Destiny 2 is getting universal seasonal mod slots and the option to change armor affinity


Building the perfect loadout is about to be a lot easier



Bungie will make two highly requested changes to Destiny 2’s Armor 2.0 gear system in the game’s next season, beginning mid-March, as the studio explained in its latest This Week At Bungie blog post
Firstly, players are finally getting the option to re-roll an armor piece’s elemental affinity. “This is intended to mitigate the experience of getting an armor drop with a stat roll you want, but the wrong elemental affinity,” Bungie explained. 



This has been an issue since the launch of Armor 2.0 in Shadowkeep. At the time, Bungie said the introduction of elemental affinities was intended to give the team another way to balance armor and to give players another vector of customization, but the system quickly proved fiddly and limiting.





Beginning next season, which is said to be the Season of the Worthy, players will be able to change their armor’s elemental affinity to any other element for just one Upgrade Module. However, “if your armor is already upgraded to a higher energy level, the cost will be the total upgrade materials necessary to reach that energy value plus one Upgrade Module.” Bungie’s wording here is a bit odd – as usual – but it sounds like you’ll also need to upgrade your armor’s energy level once to change its affinity, which would add a few Enhancement materials to the cost. That’s still a bargain for the flexibility this change will offer. 
The second change is arguably just as important: going forward, all seasonal mods will be universal. So if an armor piece has a seasonal mod slot, you’ll be able to slot it with any past, current, or future seasonal mod. In other words, the armor in the presumed Season of the Worthy will be able to use new seasonal mods as well as Season of Dawn and Season of the Undying mods. 
This is a welcome change which goes way beyond build variety alone. Grinding the current seasonal gear sometimes feels like a waste of time since it won’t be able to use next season’s mods, and as we discussed earlier this year, that can lead an off-putting spiral that makes Destiny 2 feel pointless. This change may not fix everything about the game’s seasonal model, but it’s definitely a step in the right direction. 

The Last Of Us 2’s New Human Enemies Seem Too Easy To Hate

     The Last of Us 2 is keeping fans waiting since it and many other games were delayed last October, but that has not stopped many super fans from digging through what is available and formulating ideas about the game. One such idea is that the new faction of human enemies in the upcoming game differ greatly from enemies from the previous game in a way that may be detrimental to the story: they seem far too easy to hate. While the central theme of the anticipated sequel is surely to be vengeance and hatred, some fans feel that making it too easy to hate these enemies will detract from the nuance fans felt in The Last of Us.


    For those unaware, The Last of Us 2 pits the player and Ellie against a new group of human enemies, the Seraphites. These enemies are characterized by some kind of religious zealotry which drives them to string up and mercilessly kill people. Ellie is at odds with them presumably because they play a part in whatever happens to Dina that makes Ellie so angry, but this is not why they are so unlikable. Although it is certainly the driving force behind Ellie’s actions, the player may feel more easily justified in killing these foes due to the reason for their actions.


THE LAST OF US FACTIONS

In The Last of Us, the player encounters numerous factions and groups of survivors who do or have done unspeakable things which they see as justified. The military ruthlessly kill people in an attempt to maintain order, the hunters gun down “tourists” for supplies with no remorse as a method of survival, and David’s crew go so far as cannibalism to facilitate the survival of their group. All of these groups have something in common, though, because the terrible things they do are justified in their minds as a means to an end.
Even the Fireflies try to murder Ellie in an attempt to find a cure. While their end goal is valiant and hard to question, their method is clearly immoral. The fireflies are faced with making a choice between the lesser of two evils, and ultimately end up dead because their choice differed from Joel’s. Although players may have found themselves in a sort of blind rage during the final sequences of the game, most would agree that the fireflies in a sense had the right idea, and committed to doing something so terrible for the greater good.

JOEL IS NOT A HERO, HE IS HUMAN

Joel is perhaps the perfect example of this concept. The player knows Joel has done terrible things, as is indicated by his conversations with Tess and Ellie. It seems that his smuggling business with Tess was less than moral, and he outright admits to Ellie that he was once a Hunter, doing terrible things to ensure the survival of his brother and himself. What’s more, numerous times throughout the story Joel does some unforgivable things, like torturing and killing members of David’s group to find Ellie or brutally murdering a room full of unarmed surgeons and stealing away the only hope humanity has left for a cure.
Yet despite all of this, most players don’t view Joel as a bad guy, but as a human. Joel’s mistakes and grievances are entirely human things, and although this doesn’t justify his actions, they put them into perspective and make them harder to damn. Likewise, even more outright hated factions like David’s group have this humanity which instills the player with uncertainty as they carry out their actions. There are few who would say that David did not deserve what he got, but sneaking around the base as Ellie and hearing members of his group talking about taking the children to the shelter and such certainly makes one stop to think about their actions.

THE LAST OF US 2 FACTIONS

last-of-us-2-multiplayer-custom-characters-job-listing-enemy
The Last of Us 2 does not sacrifice this humanity. Every character in the game has a name, and their companions will react realistically if they are killed. This feature was shown in the The Last of Us 2‘s gameplay trailer and has been talked about in great detail, but may not be enough to make these new enemies relatable. The problem with these foes is that it seems what they do is based purely off some kind of religious zealotry rather than any kind of survival needs or the greater good.
It is almost certain that this faction views what they are doing as the greater good, but this time it is objectively not. At least with previous foes, players could empathize even slightly with the enemies’ reasoning behind their actions. Everyone knows cannibalism is wrong, but if it is the only means of survival, it is easier to understand how it could be considered a necessary evil. Conversely, the Seraphites are much harder to empathize with, because their actions not only are clearly wrong, but they hardly benefit the Seraphites either, being purely destructive in nature. And with little reason besides some kind of ambiguous religion, it won’t be easy to convince players to care about these enemies.
One of the most important things to understand about The Last of Us is that there is no good and evil, and there is hardly any right or wrong. Morality is completely gray in the original game, and intentionally so. It’s clear that Joel is not a hero, and there are no obvious “bad guys,” no villain that needs to be defeated, and even the game’s main threat, the cordyceps fungus, is really a force of nature and not evil in any way. Hopefully, The Last of Us 2 maintains this trend by making their antagonists feel less like villains and more like people.
The Last of Us 2 is still looking to be a promising, emotional, and enjoyable title nonetheless, and fans should expect no less from Naughty Dog, which has proved itself many times. There is bound to be more than just this one faction as well, so even if this group remains illogically zealous, it likely won’t ruin the game which should otherwise be great. Either way, Ellie’s vengeance will be exacted, and it will be up to the player to make sure that this quest is successful, even if they have to battle their way through humans and those infected by the cordyceps virus alike.
The Last of Us 2 will be available on May 29th exclusively for PS4.


Dreams “isn’t currently in development for PC”

BUT CREATIVE DIRECTOR SAYS “IT WOULD BE GREAT” TO SEE A PC VERSION IN THE FUTURE



How Sam Raimi Can Bring Tobey Maguire’s Spider-Man to the MCU in Doctor Strange 2

      With news that director Scott Derrickson has parted ways with Marvel Studios over creative differences on Doctor Strange in the Multiverse of Madness and Sam Raimi will reportedly take his place, the door to a very special opportunity can now be opened. While Raimi’s Spider-Man trilogy has long since gone and passed, the nature of the Marvel multiverse would allow for the fan-favorite director to revisit the Wall-Crawler one last time to provide closure on the story he never got to finish telling.

The multiverse was first mentioned in the original Doctor Strange movie when Tilda Swinton’s Ancient One schools Benedict Cumberbatch’s Stephen Strange. She explains how our universe is only one in an infinite number. “Who are you in this vast Multiverse, Mr. Strange?” she asks him. It looks like the sequel will answer that question. And while the film’s main plot has something to do with Doctor Strange and Scarlet Witch teaming up to combat some threat spawned from the multiverse, Raimi could use it for the ultimate fan service: bringing back Tobey Maguire’s Spider-Man.

Every Spider-Man Movie’s Rotten Tomatoes Score

Spider-Man (2002) - Tomatometer: 90%
10 IMAGES
Spider-Man 2 (2004) - Tomatometer: 93%
Spider-Man 3 (2007) - Tomatometer: 63%
The Amazing Spider-Man (2012) - Tomatometer: 72%
The Amazing Spider-Man 2 (2014) - Tomatometer: 52%

The parallel realities of the multiverse reflect our own world but with various differences. One world might be overrun by a zombie plague while another one is populated by cartoon animals. The world of the Raimi Spider-Man films could be one of these alternate universes, meaning that Doctor Strange could cross paths with Maguire’s Spidey during his journey through the multiverse. Spider-Man: Into the Spider-Verse already showed various Marvel characters from different realities meeting one another, so Doctor Strange 2 would just be making that happen in live-action.

In 2004’s Spider-Man 2, Raimi even included a reference to the good doctor when J. Jonah Jameson’s assistant, Hoffman, pitched “Doctor Strange” as a name for the escaped Doctor Octavius. “That’s pretty good, but it’s taken,” Jameson says. While played for laughs, that moment seemingly confirms a Doctor Strange exists in the Raimi-verse, so it wouldn’t be a stretch for the MCU Strange to cross paths with that version of himself and bump into Maguire’s Peter Parker along the way.

Speaking of Jameson, the credits stinger for Spider-Man: Far From Home featured JK Simmons reprising his role in order to curse the name of Spider-Man. While this was technically the MCU’s version of the character and not the Jameson from Raimi-verse, it shows that Sony and Marvel Studios are certainly open to the idea of utilizing actors and characters from the Raimi trilogy.

Raimi’s Spider-Man trilogy ended on a sour note thanks to Spider-Man 3, and Raimi’s plans for a fourth Spider-Man movie never saw the light of day because Sony decided to reboot the franchise instead, so revisiting that world via this Doctor Strange sequel would give him the chance to properly tie up loose ends.

A Visual History of Spider-Man Costumes

Red & Blue (with Web-Wings!): After a short stint wrestling in plain clothes and a makeshift mask, Peter Parker designed this red-and-blue beauty with webs under the arms not unlike a sugar glider. Unfortunately, Sugar-Spider-Glider-Man just isn’t as catchy.

Red & Blue Classic: Ah, the classic. This is the iconic suit that has stood the test of time, the costume that is instantly recognizable and, no matter how many times he switches his outfit, will be the one he always returns to.
39 IMAGES
Black Suit: While the Symbiote Suit was a living organism that tried to corrupt Spider-Man, the suit looked so cool that Black Cat insisted he wear a cloth, non-evil-alien version. The Black Suit often makes a return when stories have a darker tone, like when Kraven the Hunter’s family tries to kill him or he runs out of pizza.
Spider-Armor: When the New Enforcers arrived packing heat, Spider-Man finally realized that he can only dodge so many bullets, so he created this shiny armored suit to deflect gunfire. Finally, a Spider-suit that is recyclable.

     Raimi himself isn’t a very big fan of Spider-Man 3. In a 2015 interview with Collider he got out his feelings, saying, “It’s a movie that just didn’t work very well. I tried to make it work, but I didn’t really believe in all the characters, so that couldn’t be hidden from people who loved Spider-Man. If the director doesn’t love something, it’s wrong of them to make it when so many other people love it. I think [raising the stakes after Spider-Man 2] was the thinking going into it, and I think that’s what doomed us. I should’ve just stuck with the characters and the relationships and progressed them to the next step and not tried to top the bar.”

     Obviously Doctor Strange going on a full-fledged side-adventure with Maguire’s Spidey would detract from the main story, but a lot could be done even with a small cameo. Even if we just get a short scene that shows that everything turned out alright for Peter and Kirsten Dunst’s Mary Jane Watson, it would mean a lot to fans who were left unsatisfied with what went down in Spider-Man 3. Raimi could finally give us a taste of how he would have progressed those character relationships after all these years. His take on Spider-Man is beloved by millions of fans and is remembered for helping kick off the modern superhero movie craze, so if he doesn’t use Doctor Strange’s jaunt through the multiverse as an opportunity to give that world a proper send-off, then that would just be, well, madness.

For more on Doctor Strange in the Multiverse of Madness, check out our video primer below:

Autoplay setting: On

6:49

In This Article

Marvel's Doctor Strange in the Multiverse of Madness Image

Marvel’s Doctor Strange in the Multiverse of Madness

ProducerN/A
Release DateMay 7, 2021
Platformstheater

New Gameplay and Features for Pokemon Mystery Dungeon: Rescue Team DX Explained

Plenty of new updates for the remake of the 15-year-old originals.

Pokemon Mystery Dungeon: Rescue Team DX is a remake of the very first Pokemon Mystery Dungeon games (and the demo has been out for a while now) but of course there’s more to it than what we’ve seen so far. Though we didn’t get to check out the just-announced Mega Evolutions in action, we did go hands-on with a different story dungeon and some new features not shown in the demo or available in the originals.
Watch the video above for short break downs and gameplay clips of Pokemon Mystery Dungeon: Rescue Team DX’s Rescue Team Camp system, new Rare Qualities, the Pokemon recruiting mechanic, a short boss battle, and more—some of which is completely new to the remake.

Rescue Team Camps

The path to the left of your home base in Pokemon Mystery Dungeon: Rescue Team DX (as seen in the video above) leads to the Rescue Team Camps! You can purchase these camps from Wigglytuff, and each camp can be inhabited by certain species of Pokemon. You won’t be able to permanently recruit Pokemon unless you have the Camp where they’d reside, and there’s a limited number of Pokemon you can “store” this way. The higher your Rescue Team rank, the higher this limit.

Rare Qualities

The Rescue Team Camps menu is also where you can manage your Pokemon and feed them Gummis to raise stats or unlock a Rare Quality. Rare Qualities are new to Rescue Team DX and grant Pokemon abilities that affect the entire team – like Brawl, which increases your team’s damage with more enemies in the room.

Preparing for a Dungeon

The ability to manage your team, items, and money from the dungeon departure screen appears to be a new feature of the remake, and a handy one at that. You always want to make sure to store money and items you don’t need, or else risk losing them if you suffer a full party wipe inside the dungeon.

Recruiting Pokemon

Sometimes, there will be fainted Pokemon in a dungeon. Find it and give it an apple – there’s a chance it will want to tag along. Rarely, a Pokemon you defeat in a dungeon will ask to join you too. Once you leave the dungeon, you can let these Pokemon join your Rescue Team as long as you have the right camp.

You’ll get a notice if you don’t have a camp a Pokemon can reside in. In which case, you can use a Wigglytuff Orb to summon Wigglytuff and purchase the camp you need to recruit said Pokemon, another new feature!

Unlike the original Pokemon Mystery Dungeon: Blue Rescue Team and Red Rescue Team, you can have up to eight Pokemon with you at a dungeon at a time, increasing the number from a sad four before, so recruiting Pokemon in Rescue Team DX will be much more efficient. Speaking of efficiency, the new Auto Mode substantially increases the pace you can explore a dungeon, but automatically switches off when an enemy is encountered, so it doesn’t do everything for you.

Autoplay setting: On

17:12
Watch the video at the top of this page for the boss fight and an extra minute of Pokemon Mystery Dungeon: Rescue Team DX gameplay within the Sinister Woods. Otherwise, that’s about all the new stuff we saw so far. For more on Pokemon Mystery Dungeon: Rescue Team DX, check out the first 15 minutes of it in the video above.

In This Article

Pokemon Mystery Dungeon: Rescue Team DX Image

Pokemon Mystery Dungeon: Rescue Team DX

DeveloperN/A
PublisherN/A
Release DateMarch 6, 2020
PlatformsNintendo Switch

Check Out Mortal Kombat 11 Valentine’s Day Event

New brutalities, characters skins, and more.

       In a bloody tribute to love, Mortal Kombat 11 will host a new Valentine’s Day event. Titled the Be Mine Tower Event, the free update will run from February 13 to 14 and will take place within the Towers of Time game mode. According to the press release, love-themed modifiers will be available, including things like Cupid’s Arrows, Kandy Hearts, Mileena’s Teddy Bear, Falling Hearts, and Roses. If you play as Kano, Jax, or Kitana, you can unlock character skins, see new brutalities and receive player module pieces for the fighters.

Be mine… FOREVER! The Valentine’s Day Tower is now live, featuring NEW Brutalities for Kano, Jax and Kitana!

Embedded video

713 people are talking about this

       In other Mortal Kombat 11 updates, starting next week on February 18, the eighth season of Kombat League, the seasonal ranked mode, will begin. A new free content update titled Season of Naknadan Greed will also occur on March 17. And if you follow competitive Mortal Kombat ongoings, then be sure to catch the Mortal Kombat 11 Pro Kompetition’s finale, Final Kombat 2020. The event will take place on March 8 in Chicago at the Park West theater. General Admission tickets are sold out, so the only tickets available are the LCQ Kombatant + Final Kombat GA ones. Including service fees, these run at about $40. If you can’t make it in-person, have no fear, because the event will be live streamed at twitch.tv/netherrealm.

Now Playing: Mortal Kombat 11 Video Review

If you’re really excited about the new character Spawn, then it may be worth it to catch the final competition. Todd McFarlane, who created the character Spawn, and Keith David who voices him, will be at the event, as well as a few other Mortal Kombat creative team members. Fans will also get to see Spawn’s gameplay for the first time too.

$24.99 on Amazon
Buy

$29.99 on Walmart
Buy

Senren Banka – Guide to All Routes and Endings

This is a simple guide to getting onto your desired route.

Walkthrough Guide

Introduction

This guide will help you navigate the routes and endings in Senren Banka.

A few things to note:

  • There are six total routes in Senren Banka (Yoshino, Mako, Murasame, Lena, Roka, and Koharu).
  • Roka and Koharu’s routes (the sub-routes) can only be accessed after you’ve completed at least one route.
  • There is a single split from the common route to enter Roka and Koharu’s routes, then another split in the shared section to enter an individual route.
  • Senren Bank has a nifty flowchart feature which can be accessed from the main menu. It will show you all scenes, choices, and divergences, and will even allow you to jump to specific scenes and pick choices. After your first playthrough, you can use this to access routes.

Yoshino

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Fishing
  5. Definitely not
  6. Praise her
  7. Believe in Koharu
  8. Reassure Tomotake-san

Mako

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Vegetable gathering
  5. Praise her
  6. I’m a little worried…
  7. Don’t say anything unnecessary

Murasame

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Strike out on my own
  5. Pat her head
  6. I’m a little worried…
  7. Don’t say anything unnecessary

Lena

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Fishing
  5. If you say so…
  6. Praise her
  7. I’m a little worried…
  8. Don’t say anything unnecessary

Roka

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Fishing
  5. Definitely not
  6. Praise her
  7. Believe in Koharu
  8. Don’t say anything unnecessary
  9. Roka-nee’s smile

Koharu

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Fishing
  5. Definitely not
  6. Praise her
  7. Believe in Koharu
  8. Don’t say anything unnecessary
  9. Koharu’s smile

Normal Ending

  1. Tell her the truth
  2. I’m not so sure…
  3. I think you look cute
  4. Fishing
  5. Definitely not
  6. Praise her
  7. I’m a little worried…
  8. Don’t say anything unnecessary

Wolcen: Lords of Mayhem – Primordial Affinity Tips

Tips for getting more primordial affinity.

What is Primordial Affinity

Primordial affinity is a currency related to skills.

You can use it to increase your skill level by talking to Demetra in town. This is very usefull because leveling skills while fighting require lots of time.

You can also use it to reset your passive skill tree.

How to Get Primordial Affinity

You might loot Enneract during your play. Using it allow you to unlock new spell. However, if you already know the spell, it will give you Primordial Affinity.

Enneract bought from Demetra (and probably earned by quest) only give 10 primordial affinity while Enneract looted from mob and chest give 100 primordial affinity.

Tips

  • If you need Primordial Affinity, you can buy Enneract of spell you already know from Demetra. This will allow you to get 10 Primordial Affinity for 2000 gold.
  • If you loot a Enneract, you might want to check if Demetra doesn’t sell the same Enneract. That way you can buy it for 2000 gold and then use the one you looted in order to get 100 Primordial Affinity.
  • For this reason, it might be a good idea to buy all Enneract you can from Demetra if you have enough gold. You can also stock looted Enneract not from the class you play in your personnal chest in order to use them after buying the Enneract from Demetra.

Wolcen: Lords of Mayhem – All Skills List

List of All Skills in Wolcen: Lords of Mayhem

Introduction

Here are the current skills and their associated weapons.

About modifiers:

  • Modifiers 1-2: Level 5
  • Modifiers 3-4: Level 10
  • Modifiers 5-6: Level 15
  • Modifiers 7-8+: Level 20

  • (+) Minor Modifier: 4 ASM points
  • (++) Major Modifier: 8 ASM points

Total ASM points at level 20: 20 points

Staff & Catalyst Skills

Aether Jump

Jump through the aether to teleport to another position.

  • (+) Modifier 1: Increased teleport range.
  • (+) Modifier 2: Enemies near the beginning and end of the teleport are afflicted with Stasis.
  • (+) Modifier 3: Gain Willpower for each enemy passed through with Aether Jump.
  • (++) Modifier 4: Swap position with foes around the target location.
  • (++) Modifier 5: Leaves a decoy behind when teleporting.
  • (+) Modifier 6: Deals Aether Damage to enemies between the beginning and end of the teleport. Increased chance of applying Stasis.
  • (+) Modifier 7: Casting this ability removes all crowd control effects.
  • (++) Modifier 8: Can be cast multiple times at an increased cost.

Annihilation

Channel a beam of Aether in front of you, damaging your foes. Turn speed while casting is increased proportionally to cast speed.

  • (+) Modifier 1: Costs less Willpower per second.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Increased beam radius.
  • (++) Modifier 4: Pierces enemies.
  • (++) Modifier 5: Converts base Aether Damage to Toxic Damage. Applies an additional stack when applying Poison.
  • (+) Modifier 6: Turn speed while casting is increased.
  • (+) Modifier 7: Gradually increased damage over time while channeling.
  • (++) Modifier 8: Grants a second beam.

Arctic Spear

After a delay, hurl an ice shard in a line.

  • (+) Modifier 1: Increased damage.
  • (+) Modifier 2: Reduced Willpower cost.
  • (+) Modifier 3: Longer creation delay but increased damage.
  • (++) Modifier 4: Frozen foes killed by Arctic Spear shatter in shards, damaging nearby enemies.
  • (++) Modifier 5: Converts base Frost Damage to Sacred Damage. Increased chance of applying Weakness.
  • (+) Modifier 6: More likely to apply ailments.
  • Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: Every Arctic Spear that hits an enemy increases the damage of the next Arctic Spear incrementally. This buff is reset when an Arctic Spear misses.

Bulwark of Dawn

Bless an area around you with the light of dawn. It heals those who stand in it over time.

  • (+) Modifier 1: Increased duration.
  • (+) Modifier 2: Grants bonus to All Resistances while inside the area.
  • (+) Modifier 3: Grants Sacred Damage to Attacks while standing in the area.
  • (++) Modifier 4: Healing area is now centered at cursor location.
  • (++) Modifier 5: The healing area can be moved by recasting the ability.
  • (+) Modifier 6: Increased healing rate.
  • (+) Modifier 7: Standing in the healing area increases Stamina Regeneration.
  • (++) Modifier 8: The healing area follows the player that it was cast on.

Consuming Embers

Summon a fireball and launch it in a straight line in front of you.

  • (+) Modifier 1: Increased area of effect.
  • (+) Modifier 2: Increased damage.
  • (++) Modifier 3: The projectiles no longer collide or explode. Instead, they gain an increased area of effect and pierce the targets burning them on the way.
  • (++) Modifier 4: Adds one projectile at an increased cost.
  • (++) Modifier 5: Converts base Fire Damage to Lightning Damage. Increased damage.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: Gives a buff that allows you to deal additional damage based on the base element of this skill. This buff is also given to allies touched by this skill.

Tear of Etheliel

A mass of ice forms above your enemies. After a short delay, it falls from the sky for huge damage.


  • (+) Modifier 1: Increased area of effect.
  • (+) Modifier 2: Reduced Willpower cost.
  • (+) Modifier 3: Reduced creation delay.
  • (+) Modifier 4: Increased damage.
  • (++) Modifier 5: Converts base Frost Damage to Fire Damage. Increased damage.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: Longer creation delay but increased damage.

Thunderstrike

Electrocute your foes with bouncing lightning. Each bounce is weaker than the last.

  • (+) Modifier 1: Reduced Willpower cost.
  • (+) Modifier 2: Reduced damage loss on each bounce.
  • (+) Modifier 3: Increased damage.
  • (++) Modifier 4: Adds another bounce.
  • (++) Modifier 5: Converts base Lightning Damage to Shadow Damage. Increased chance of applying Cursed.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: Gives a buff that allows you to deal additional damage based on the base element of this skill. This buff is also given to allies touched by this skill. This ability can target allies.

Winter’s Grasp

An ice nova emanates around you and freezes your enemies.

  • (+) Modifier 1: Increased area of effect.
  • (+) Modifier 2: Reduced cooldown.
  • (+) Modifier 3: Increased freeze duration.
  • (++) Modifier 4: Winter’s Grasp is cast in a circle around the cursor.
  • (++) Modifier 5: Converts base Frost Damage to Shadow Damage.
  • (+) Modifier 6: Increased damage.
  • (+) Modifier 7: Leaves a damaging area on the ground for a few seconds.
  • (++) Modifier 8: Gives a buff that allows you to deal additional damage based on the base element of this skill. This buff is also given to allies touched by this skill.

Melee Skills

Anvil’s Woe

Summon a colossal hammer and bring it down on your foes, dealing area damage.



  • (+) Modifier 1: Increased damage.
  • (+) Modifier 2: Reduced rage cost.
  • (+) Modifier 3: Increased area of effect.
  • (+) Modifier 4: Higher critical chance on stunned enemies.
  • (++) Modifier 5: Converts base Physical Damage to Lightning Damage. Increased damage.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: Critical hits deal more damage.
  • (++) Modifier 8: Able to charge up the ability to deal more damage.

Bladestorm

Summon an enormous greatsword and cut a path through hordes of enemies, spinning to maintain momentum.

  • (+) Modifier 1: Reduced Rage cost.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Damage ticks are applied more often. Reduced damage.
  • (++) Modifier 4: Can be held to prolong the skill.
  • (++) Modifier 5: Converts base Physical Damage to Frost Damage. Increased damage.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: Critical hits deal more damage.
  • (++) Modifier 8: Increased area of effect. Damage ticks are applied less often.

Bleeding Edge

Throw a spinning axe in a circle around you, damaging and making those affected bleed.

  • (+) Modifier 1: Increased rotation speed.
  • (+) Modifier 2: Increased area of effect.
  • (+) Modifier 3: Increased bleed chance.
  • (++) Modifier 4: The axe keeps spinning for a short duration after being thrown at an increased cost and reduced damage.
  • (++) Modifier 5: Converts base Physical Damage to Fire damage. Increased damage.
  • (+) Modifier 6: Damage dealt by this ability now gives Life Leech.
  • (+) Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: The axe now follows you as you move.

Sovereign Shout

Unleash a powerful warcry which buffs attack speed and cast speed by 25% for yourself and nearby allies.


  • (+) Modifier 1: Grants rage per enemy hit by the shout and improved rage per hit for the duration of the skill.
  • (+) Modifier 2: Increases the likelihood of Health Globes spawning while this ability is active.
  • (+) Modifier 3: Grants bonus to All Resistances per enemy hit by the shout.
  • (++) Modifier 4: Stun foes in a small radius.
  • (++) Modifier 5: Enemies hit by the shout gain stacks of Weakness.
  • (+) Modifier 6: Increases the duration of the buffs granted by this skill.
  • (+) Modifier 7: Increases the effectiveness of all buffs granted by this skill and other skills.
  • (++) Modifier 8: You and your allies are cleansed of crowd control effects.

Tracker’s Reach

Throw a chained hook forward and pull back all the foes it went through.

  • (+) Modifier 1: Increased range.
  • (+) Modifier 2: Foes affected by the hook are stunned.
  • (+) Modifier 3: Gain Rage for each enemy hit by this ability.
  • (++) Modifier 4: Pulls you toward the final target of the hook.
  • (++) Modifier 5: Deals Rend Damage. Applies an additional stack when applying Bleed.
  • (+) Modifier 6: Reduced cooldown.
  • (+) Modifier 7: Foes hit by the hook are more likely to drop Health Globes.
  • (++) Modifier 8: Pulls enemies from all directions.

Warpath

Summon a mighty shield and run through your enemies, breaking their ranks.

  • (+) Modifier 1: Increased movement speed.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Stuns enemies at the end of the charge.
  • (++) Modifier 4: Can be held to prolong the skill.
  • (++) Modifier 5: Converts base Physical Damage to Fire Damage. Increased damage.
  • (+) Modifier 6: Charge cannot be interrupted by crowd control effects. Take reduced damage from projectiles while charging.
  • (+) Modifier 7: Creates a damage-dealing shockwave at the end of the charge.
  • (++) Modifier 8: Leaves a damaging area on the ground for a few seconds.

Wings of Ishmir

Summon a giant spear and leap onto your enemies, damaging them.


  • (+) Modifier 1: Greater rage generation.
  • (+) Modifier 2: Increased flight speed.
  • (+) Modifier 3: Stuns on impact.
  • (++) Modifier 4: Creates a damage-dealing shockwave.
  • (++) Modifier 5: Converts base Physical Damage to Sacred Damage. Increased chance of applying Weakness.
  • (+) Modifier 6: Increased damage.
  • (+) Modifier 7: Knockback enemies on landing.
  • (++) Modifier 8: No longer has a cooldown. Costs one Stamina Point to use.

Wrath of Baäpheth

Summon a pair of unbreakable chains and unleash a flurry of reckless lashes.

  • (+) Modifier 1: Reduced Rage cost.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Increased area of effect.
  • (++) Modifier 4: Gain Life Leech on the damage dealt by this ability. The lower your health, the more Life Leech you gain.
  • (++) Modifier 5: Converts base Physical Damage to Sacred Damage. Increased chance of applying Weakness.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: Critical hits deal more damage.
  • (++) Modifier 8: Add an additional attack to the combo.

Bow & Pistol skills

Arrows Wail

Let loose a volley of arrows in a circular area that damages enemies over time.

  • (+) Modifier 1: Reduced cooldown.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Adds a slowing effect in the area.
  • (++) Modifier 4: All damage is now dealt directly, but is reduced overall.
  • (++) Modifier 5: Converts base Physical Damage to Fire Damage. Increased damage.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: Arrows become a vertical barrage that creeps forward slowly.

Gunslinger’s Brand

Line up a series of shots then fire at multiple enemies with unerring accuracy.

  • (+) Modifier 1: Reduced Rage cost.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Increased number of targets.
  • (++) Modifier 4: Each shot of Gunslinger’s Brand that hits an enemy deals AOE damage.
  • (++) Modifier 5: Converts base Physical Damage to Aether Damage. Increased chance of applying Stasis.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: Critical hits deal more damage.
  • (++) Modifier 8: Every shot of Gunslinger’s Brand that hits an enemy increases the damage of the next shot incrementally. This buff is reset when a shot misses.
  • (+) Modifier 9: Can target enemies with just the cursor.

Stings of Krearion

Summon an imposing bow and launch several piercing arrows at once.



  • (+) Modifier 1: Increased damage.
  • (+) Modifier 2: Reduced rage cost.
  • (+) Modifier 3: Reduced number of projectiles but increased damage.
  • (++) Modifier 4: Arrows explode on enemy contact. Cannot pierce enemies.
  • (++) Modifier 5: Converts base Physical Damage to Toxic Damage. Applies an additional stack when applying Poison.
  • (+) Modifier 6: More likely to apply ailments.
  • (+) Modifier 7: Increased number of projectiles.
  • (++) Modifier 8: Summon ghosts to shoot arrows alongside you.

Bow, Pistol & Dagger Skills

‘Avenger’ Autoturret

Summon a mechanical turret to provide covering fire. Can be detached and wielded by holding the skill.

  • (+) Modifier 1: Turret stays active for a longer duration.
  • (+) Modifier 2: Increased damage.
  • (+) Modifier 3: Turret gains an additional cannon, increasing its damage output.
  • (++) Modifier 4: Turret shots now deal AOE damage.
  • (++) Modifier 5: Converts base Physical Damage to Lightning Damage. Increased damage.
  • (+) Modifier 6: Turret explodes when destroyed, dealing AOE Physical Damage.
  • (+) Modifier 7: Critical hits deal more damage.
  • (++) Modifier 8: Turret can now turn and auto-target enemies.
  • (+) Modifier 9: Allows you to summon a second turret.

Phantom Blades

Throw a spinning dualblade in a front line, damaging those caught in its path.



  • (+) Modifier 1: Increased damage.
  • (+) Modifier 2: Reduced reload time for charges.
  • (+) Modifier 3: Increased area of effect.
  • (++) Modifier 4: The projectile circles around the cursor’s location.
  • (++) Modifier 5: Converts base Physical damage to Toxic damage. Applies an additional stack when applying Poison.
  • (+) Modifier 6: Can hold 1 additional charge.
  • (++) Modifier 7: Projectile becomes a bola that roots enemies.
  • (++) Modifier 8: Teleport to the projectile’s location on recast.

Mark of Impurity

  • (+) Modifier 1: Marked enemies are more vulnerable.
  • (+) Modifier 2: Marked enemies are slowed.
  • (+) Modifier 3: Marks last longer.
  • (++) Modifier 4: Enemies killed while under the effect of Mark of Impurity explode and deal damage based on the target’s max Health in an area around them.
  • (+) Modifier 5: Marked enemies take increased critical damage.
  • (+) Modifier 6: Marked enemies are more likely to be afflicted with ailments.
  • (+) Modifier 7: Marked enemies take increased damage from ailments.
  • (++) Modifier 8: Mark of Impurity spreads to surrounding units on the death of the target.

Slayer’s Flurry

Summon two blades and dash forward to the target, dealing single target damage. Does not dash if used in melee range.

  • (+) Modifier 1: Faster dash.
  • (+) Modifier 2: Part of the overall damage dealt to the target is dealt in an area around it.
  • (+) Modifier 3: Increased damage.
  • (++) Modifier 4: Teleport behind the target.
  • (++) Modifier 5: Converts base Physical Damage to Shadow Damage. Increased chance of applying Cursed.
  • (+) Modifier 6: Every time the skill is recast within a short period of time, its damage is increased.
  • (+) Modifier 7: More likely to deal critical hits.
  • (++) Modifier 8: On kill, spreads the status ailment stacks to foes around the dead target.

Havoc Orb

Target an area and launch an exploding device, dealing fire damage in an area of effect.


  • (+) Modifier 1: Increased area of effect.
  • (+) Modifier 2: Reduced minimum range.
  • (+) Modifier 3: Adds a slow effect to the target area.
  • (++) Modifier 4: Adds two projectiles but each one deals reduced damage.
  • (+) Modifier 5: Converts Physical Damage to Rend Damage. Applies an additional stack when applying Bleed.
  • (+) Modifier 6: Increased damage.
  • (+) Modifier 7: Critical hits deal more damage.
  • (++) Modifier 8: The projectile stays where it lands for a while and detonates if there’s an enemy nearby.

Wolcen: Lords of Mayhem – MechaMage Build (30K+ DPS, Champion 1+, Avenger, Jump)

MechaMage Build Guide

Introduction

Welcome to my build guide, the MechaMage! After a couple of characters I sussed out the Avenger Autoturret, and found it to be quite powerful. The Purpose of this build is to address the short comings of the Avenger, and create a build viable for all “end game” content. With less than 4 hours invested in this character, It had already proven itself to be very strong by soloing High Level Veteran Content, and cruising through Untained missions in under 3 minutes.

I have now taken it well into Champion Expeditions, and can solo Champion Untained Expeditions in 2 minutes.

Build Summary

With 21K+ Turret DPS and 10K+ Thunderstrike, This build melts content (And there is definitely room to improve)

The Play style is simple. Aether Jump your way through each level dropping AutoTurrets as you go along, only stopping to pick up loot or focus down the occasional tough boss. That’s it! The Build Utilises Bulwark of Dawn for a large damage buff and stamina regen, Winter’s Grasp for Damage Buff, Freezing Bosses, and clearing large packs of weak enemies, and lastly Thunderstrike for ANOTHER Damage Buff and extra single target DPS.

Showcase

Champion 1 – Deathless – 2m 9s:

Pros and Cons

Pros

  • Fastest clear speed you’ve ever seen.
  • Very strong single target.
  • You move so much you will never get hit.
  • Can progress with budget gear.
  • Very fun to play.

Cons

  • Without willpower you can get locked down very easily.
  • Some Mobs get insane damage at High veteran and Champion lvls. These will 1 hit you if you let them.

Passives & Attributes

Attributes

Put all of your attributes into Feroctiy. Crit is our friend.

Passives

The Passive Tree focuses on getting as much Crit chance and multiplier as it can, as this is the greatest source of damage scaling for almost all attack builds.

Starting in Sentinel we move straight through to ranger to get Come What May which will allow our turret to pierce ALL targets within 6 metres of itself. From there we move up into the Warlock section to grab Residual Energy and bonus to our max Willpower/Rage. Residual Energy is an incredible damange boost and is well worth getting.

We get Crit from Soldier, and Force shield and Willpower/Rage buffs from Scholar, taking the notable Purifiers Will giving us 30% damage reduction when at full shield, which is all the time. Lastly moving into Assasin to pick up Extra Crit.

Skills

Avenger Autoturret

The Avenger Autoturret is the meat of this build as it is our main source of damage.

To Have the Highest Damage possible we use High Caliber Ammunition and Twin Repeater along with Ballistic Reinforcements. Autonomous Sensors is a must, as mobs and bosses that we can’t kill in a second will have most likely moved, and hence need to be retargeted by the turret.

Aether Jump

This is the gravy. Jump allows us to zip around each map avoiding all damage, whilst also buffing our next attack thanks to Residual Energy.

For Modifiers I chose Escape Artist for speed, Spirits of the Void to trigger our damage buff, Time Paradox so we cannot be CCed which is hugely important late game, and March of the Time Devourers so we always have an escape available.

Winter’s Grasp

Winter’s grasp is an incredibly useful skill, as it allows us to clear out large packs of “weak” monsters (anything under 3K health), freezes tough mobs and bosses, and provides a 10% damage buff which also gives our turret a chance to freeze anything it shoots. Very Handy.

Modifiers are Rime World for area, Ice Pawn for TWICE the cast speed, Immortalized Perfection to keep those bosses in check, and Hail the Ice Queen for the buff mentioned above.

Thunderstrike

ThunderStrike is another spells that can buff attack damage, and is therefore very valuable. It also has commendable damage in its own right, even without spec’ing for spell damage in particular.

Swift Judgement makes the cost insignificant, and means we will almost always be able to cast it. Smiting hunger and Crippling Current give it a nice damage boost but most importantly Rebuilding the Trinity gives us another 10% boost to attack damage.

Bulwark of Dawn

Bulwark of Dawn provides another massive damage buff. This one I could not calculate accurately but for me it seems to fall between the 15-20% mark. Defensively this also gives us Increased stamina regen, which is always useful.

Modifiers are Everlasting Aurora, Blade of Truth, Rejuvenating Light and Diving Omnipresence.

Equipment

Weapons

I decided to use a Pistol & Catalyst combo which gives access to both Avenger, and the movement and buff skills.

It does not matter a whole lot what damage type you are going for as long as you can scale it with the right modifiers. Occult is currently the strongest as it is the only damage type with Offensive Jewels that add flat damage, although you may find running Crit Gems to be stronger anyway.

If we were to use a high damage bow instead, it would increase our turrets base damage, but we would lose the Bulwark and Winter’s Grasp Damage buffs so it would do less damage anyway; not to mention we would then be unable to Teleport around!

Instead if we used a dagger, which would let us use all the same skills, we would lose some crit chance that specifically applies to projectile weapons on our way to get the 100% needed 100% projectile pierce node. Appart from that, Using a dagger is “Viable”.

Armour

This build uses Force Shield Equiptment as it provides the best defence with the least amount of Passive Tree investment. You can easily hit 4K+ shield, which is more than enough to survive everything but the toughest hits.

As we are scaling damage with both Residual Energy and Manic Slaughter, the optimal gear has either one of these buffs as a modifier, plus additional force shield, regen speed etc. and damage type bonus of your choice.

The added modifiers will take time to farm up, and can only be dropped from Sarisel Expeditions, but until you get that gear just use pure Force shield.

Potions and other notes

Health and Willpower. One to save us if we get hit, and the other to stop that from happening.

Leveling Guide and Play Tips

If you don’t have a level 20 character ready to go, then blast your way through that content with whatever skills you like!

Once you are level 20, and have all the skills mentioned in this build then it plays as follows:

  • Use Aether Jump to move quickly around each map.
  • Make sure you always have Bulwark of Dawn Active.
  • Drop Turrets everywhere to keep feeding your Willpower.
  • Jump into large packs and cast Winter’s Grasp, this will obliterate the fodder and allow your turret to focus the larger targets.
  • Cast Thunderstrike whenever you get the chance to keep turret buffs at maximum.
  • When you come to a boss, pre cast all buffs then jump in to freeze. Kite the boss as far away as you can while you maintain 2 Turrets at all times, and cast Thunderstrike whenever possible.
Design a site like this with WordPress.com
Get started