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Champion Points are the in-game attribute point system in The Elder Scrolls
Online. These work like Paragon levels in Diablo 3. You will
earn them in a rotating fashion, and when you hit level
50, they can be used to unlock and improve passive skills from 9 possible
Constellations. Brah We Got This
will explain the Champion Point system and give you seven tips to help you
allocate CP for your ESO builds.
There are
Red CP trees – The Warrior, Blue CP trees – The Mage, and the Green CP trees – The
Thief. Every time you level up, you will earn a point into whatever color
attribute point is next. For instance, if you level up and earn a green CP
point to allot, your next level will be a red CP point, and then the next level
is a blue CP point.
You can earn
270 points in each color tree, and the cap on CP is 810. You can still gain
levels after that, but it doesn't give you any more CP points to allot. CP
milestones are as follows:
CP 160 – Gear Caps
CP 300 – Queue for DLC Vet dungeons
CP 810 – Max CP
CP 160 is
when the gear caps, which means you won't encounter gear drops above CP 160.
That is why I always suggest opening Undaunted chests and doing normal Trials
starting at CP 160 because your gear will be the highest level.
CP 300 is
when you can queue for DLC Vet Dungeons. It would be a challenge for you at 300
CP, but after learning mechanics and running it enough, you can complete it.
The 810 CP
is a good milestone to obtain because that is the cap for CP point allotment.
Your Champion
Points are shared, and they don’t need to be obtained again when you level up a
new character. So, when you level your CP on a character, you are
simultaneously leveling it on all your other characters as well. For example,
if you level up your main account to level 50 and CP 300, and when you make
another character and get them to level 50, they will automatically become
level CP 300, and you don't need to go from 1 to 300 CP again.
Enlightenment
After you
have reached level 50, you start to collect Champion Points, and every 24
hours, you will get the Enlightenment bonus, which will allow you to collect
one Champion Point with 100, 000 XP points instead of 400, 000. The
Enlightenment Bonus timer resets every 24 hours. If you end up not using all your
Enlightenment while you play, it will continue to stack for a maximum of 12
days.
The
Constellations
Red CP trees – The Warrior
The Warrior
tree is considered the Resistances or the Defensive tree. There are three
subtrees focused on giving you defensive passive stats and bonuses.
The Lord is
a PvP centric tree that you shouldn't have to worry about if you're doing PvE.
The Lady is
a tree focused on protecting you from negative effects or giving you proper
resistances from specific status effects. It gives you protection from actual
damage types and damage over time. This tree is tweaked quite a bit, depending
on the trial you're doing.
The Steed
gives you protection from basic critical strikes, spells, and direct damage.
Blue CP trees – The Mage
The Mage
tree is an offensive centric tree focused on helping your offensive stats or
Healing.
The Ritual
gives you buffs to damage over time, critical damage, and certain damage type
buffs like disease, poison, and physical penetration.
The Atronach
gives you buffs to your light and heavy attacks with staves, physical weapons,
and direct damage attacks.
The
Apprentice gives boost to your elemental damage, spell penetration, your
healing done, and it increases your critical healing and damage of magic
abilities.
The red tree
and the blue tree are the opposites. One gives defensive stats, the other
offers offensive stats.
Green CP trees – The Thief
The Thief is
a support or utility tree.
The Shadow
reduces the cost of your roll dodge and blocking.
The Lover is
all about recovery and sustain, helping your Magicka, Stamina, and your Health
recovery by helping you get resources back quicker.
The Tower
focuses on reducing the cost of breaking free, bashing, interrupting, and
sprint.
How to
Set Up Your Champion Points
I am giving
you some general tips to help you build your character or understand the system
better.
Tip 1: Allotting Points for Each Role
The first
tip is about how to allot points for Healer, DPS, and Tank.
Magicka DPS
vs. Stamina DPS
The first
comparison is Magicka DPS vs. Stamina DPS, and I will show you what's the
difference with your allocation.
For Stamina
DPS, you need to put fewer points into Tumbling and Shadow Ward than you would
do for a Magicka DPS character or a Healer. The reason is that Magicka DPS and
Healers don't have a main resource pool of Stamina, and their highest resource
pool is Magicka. With Stamina characters, your highest resource pool is
Stamina, so you don't need to get as many points into things like that.
For Magicka
DPS, you need to put points into nodes like Elemental Expert or Elfborn in
Apprentice trees because that's focused around Magicka. But for Stamina
characters, no points go into those at all because you are Stamina. Those
points need to be dispersed into skills that only pertain to Stamina like
Mighty, Precise Strikes, or Piercing in the Ritual tree. For Magicka DPS, you
will put points into Staff Expert. For Stamina, you will put points into
Physical Weapon Expert.
For Magicka
DPS, you’ll want to use Arcanist. For Stamina, you can use Mooncalf, and you
also need to put fewer points into Warlord and Sprinter because your Stamina
pool is higher.
Magicka DPS
vs. Healing
The next
comparison is Magicka DPS vs. Healing, a Magicka centric character. Magicka DPS
and Healing are very similar except for a few nodes. The biggest difference is
you’ll want to put many points into Blessed of The Aprrentice if you are a
Healer, because this increases your Healing done. You can take a few points out
of the damaged nodes and allot them for more sustain or offensive utility like
Spell Erosion or something like that. Their resistances are the same, and some
of the values of the other allotments will be slightly different. But I'm not
getting into the specifics because everyone's build is different.
Tank vs.
Everything Else
For Tanks,
you’ll want to take out many of the points in the offensive stats, disperse
them into sustained nodes and resistances, and still have some stats in the
Blue trees. For instance, you don't need Thaumaturge, Staff Expert, or Mighty
on a Tank, but you’ll need Sustain, which is so important for Tanks, and you
need to have enough CP in there.
Tip 2: How Many Points Go Where?
How many
points to put into the nodes? I wouldn't suggest putting more than 75 points
into a specific node, because the difference from 75 points into a node versus
100 is very tiny. If you have a 100 node, limit it to one because it takes
valuable points that could be dispersed elsewhere. But pay attention to what
you're putting your high points into. You don't need 75 points into Tumbling
unless you're trying to be a meme.
Tip 3: Pay Attention to Passive Nodes
My next tip
is to pay attention to the passive nodes at the top of each tree. Some of these
nodes are great, while some of these are not. Just read them and see which ones
you want. For example, the Perfect Strike in the Ritual requires rank 30. That
means you need at least 30 points into the Ritual tree to unlock that. So, if
you want to hit that passive, make sure you have enough points to do so.
Tip 4: Disperse Champion Points Evenly
You should
disperse your points evenly into nodes that you want. You don't have to use the
point when you get it. I like to disperse evenly. When a node is at a point
that I think it doesn't need any more Champion Points, I stop on that one, and
this leads me to tip 5 – Pay Attention to Your Skills, Armor, and Enchants.
Tip 5: Pay Attention to Skills and Armor
You will get
cap stats or a lot of bonuses from set,
skills, or enchantments on your armor. So, if you're going to have loads of
spell penetration all the time, you might not want to put a ton of points into
that for CP. So, be mindful of your gear and what it’s doing for you.
Tip 6: You Can Put CP Points in at Level 1
You can
allot your points at level one when you make a new character. Many people don't
know this, but CP allocation can be allotted at level 1 on any characters once
you've achieved CP on other characters.
Tip 7: Lord Tree Is Useless in PvE
The Lord
tree is useless for PvE content, so don't allot points into it unless you play
PvP. If you don’t like your CP allocation and want to change it, you can
redistribute points with 3,000 TESO gold.
If you find
this guide helpful, make sure to like this video and subscribe Brah We Got
This’s channel. For people who don’t have a lot of time to grind, MmoGah provides professional ESO Champion Points
power leveling service for you to skip the grind and jump
into your favorite part in the game.
The pre-patch for
the World of Warcraft Shadowlands
expansion has finally arrived. A lot of things have been changed. The leveling
overhaul has come through and everything got squished. You may not know what
you can do in pre-patch to get ready for Shadowlands. MmoGah here would like
to provide some views. We are also a website where you can buy safe WoW Goldwith fast delivery.
The video below is
from Kelani. All of the
content is quoted from this video.
The first thing
you should do is to pop by the barber shop. The pre-patch has unleashed the potential
of World of Warcraft character customization
and it's all available for you to mess about with at the barber shop---new
hairstyles, new hair colors, new skin colors, and new face shapes. You can also
change your eye color, and there are new tattoos, new facial features, such as mustaches,
beards, and jewelry. Even if some body jewelry depends on your race, we have
never had this much customization before in World of Warcraft. A few previously locked options have also been
opened up, such as the Death Knight hair colors which everyone should be able
to make use of now. We have so much choice now and the ability to tailor or craft
a character that you want to play.
Most of the
original races have the most new stuff. But a lot of Allied races actually
don't have anything new which is slightly disappointing. But I’m sure this
system will be worked on continuously from now on, such as new hair styles,
colors, faces, ears, jewelry. All of that stuff can be added at any time. Now
thanks to the creation overhaul, so expect many more changes in future patches
and expansions. I'll be creating a few characters just to play around and see
what can be done. I might end up with an even larger alt army going into Shadowlands.
Leveling
The main change in
this pre-patch is the leveling overhaul and the level squish. You may have
noticed you lost a few levels on the swap over---down to level 50 for any max
level characters that you had. That means that any new character you create
only needs to go from level 1 up to level 50 to be ready for the Shadowlands
expansion. That sounds much better than having to get 120 levels in my opinion.
What’s more, leveling
is significantly faster now when compared to before, even without the double XP
bonus. So this really is a great time to level if you want. Check out the
changes to leveling in general and just prepare your roster for a new expansion.
Maybe you want a
few more alts for professions in Shadowlands
or you want a few options to just change things up every now and then or maybe
you want to explore all four covenants without having to swap your main
character's covenant. There are plenty of reasons to play alts and actually
playing alts is going to be much easier in Shadowlands thanks to the end game
being alt- friendly.
With the leveling
overhaul, you can play through any expansion from 10 to 50. When you get to
level 10, just hop back to capital city and find the little sand timer icon on
your map and that's Chromie. She can kick-start your adventure in any expansion
and you can play through those zones until you hit level 50.
And you can also
queue up for any of those expansions dungeons.
So if you love TBC dungeons or MOP dungeons and you only want to do those, set
your expansion with Chromie and sign up for a random dungeon. I know so many
players have been leveling over the past few months with the special bonus that
we had, but if you have any leveling left in you or any alts left to get up to
max, that's probably the best or most exciting thing you can do in pre-patch right
now. I absolutely love the changes to leveling and I can't wait to round out my
roster of all classes up at max level.
Something else
that may have slipped past you related to leveling is Allied races. All of the reputation requirements were actually
removed from the unlock requirements for all Allied races. So if you've been itching
to pick up a Nightborne or any of the other Allied races, but the one thing
that was standing in your way was the reputation requirements, you should be
able to pop by your Allied race building and just start the quests to unlock
them now. All rep
requirements have been stripped out, so as long as you have the other quest
requirements, the allied races are ready for you. Remember you have to level up
an Allied race to earn their special heritage armor. So if that's something
that you still haven't done yet and you want to get done, maybe now is the
perfect time before we get super busy with a brand new expansion.
And then the other
big thing I would suggest you do is play about with the changes on your main characters.
The pre-patch brought many class changes with it, for instance, new or
different talents, new spells and abilities old spells being brought back, certain
spells becoming available for all specs. Your class most likely won't play the same
as it did before and even if it's still similar you'll need to get used to the
new numbers that we're seeing. So play about with all the characters that you
want to play in Shadowlands.
Another huge
change that will affect how your character plays is the removal of corruption. So adjust down to Azerite
traits and essences once again. For some folks, this won't change much, and you
just won't get the free damage procs. But for others this will drastically
change how you play and it might even upset the balance of specializations even
further. Some specs relied so heavily on corruption that they probably won't do
very well without it, so that's something else to look into.
Then you're going
to make sure that you are comfortable with your class before Shadowlands
launches. So you don't have to worry about learning your class or spec again while
leveling, which lets you focus on the new expansion, so you can just enjoy it.
Now is also a
perfect time to get your quest log tidied
up. If you've been holding on to quests and waiting for the right moment to finish
them off, there's no better time than now. If you don't actually want to finish
the quests, just dump them. You can always go back and get them later, and
having a clean quest log is going to feel great before going into a new
expansion.
We don't have too
much to do just yet. The actual pre-patch event with quests won't start up
until we get closer to the expansions launch. And we still don't have any extra
info on that, so we're just playing the waiting game again. Just get your alts
leveled up and have some fun with the levelling changes, get used to your
favorite characters and specs once again and tidy everything up, so you're
ready to take on the Shadowlands when it finally does arrive.
Prepare enough WoW Gold for Shadowlands
and don’t forget to check out MmoGah for more WoW guides.
Dear exiles, welcome to Navandis Gaming's Path of
Exile build guide! The new Cyclone Champion Build is better than
the previous version both offensively and defensively while still incredibly
easy to play and highly efficient on low budgets.
A great league starter, it performs well with makeshift
gear and cheap uniques all the way to mid-tier maps, without investing more
than a few Chaos Orbs for each
piece. It also scales well with better gear, so the more PoE Currency you're willing
to spend, the better it performs. This makes it ideal for a long-term build
that you can pimp out over the course of an entire league or in Standard mode.
As usual, the guide is still divided into seven main sections:
Build Overview, Passive Tree and Leveling, Ascendancy, Pantheon, Gems and
Links, Gear Flasks and Jewels, and finally, "Pros & Cons".
Build Overview
The build revolves around Cyclone, a channeling skill which
deals weapon damage in a large area around your character for as long as you keep
the button pressed. You can move around while spinning, allowing you to reposition,
get out of harmful stuff lying on the ground or dodge incoming attacks, all
while continuing to deal damage to enemies. This means you'll have very little
DPS downtime in any fight, and the same goes for leeching back life. As you
keep channeling, Cyclone gains additional stages, up to 6 at gem level 20, each
of them increasing the size of its area of effect. Apart from this mechanic,
your melee strike range also dictates how large this area will end up being. While
there are many ways to use Cyclone, this particular build focuses on two-handed
swords and physical damage.
You won't be dealing with any elemental or chaos damage, so
that that gearing will be straight forward. It's also a critical strike type of
build, and with decent equipment, you'll end up with over 70% crit. Chance. Topping
everything off is the powerful Impale mechanic, a huge DPS boost for physical
damage builds. On every target hit with an attack, you'll create one Impale
stack, up to a maximum of 7 with the Champion ascendancy. Each Impale stack
stores 10% of the physical damage dealt with that hit and is afterward released
with subsequent hits. You can think of it as a DOT that ticks only when you hit
that monster after it was applied. I know this is a rather confusing mechanic,
so I won't bore you with all the math behind it and the exact interactions. I
will, however, say that it's a huge DPS boost against any enemy that takes more
than 2 or 3 hits to die, so it's especially efficient against bosses.
On top of that, the build uses Haemophilia gloves that cause
bleeding enemies to explode and deal with physical damage in an area around
them, greatly increasing your map clearing efficiency. As for defenses, you'll
rely on endurance charges, permanent Fortify buff, huge amounts of armour, a
great deal of life leeching, and even positive chaos resistance. While it
sounds like a lot to take in, don't worry, as always, I'll talk about all these
in much greater detail in the passives, gems, and gearing sections,
respectively.
Passive Tree
Ascendancy
In the next section, I'll cover the Ascendancy class, which
improves every aspect of this build. As you've likely figured out from the
title, the Ascendancy of choice for this build is the versatile Champion. It
has a perfect balance of offense and defense, without any major weaknesses.
The first points go into "Conqueror", a passive
that is not spectacular on its own but sets the stage for the following one. It
grants a 100% chance to taunt on hit while greatly reducing incoming damage and
providing a solid chunk of life regen.
After completing Cruel labyrinth, follow up with "Worthy
Foe" - taunted enemies take significantly more damage and, most
importantly, cannot evade your attacks. This practically translates into a 100%
chance to hit without having to invest anything into accuracy. It saves a huge
amount of passives and gear affixes, which can instead be used for other pure
DPS mods. And by the way, you don't necessarily need to hit enemies to taunt
them: Enduring Cry will also taunt all nearby enemies, and it has quite a large
area of effect as well.
Third in line is "Master of Metal", a passive
which focuses on impaling: you get a 20% increased chance to impale on hit, two
extra impale stacks on each enemy as well as increased physical damage for each
impales stack. It's a huge damage increase and one of the main reasons for picking
Champion as the ascendancy class.
Finally, with your last ascendancy points, take "Unstoppable
Hero", an amazing passive with a lot of useful benefits. They all revolve
around having the "Fortify" buff active, which is also why you'll be
using Fortify Support in the main skill setup. With this passive and Fortify
buff UP, you get a whole bunch of extra damage, attack speed, armour and
evasion, and, most importantly, stun immunity.
At the end of the game, stuns are a major death cause,
especially for melee builds, so having complete immunity to it will greatly
boost your survivability.
Pantheon
Generally speaking, Pantheon's choices are situational, and
there isn't a "best" pair that will outperform all others in any
situation. However, certain options complement specific builds quite well in a
wide range of scenarios. For this particular case, here are my recommendations:
For the major god, Soul of Arakaali: damage over time is a weak spot for this
build so getting some defenses against that is always a good idea. On top of
that, it reduces shocks' duration and effectiveness, one of the most dangerous
ailments out there. Any additional way to shave off the extra damage you
receive is more than welcome. As for the minor god, the optimal choice is
likely Soul of Gruthkul: since you're operating in melee range and taunting everything
around you, you'll receive a significant amount of hits. Reducing enemies'
attack speed as well as incoming physical damage will give you some more
breathing room.
Gems and Links
1. As usual, I'll start with the main skill, Cyclone, and
its support gems. If possible, try to get a level 21 Cyclone through corruption
as it then gains one extra stage, increasing both its area of effect and
damage.
First in line
is "Impale" support – this will increase your chance to impale
enemies and buff the damage done through this mechanic. As I mentioned in the
Build Overview section, Impale adds an insane amount of damage against any
target that survives more than 2 or 3 hits.
Next, you have "Brutality,"
which adds an insane amount of purely physical damage, pretty much the highest
a support gem can provide. However, it also prevents you from dealing with any
elemental or chaos damage with Cyclone. As the build is focusing strictly on
phys damage, this downside is negligible. It's a benefit as you'll technically
become immune to reflected elemental damage.
The next gem is
"Fortify" support - while it's not the greatest damage support out
there, it will guarantee an almost permanent uptime for the "Fortify"
buff. This, in turn, significantly reduces the damage you take from hits. It
also enables the "Unstoppable Hero" ascendancy passive, so it's
pretty much a must-have in this build. Then there's "Infused Channeling,"
and as you probably suspect, this too boosts your physical damage. But on top
of that, a short time after channeling Cyclone, you'll receive the "Infusion"
buff, which lasts 6 seconds and further boosts your physical damage. While
channeling, you also get a very strong physical damage reduction buff, greatly
improving your defenses.
And the last
gem in this setup is "Pulverise" - apart from more physical damage,
it also increases Cyclone's area of effect, making it far more efficient for
map clearing. Again, not the best DPS gem out here, but makes up for it in
usefulness.
2. Since this build uses a two-handed sword. You
potentially get the benefit of a 2nd 6-link setup. Now, not all 6 gems need to
be linked, and if you can only afford a 5-link, that's fine. It's more of a
min-maxing thing, so don't go out of your way to link the last gem as well.
First, you have
"Pride," an aura that increases physical damage taken by your enemies
the longer they stay inside its radius. Then there's "Blood and Sand"
along with its twin aura "Flesh and Stone". These auras have two
modes or stances, Blood and Sand, and you can toggle between them by simply pressing
the skill button again. A sand stance is a defensive option, while Blood focuses
more on dealing with extra damage. I rarely use sand stance as the build is
already tanky enough, and killing stuff faster is a defensive layer.
You then link
these with "Maim" support, which might seem like a strange choice
here. However, in the blood stance, the "Flesh and Stone" aura will
maim nearby enemies, and this support gem says, "enemies maimed by
supported skills take % increased physical damage". While it does increase
the mana reservation cost, it also greatly buffs your DPS.
5th gem in this
setup is "Enlighten" support of at least level 2, but ideally, level
3 or 4, to reduce the mana reservation cost of your auras. The more auras
you'll link with this support, the greater its benefit.
Finally, the last
gem in this setup is "Dread Banner", increasing your chance to impale
with attacks as well as impale damage while at the same time reducing your
enemies' accuracy. While you could plant the banner in the ground to temporarily
boost its effectiveness, the damage increase is marginal, so that I wouldn't
bother with that. Just use it as a regular aura and let it do its thing.
3. Up next, you have an "Ancestral Warchief"
setup.
This skill
summons a totem that attacks nearby enemies, but more importantly, increases
your melee damage while standing near it. As the totem is stuck in place, it's
only meant to be used in fixed combat scenarios where you need any extra damage
you can get: boss fights, delve nodes, legion encounters, etc. Since the
Warchief also deals physical damage, it's linked with "Brutality", "Impale,"
and "Culling Strike". The first two gems increase its overall DPS,
while the last support makes it, so any hit from your totem will instantly kill
targets at or below 10% life. And yes, that applies to bosses as well, and your
totem can instantly kill Sirus or Shaper if they're under 10% life.
4. Next setup is your utility toolbox:
First is "Dash",
the build's mobility skill. There's nothing much to say about it, apart from
the fact that it's really quick, it is not impacted by slow effects, and can
bypass obstacles. This makes it ideal not only as a travel skill but also as a
defensive tool for dodging big incoming damage and getting out of nasty ground
effects. You then have "Molten Shell", a guard skill that creates a
damage absorption shield based on your armour. It will soak up anywhere between
2000 and 5000 damage when you have all the extra armour from your ascendancy
passives and granite flask.
The next gem is
"Enduring Cry", a warcry that generates endurance charges, boosts
your defenses, and provides a huge life regen burst. Both "Molten Shell"
and "Enduring Cry" are instant, so they can be cast while you're cycloning.
Finally, link
all these with "Second Wind" - this really useful support will lower
the cooldown of all 3 active skills and provide an additional charge to Dash.
5. 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 a lot more damage to be triggered. For this particular
build, I suggest keeping the trigger gem at level 5 to trigger more often.
Then, add a
level 8 "Assassin's Mark" gem. This curse will increase both the
critical strike chance and damage against marked targets and has a chance to generate
a Power Charge on kill. In turn, power charges further increase your overall
critical strike chance.
The third gem
in this setup, Blood Rage, doesn't even have to be linked with the other gems. It
provides a buff that greatly increases your attack speed and gives you a 25%
chance to gain a Frenzy Charge on kill. Frenzy charges will further increase
your attack speed and damage. While it does apply a damage over time debuff on
yourself, it's completely offset by your life leech and life regen.
And the last
gem is completely optional. You can go with an Ice Golem for some extra DPS, a
Stone Golem for additional life regen, or a level 1 Precision aura if your mana
pool allows it.
Welcome to Tianlein’s Crimson Indrik mount
guide. This video shows you how to obtain the Crimson Indrik Mount in the Elder Scrolls
Online. Every quarter, you will be able to acquire a new Mount
via in-game activities during events. In quarter 4, you have the chance to
collect the Berries for the Crimson Indrik.
Earlier this year, you could earn the Berries for the Spectral
Indrik Mount during the first quarter. In the second quarter, you had the
chance to collect the Berries for the Icebreath Indrik. In quarter 3, you have
the chance to obtain the Berries for the Mossheart Indrik, and in
quarter 4 you have the chance to collect the Berries for the Crimson Indrik.
Before you can obtain the Crimson Mount, you need to get the base Indrik, which
is named Nascent Indrik Mount. If you already acquired one of the previews
Indrik evolutions, you have to get the Nascent Indrik Mount again. All year
long, during events, you will find the four required unique feathers at the
Impresario event merchant for the Nascent Indrik Mount. Each feather is
available for ten event tickets at the Impresario. You need to obtain each
feather once and combine them, which will add the Nascent Indrik Mount to your
collection.
If you want to evolve your Nascent Indrik to the Crimson Indrik,
you need to buy the required Berries. Each Event of quarter 3 will add new
Indrik Berries to the Impresario's stock. Starting with the Crimson Berries of
Bloom (10 Event Tickets ), then the Crimson Berries of Budding (10 Event Tickets
), Crimson Berries of Growth (10 Event Tickets ), and Crimson Berries of
Ripeness (10 Event Tickets ).
In total for the Crimson Indrik = 80 Event
Tickets
Each Crimson
Berry costs ten event tickets. You need 40 Event Tickets to obtain the Nascent
Indrik Mount and additional 40 Tickets to get all the Crimson Berries. That
means you need in total 80 Tickets to obtain the Crimson Indrik Mount. After
you have collected all four unique Berries, you will be able to evolve your
Nascent Indrik into a Crimson Indrik Mount. Keep in mind that you can collect
the four unique Crimson Berries only during the events in Quarter 4 to summon
the Crimson Indrik Mount.
If you find this guide helpful, please leave a like on the video
and share it with friends. For more news and guides related to ESO, please stay
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The Elder Scrolls Online
Witches Festival Event for 2020 is starting October 22. You can
receive repulsive rewards during the event in the form of spooky Plunder Skull
containers, a 100% XP boost, Event Tickets, and collectibles. In this guide,NoblePlaysand
Master the Fun
show you how to get started with the upcoming event.
To take part
in the event, you are going to navigate to the holiday section of the Crown
Store and acquire the free quest. Complete the quest “The Witchmother's
Bargain” to receive the Witchmother's Whistle memento. If you've completed this
in previous events, you don't need to do this. You can use the whistle already
found in your Collections menu. You’ll want to use the whistle to receive a
two-hour 100% XP buff and summon the Witchmother's Cauldron, then use the
Witchmother's Cauldron to transform your character into one of the undead.
There are a
lot of cool rewards you can earn during this festival:
- New Pieces
of the Throwing Bones memento. Combine ten pieces to craft this
collectible
- Hollowjack
style items
- Dremora
style items
- Witches
Festival-themed recipes
- Witchest
Festival-themed furnishings and furnishing recipes
- Bewitching Alchemy reagents and an assortment of other creepy
items
But hold on to your witch hats because there is so much more. The first time
you slay each type of boss each day, you will receive a Dremora Plunder Skull,
which contains the same kind of items in the regular Plunder Skulls but with
some additional rewards as well.
Dremora Plunder Skull can drop:
- Dremora
Motif chapters
- Witches
Festival Writs. Doing writs unlocks an Achievement that earns you a new Witch
hat collectible and the “Witch” title
- Glenmoril
Treasure Maps. Use maps to find Glenmoril Weapon Style pages scattered all over
Tamriel
- Glenmoril
Armor Outfit Style pages
- New Grave
Dancer Weapon Style pages
Also, you’ll
receive one of two different Dremora Motif pages based on Boss type defeated:
- Final
Arena Bosses = Bows and Legs
- Dark
Anchor, Geyser, Craglorn Focus Points, Harrowstorms, and zone Dragons = Daggers
and Gloves
- Delve
Bosses = Staves and Belts
- Final
Dungeon Bosses = Helmets and Maces
- Public
Dungeon, Imperial City Bosses, and Quest Bosses = Shields and Boots
- Final
Trial Bosses drop = Swords and Chests
- World Bosses = Shoulders and Axes
As usual, the Impresario will be back for each event, and this Witches Festival
Event also introduces the final Indrik evolution, the Crimson
Indrik. The Impresario will also stock the following items
for Event Tickets:
- All four
Indrik Feathers
- The first
two Crimson Indrik Berries (Budding and Bloom)
- Group
Repair Kits
- The Throw
Bones memento
- Grave
Dancer Weapon Style pages
- New Grab Bags
The Grab Bags have a chance to contain a collectible from a
previous Witches Festival Event, which is great for new players or people who
have never participated.
That is how you’re going to do during the event. If you find these videos
helpful, please share them with friends. The Witches Festival begins Thursday,
October 22, at 10 a.m. EDT, and will run until Tuesday, November 3, at 10:00
a.m. EST. For more news and guides
related to ESO, please stay tuned to MmoGah – the best place
to buy ESO money and ESO Champion Points power
leveling service…Read the post on MmoGah: ESO
Witches Festival Event Guide 2020