic Slam mana cost to zero, Inspiration will no longer work. In that case, replace it with “Rutheless” support.

Up next, you have “Pulverise”, which increases both your damage as well as area of effect. While it does have an attack speed penalty, the trade-off is worth it. It's also much better than using something like “Increased area of effect support”, which wouldn't provide any damage bonus.

Finally, the last gem in this setup is Fortify. It's not the best DPS support, but it grants you a buff, which will have you take 20% less damage from hits.

As this build uses a two-handed weapon, you have access to a second 6-link setup, which will be taken by your warcries. I've already talked at length about why warcries are a key component of this build, so this should be no surprise. First, you have “Infernal Cry”, an amazing tool in your arsenal. It covers enemies in ash, increasing fire damage taken, as well as slowing them down. Affected enemies also explode on death, dealing fire damage in an area around them. This creates a considerable chain reaction that can kill entire screens in a split second. Also, Infernal Cry exerts your next attacks and causes them to trigger a secondary attack called “Combust”, which is yet another fiery explosion. You then link it to “Combustion” support. Yep, the game designers dropped the ball naming their skills here, so don't confuse Combustion with Combust. The Combustion support increases fire damage dealt by Infernal Cry's corpse explosion, and Combust secondary attack gives them a high chance to ignite, and it lowers the fire resistance of enemies ignited this way. This indirectly boosts Tectonic Slam's damage.

Afterward, add “Seismic Cry”. Its main effect is not important as it only makes it easier to stun enemies. The vast majority of your enemies will die in one hit, and most bosses are immune or highly resistant to stuns. However, its exerted effect is the reason this warcry is included in the build. After using Seismic Cry, the next four slam attacks will deal 30% more damage. That is a huge bonus, and it's especially useful when you pre-charge this before a boss fight starts.

Next, you have “Second Wind” support. This will allow you to use linked warcries and additional time before their cooldown kicks in, providing a much higher uptime. On top of that, it also lowers their cooldown by quite a bit. All in all, this simple support gem makes linked warcries spammable and readily available every other monster pack.

The Fifth gem in this setup is a bit more flexible, and its main purpose is to add an extra effect or utility to Infernal Cry. I went with “Culling Strike” support. This causes the corpse explosion and Combust effects to instantly kill any enemy whose HP is brought below 10%. This might not seem like much, but you should consider that end game bosses have tens of millions of HP, and they always become more dangerous on low life. Ending such fights with a single Combust is the equivalent of a large amount of pure DPS. Other good options are Life Leech, Power Charge on Critical strike, Pulverise, Onslaught, or Blood Magic. You can experiment and chose what's most suitable for you.

Finally, the last gem in this setup is “Ancestral Protector”. This is only used against bosses or other fixed fight scenarios. It provides a very large attack speed buff while you're near the totem, and it also deals a fair bit of damage of its own. While it's not mandatory to link it with the rest of the gems, it does benefit from both Combustion and Culling Strike supports. In the absence of you wacrying, it will keep the minus fire resistance effect upon your targets, it will ignite them, which prevents energy shield recharge, and it can cull enemies at or below 10% of their HP. There's a fair bit of utility gained if you link this skill to the other supports, and it's definitely worth it for harder fights. Still, it's not a priority but more of a min-maxing thing.

In the next gem setup, you have a leftover warcry, “Enduring Cry”. This provides a quick bunch of endurance charges, based on the number of nearby enemies and their power/rarity. It also increases your elemental and physical damage reduction for each endurance charge you have. On top of that, you gain a huge life regen buff, which will almost instantly heal you back to full in most situations. Combined with Admonisher and Escalation passives, this warcry essentially becomes a secondary life flask and panic button. Get in the habit of using it often, and you'll survive pretty much any encounter.

Then, you double down on defensive tools with “Vaal Molten Shell”. While it was nerfed in Harvest league, it's still a solid guard skill that provides a decent chunk of armor and damage absorption shield. I use this skill by binding it to my left mouse button, replacing the default “move” action. As I keep the button pressed, it will move my character as usual and cast Molten Shell on cooldown. Since this is an instant cast skill, it won't interrupt movement at any point. In a pinch, you can also use the Vaal part of the skill, l which will give you a somewhat beefier absorption shield, but not significantly larger. At least, not as large as it used to be before it was nerfed.

Next gem is “Dash”, the build's mobility skill. There's nothing much to say about it, apart from the fact that it's quick, is not impacted by slow effects, and it can bypass obstacles. This makes it ideal not only as a travel skill but also as a defensive tool for dodging significant incoming damage and getting out of nasty ground effects.

Finally, the last gem in this setup is “Second Wind”. All three active skills greatly benefit from it, either gaining extra charges or lowering their cooldown.

Moving on, you have a couple of auras and heralds. First, there's “Herald of Ash” and “Herald of Purity”. They provide a whole bunch of extra fire and physical damage, nothing complicated. While these heralds have other effects as well, they're entirely irrelevant for this build.

Then, there's Precision aura. It increases your accuracy and critical strike chance, both highly useful for this build. Unlike most auras, this one doesn't reserve a percentage of your mana pool, but rather a flat amount which increases with the gem's level. If you have at least one affix on your gear that reduces your skills' mana cost, you can easily push this aura to the max level.

Finally, you have “Blood and Sand”. This is a special type of aura that has two different stances: blood and sand. You switch between them by simply casting the aura skill again. In blood stance, you deal quite a bit more damage but have slightly lower area of effect. The Sand stance is the opposite: more area of effect, less damage. I always run this in blood stance, as you have plenty of area of effect and coverage thanks to Infernal Cry and at least six endurance charges.

The last gems setup is a “Cast when Damage Taken” one. This trigger gem will cast any linked active skills after you take a certain amount of damage. A higher “Cast when Damage Taken” gem will be able to cast higher-level linked gems, but it would also require more damage to be triggered. As such, for this particular setup, we'll keep the trigger gem at level 2. The triggered gems are offensive ones, so you want them to be cast as often as possible.

The first one is “Assassin's Mark” curse. You have increased critical strike chance and damage against affected targets, as well as a decent chance to gain a power charge when you kill them. Then there's “Wave of Conviction”. Its only purpose is to apply the exposure debuff on enemies, lower their fire resistance, thus increasing your Tectonic Slam's damage. Simple and efficient. Finally, the last gem, “Blood Rage” doesn't even have to be linked with the other 3, as it is not triggered, but needs to be manually cast. This buff gives you a large amount of attack speed, as well as a chance to gain frenzy charges on kill. These further increase your attack speed and damage. Blood Rage does have a downside, though, in the form of physical damage over time debuff. However, its impact is mostly mitigated by endurance charges and offset by your life regen.


Gear
It's time to take a look at the recommended gear for this build. In this section, for each gear slot, I will outline three tiers: basic, mid-tier, and best-in-slot. Generally speaking, prices increase significantly with each tier, but so do the benefits that the Path of Exile items bring. Your main goal is to cap your elemental resistances, which should be easy for this build. You should aim to have either flat or increased maximum life on all gear pieces, except on your weapon. The rest of the affixes should be a mix of chaos resistance and damage ones, mostly in the form of physical, fire, attack speed, and crit mods.

Helmet
Basic-tier: Kraken Halo
Mid-tier: Deidbellow
Best-in-slot: Abyssus

A good basic-tier helmet has 60+ elemental resistances and maximum life, some chaos resistance or accuracy, ideally on an armor base. A good mid-tier one is the often overlooked Deidbellow. It provides a decent amount of physical and melee damage, as well as extra attack and movement speed if you've warcried recently. And let's face it, a build that uses three warcries should always have this effect active. Finally, for best-in-slot, you've got the high-risk, high-reward, Abyssus. It comes with a massive amount of flat physical damage as well as crit multiplier, two mods that aren't normally found on this gear slot. A vast amount of armor, as well 20+ all attributes, further increase the value of this item. However, all these come at a cost: 40 to 50% increased physical damage taken. For most builds, this would be fatal, but with six endurance charges and a huge amount of armor, you'll still be incredibly tanky and won’t really feel this penalty. Look for ones with at most 42-43% increased damage taken. Going higher than that will start hurting.

Weapon
Basic-tier: Hegemony’s Era
Mid-tier: Pain Branch
Best-in-slot: Oblivion Spell

Moving on to your weapon, you’ll be using a two-handed staff, and we went with this weapon type for the additional block chance. While an axe or a sword could dish out more DPS, you have more than enough already and staying alive is a higher priority. That being said, a basic one is the excellent “Hegemony’s Era”. With decent physical damage, increased attack speed and crit chance, extra block chance, and a power charge, nothing is wasted on this great unique. For mid-tier, upgrade to a rare staff with 500+ physical DPS, and some crit strike chance or crit multiplier. Ideally, it should be on a “judgement staff” base, for the spell block implicit. Finally, for best-in-slot, you should aim for 600+ physical DPS, crit strike chance and crit multiplier, as well as some attack speed. Shaper or Warlord influenced staves can also roll some strong prefixes such as “Gain % of Physical Damage as Extra Fire Damage” or “Socketed Skills deal 20% more Attack Damage”.

Body Armour
Basic-tier: Rage Carapace
Mid-tier: Gloom Keep
Best-in-slot: Victory Curtain

Up next is the body armor, and this is mostly a defensive slot. At basic-tier, you need at least 5-links, 70+ life, and 70+ elemental resistances. Some extra chaos resistance or dexterity would also be a great bonus. For mid-tier, you're looking for the same affixes but with 6-links and higher numeric values. It should also be on a pure, non-hybrid armour base. If there's an empty prefix, you can double down on armor mods or add chance to block, using your hideout's crafting bench. Finally, for best-in-slot, an ideal one should have 90+ life, 70+ total resistances, over 1k armor. The Warlord specific suffix “Socketed Attacks have -15 to Total Mana Cost” will make your Tectonic Slam cost only 5 mana or so, allowing you to spam it pretty much non-stop. If you're rich, you can go with a double influenced Warlord + Crusader armor and add the mod “Enemies you Kill Explode, dealing 3% of their Life as Physical Damage” on top of everything else. 90% of that is converted to fire damage and gets to scale with all the increased fire damage sources, as well as benefit from penetration and lowered fire resistance on targets. And yes, these explosions stack with the ones from Infernal Cry.

Gloves
Basic-tier: Blood Hold
Mid-tier: Victory Clutches
Best-in-slot: Victory Mitts

Moving on to gloves, on basic ones, look for 60+ life and elemental resistances, along with some flat physical damage. If you can, get some accuracy or dexterity to cap your chance to hit and have enough dex to level up your green gems. On mid-tier ones, you're aiming for pretty much the same stats but with attack speed instead of accuracy or DEX. A pure armor base is also ideal. Finally, for the best-in-slot, a good lineup is 60+ life, flat physical and fire damage, attack speed, two resistance mods, everything on a pair of Spiked Gloves base, for the increased melee damage implicit. If your elemental resistances are capped elsewhere, replace those mods with chaos resistance and dexterity.

Boots
Basic-tier: Redblade Tramplers
Mid-tier: Rapture Trail
Best-in-slot: Agony March

For boots, an excellent pair of basic ones are the unique “Redblade Tramplers” - movement speed, some life, a bit of resistance, and a solid amount of armor. But the real selling point is the added flat physical damage, an affix that is not normally found on boots.

Mid-tier ones should have at least 25% movement speed, 70+ life and 60+ resistances, and maybe some DEX if you haven't gotten enough for your gems. And as best-in-slot, you're looking for more or less the same mods, but ideally on a Hunter influenced base. Replace a resistance mod with “You have Tailwind if you have dealt a Critical Strike Recently”. Tailwind increases your overall action speed, which includes movement and attack speed. It's a great buff which will have an almost permanent uptime, even in boss fights. If you can't afford that, then a Warlord influenced pair of boots with “Gain % of Physical Damage as extra fire damage” is a good alternative.

Belt
Basic-tier: Mind Lock
Best-in-slot: Soul Snare

Up next is your belt slot. For basic and mid-tier, it should have about 90+ life, 70+ elemental resistances, elemental damage with attack skills, all on a rustic sash base for the physical damage implicit. For best-in-slot, replace the base with a Stygian Vise for the extra jewel socket. Also, if your elemental resistances are already capped, then look for some chaos resistance instead.

Amulet
Basic-tier: Carrion Scarab
Mid-tier: Phoenix Clasp
Best-in-slot: Pain Clasp

The amulet is a versatile slot in this build, and it should be used to squeeze out as much damage as possible while having just enough resistances to be capped. On basic amulets, look for flat added physical damage, a good amount of life, and some elemental resistances. Ideally, on a Turquoise or Citrine base, so you can squeeze out some extra dex from the implicit. Mid-tier ones have more or less similar affixes but add a crit multiplier mod, flat fire damage, or % increased damage with elemental attacks. Finally, for best-in-slot, sacrifice a resistance mod, if possible, and look for critical strike chance instead.


Amulet Anointing
Lava Lash
Serpent Stance
Cruel Preparation


Amulets can also be anointed using oils dropped from Blight encounters to add a notable passive to them, without changing the item in any other way. For this build, the best DPS option is “Lava Lash” for some additional fire resistance penetration and increased fire damage. “Serpent Stance” is a cheap and decent alternative for a combination of offense and defense. For pure defense, something like “Cruel Preparation” is a top choice, but that should be necessary only if you're playing Hardcore.

Rings
Basic-tier: Vengeance Gyre
Mid-tier: Beast Knot
Best-in-slot: Armageddon Nail

With rings, it's the same story as with the amulet. Squeeze out as much DPS as possible while using just enough affixes for capping your resistances. On basic ones, look for 40+ maximum life, just enough resistances to be capped, some flat physical damage, and maybe some DEX. Mid-tier ones should have the same affixes, just higher numeric values, and some critical strike chance. Finally, for best-in-slot, take it one step further and add either flat fire damage, % increased elemental damage with attack skills, or pure % increased fire damage. Dex, chaos resistance, or accuracy are all excellent secondary mods to have on this slot.


Jewels
Hollow Cry
Blight Cry
Bramble Creed
Honour Stone
Transcendent Flesh

Up next are jewels, an excellent source of DPS, life, and utility. They add up, so don’t ignore or downplay their importance. Even a 2-mod jewel is still better than an empty socket. On regular jewels, you're looking for maximum or flat life, chance to gain Onslaught on kill, flat physical or fire damage, critical strike chance and multiplier, attack speed, or increased fire damage. The damage mods can come in a variety of formats: with staves, while wielding a 2-handed weapon, etc. I can't list them all here, but you can find trade links in the “Notes” tab of the Path of Building guide. Basic and mid-tier jewels can have three useful mods, while best-in-slot ones should have a fourth one, perhaps some resistances or dexterity.

Finally, there's also the unique jewel “Transcendent Flesh”, which will push your DPS to the next level, although it is expensive. This needs to be socketed right above “Juggernaut” passive to get the most significant benefit.


Flasks
Seething Divine Life Flask of Staunching
Experimenter Diamond flask of Heat
Lion's Roar
Chemist's Quicksilver flask of Adrenaline
Enduring Eternal Mana Flask of Warding


Moving on to flasks, these are quite an important component of this build, and they will significantly boost your overall damage. First, you need a “Seething Divine Life Flask of Staunching”. Instant healing is a real lifesaver, and bleeding removal is mandatory while mapping. Then, since this is a crit build, an Experimenter Diamond flask is a must-have. Lucky crit chance means the game rolls twice to determine if a hit crits, then applies the best result. In practice, this means you get a much higher effective crit chance while the flask is active. So, make sure you use it constantly. The suffix should be “of Heat” for chill and freeze immunity. The third one is “Lion's Roar” unique flask. It grants you a huge amount of physical damage, and lining it up with exerted attacks and the diamond flask will have you one-shot map bosses. The fourth flask is a “Chemist's Quicksilver flask of Adrenaline”. Movement speed directly affects your efficiency and map clearing potential, and this translates to a higher rate of generating Path of Exile currency.

For the last one, I generally go with an Enduring Eternal Mana Flask. “Enduring” affix means the effect doesn't end when your mana is full, providing constant regeneration without needing to time your flask usage. Even with a -mana cost body armor, your warcries and other skills still cost mana. You might end up outstripping your mana regen and unable to cast anything. The suffix is of Warding for curse immunity. Curses are encountered often while mapping, and they can be crippling, significantly reducing your defenses or damage output.

To wrap up the gearing section, here are some excellent leveling uniques which will help you easily progress through the campaign:

Le Heup on All
Lochtonial Caress
Pillar of the Caged God
Goldrim
The Ignomon
Wanderlust
Belt of the Deceiver
Tabula Rasa
Praxis


Pros and Cons
With the gearing out of the way, it is time to take a final look at the pros and cons of the build so you can better understand if it's what you're looking for.

Pros
1. Excellent clearing speed: your tectonic slams and explosions cover the entire screen, so the build is very efficient at quickly killing large packs of mobs.

2. Easy to play without complicated mechanics or complex gearing, so this beginner-friendly.

3. Really fun build! I know this is an often-overlooked aspect in Path of Exile, but it's always great to play a build that just feels right.

4. Very tanky and resilient. Between endurance charges, block chance, huge amounts of armour, life regen, Enduring Cry, Molten Shell, you’ll be really hard to kill.

5. Scales with player's skill. Getting more familiar with the build, and its play-style is rewarded with overall better performance.

6. Impactful gear progression. Each gear upgrade will be a significant buff, generally proportional with the investment. As such, it has a very high-performance ceiling, and the build is great for a long-term project. It will take a long time to reach a point where you feel you're no longer progressing.

Cons
1. It is still a melee build. While tectonic slam does have a generous range, you'll be in the thick of things most of the time, more vulnerable than a pure ranged character.

2. It cannot run elemental reflect maps. Still, this is less of a problem nowadays since there's a sextant mod that grants immunity to reflected damage.

3. You need to press quite a few buttons. The build itself is not complicated to play or need perfect timing, but you have to use a number of buff skills, and that can take a while to get used to it.


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