Which of the New Dungeon Chest Rewards is Worth Looking at?

A few months have passed since the controversial key changes and the new dungeon chest rewards that came with it. So it’s time to look at the viability of the introduced items. Do they fill a purpose? Which are viable, which are useless? Let’s weight in! Salvage Fodder Unfortunately some items are crap and should be donated to the salvage anvil immediately unless you really do not have any epic replacement on one of your characters. Draconic Guises: I do not like them at all. Aimed at true min-maxers, their viability is limited and your random alt will feel the lack of Hit Points on the gear. Bloodstained Shirt: The Bloodstained Shirt is nice if you need an infusion of Life Steal, but the power buff is inexistent in an environment where players mostly operate at full health. Most current Shirts should serve players better. Brynnyr’s Demise: The buff of Brynnyr’s Demise is weird. Builds that aim for max power normally will get Defense from the item and vice versa. I fail to see a niche unless you’re really looking to get more Defense on an otherwise offensive build. ALT Supply There are quite some items that are viable for alternate characters and even mains

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Module 11 Artifact Weapons Restoration Guide

The Module 11 Artifact Weapons were a welcomed addition to the game. Not as great as Relic ones, they use the old marks in the upgrade process and come with a variety of set bonuses. Players widely see them as alt and lowbie friendly alternative to Storm Kings Thunder, because nothing is gated behind endgame content. There’s still some grind attached to the restoration process though, so let’s go through the needed mats and see how you can get them. In case you want a preview of the set bonuses and the classes they might fit best, browse here. Material List After buying the weapons from the campaign store, the full material list for both the Main and the Off-Hand reads as follows: 5500 Abandoned Treasures 105 Arcane Magical Writings 85 Arcane Focus Abandoned Treasures Let’s start with the easy stuff. Treasures come from virtually everywhere. The Treasure Hunt, Heroic Encounters, the “Secure the District” campaign task, demiplane instances and Illusionist’s Gambit skirmish. By just running the campaign you should be able to amass more than enough Treasures over time to restore your weapons of choice. If you have to, running gold completions of the skirmish probably is the best way to farm them.

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River District Zone Guide: Dig Sites, Heroic Encounters and Demiplanes

We went over the campaign progression on Tuesday and today I’d like to follow up with a guide of the zone mechanics. It’s not extraordinary flashy, but there’s a few hints that are nice to know. Dig Sites As I’ve already predicted on my preview of the River District, the battle between players and the AI about Guard Posts and Dig Sites never transpired on live. It’s just too many players. So on most maps all Dig Sites will be already unlocked when you enter it. This means you most likely won’t need to buy extra maps from Quartermaster Kendricks to open them yourself. It can’t hurt however to have a stock of each with you in case you are going to need them. Simply unlocking the Guard Posts activates an attached Dig Site by the way, you do not actually have to buy any units. Then walk over to the Site Foreman and get yourself a pass to enter. These passes grant access for an hour and then disappear. They do unnecessarily take an inventory spot once completed though and can be discarded in that case. The map dynamics might change once not everyone and their mother is running the

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Evidence of Evil is the Bottleneck in the River District Campaign

A few days have passed in the new Module so it’s time to look at the new campaign progression and bottlenecks a bit. I’ve already covered a lot in my preview, but this post will go a little bit more in-depth in terms of numbers. The most obvious thing players complain about is the lack of the main progression currency Evidence of Evil. The daily quest grants 25 and you can get a few more through Heroic Encounters, Dig Sites and Found Quests. Unless you really invest an enormous amount of time though, you should most likely end your days with 27 to 29. The weekly quests adds 20 to an average of ~220 per week. In case you want to know when the weekly task unlocks and how it works, here’s an excellent thread that covers the details. Not all tasks make sense You’re currently looking at a six weeks completion for the full campaign, seven to eight with a weapon set. I have downgraded my estimation from 8-9 weeks on preview because as of right now, the last two tasks that reduce prices in the campaign store do not make sense. They cost more than you are likely about to

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River District Treasure Map Locations and Guide

The hunt is on again fellas, because the Cloaked Ascendancy features new Treasure Chests to track down! Compared to the Sea of Moving Ice the mechanic is slightly different, so let’s quickly go through the most important things in this post. As we’ve already mentioned in our preview, the maps can be found within Dig Sites. Each site has one map, meaning you can only loot nine maps per hour. While this means the mechanic is not uncapped like in SoMI, it has other advantages. The maps are no longer unique and you can stack them in your inventory. There are 18 different locations and maps, meaning you’ll need a bit of inventory space in case you do not want to go on the hunt right away. But this at least opens the possibility of farming locations multiple times and speeding up the whole process. If you got unlucky in SoMI, you had to travel across the whole map to open two chests. This should no longer happen in the River District. Less rewards than Sea of Moving Ice Also Treasure Maps are no longer an actual grind. The rewards offer additional campaign currency, even stuff for the boons sometimes. But it’s

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Sea of Moving Ice Console Primer: Artifact Weapons, Gear and Svardborg

Today the consoles get the “Sea of Moving Ice” update and you guys know we won’t let you out in the cold without our Primer! The update will feature gear upgrade, a new Trial and some new systems like Fishing and Sailing. We were going over Fishing, Sailing and Dungeon Keys yesterday and continue with gear and group content today. Have fun with it! Relic Artifact Weapons Sea of Moving Ice comes with a new tier of Artifact Weapons that are best-in-slot for the vast majority of builds (Example). The set is acquired by completing the story quests in the Sea of Moving Ice, but has to be restored like the Relic gear. It requires a ton of different resources from Fishing, Heroic Encounters and Dailies. We’ve got you covered in this post, but it ain’t pretty. After the restoration the next phase of the grind takes over. You can’t upgrade them using the old Marks, but have to farm new ones from the Svardborg Trial. If you want to go all the way to orange, prepare for a true hassle. The Legendary Marks only drop in the Master version and as usual the drop rates are not great. Players

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Sea of Moving Ice Console Primer: Fishing, Sailing and Dungeon Keys

Tomorrow the consoles will get the “Sea of Moving Ice” update and you guys know we won’t let you out in the cold without our Primer! The update will feature gear upgrade, a new Trial and some new systems like Fishing and Sailing. We are going to go through all important additions today and tomorrow and describe what to expect. Have fun with it! New zone, Sailing and Campaign extension After beating Drufi on Fangbreaker Island only to find out that the Ring of Winter is not there, the story brings players north to the Sea of Moving Ice. It’s a completely new zone with a new unique element: Sailing. The huge map consists of several islands that are unattached to each other and players use Khyeks to travel between them. By entering the water, players are automatically transferred to their Khyek and vice versa. The transition between land and water is not perfect, but the boat travel is intriguing enough so that it doesn’t really matter. Khyeks come in three tiers with 50%, 80% and 110% speed. All of these can be unlocked by playing the campaign, there is no ZEN involved at all. On solid ground players are

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How to Adjust to the Dungeon Key Changes?

With the Dungeon Key Changes the landscape of dungeoneering drastically changed this week. Despite some concerns it looks like players are going to have to live with the system for now. So we might as well try to make the best out of it! Let’s look at how players need to adjust to the changes. What should they do and avoid? Spam your keys! The good news is: Dungeon runs you own keys for received a significant upgrade with more loot. First reports indicate the drop rates are indeed nice and even unbound goods can be had. With the market bound to crash on the involved items it’s best to spam dungeons as long as you have keys. Most VIPs should have piled up on Epic Dungeon Chest at least, but you probably also have campaign ones that you never used due to bad loot. There’s no point saving them any longer. Only run dungeons with keys! After you’ve burnt through your leftover keys, it obviously makes little sense to continue farming. Now it’s no keys, no loot, no run. Do the content you have the corresponding keys for. If you only have the Daily Chest Keys, Temple of the Spider

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Sea of Moving Ice Svardborg Guide: Group Composition

After introducing to the Powers and Mechanics as well as Phases of the Svardborg Trial, I’d like to conclude the guide by talking about group composition a bit. We’re going through roles and discuss the class viability and usefulness. Healing Forget the AC/DC, meet the AA/DC… Currently DC only need to switch one character to fit the new meta! It’s that easy! The formerly not working as intended now massively overpowered Anointed Army catapults Clerics to the most wanted class for the Trial. AA spamming Healers pretty much make the raid largely invulnerable to everything, trivializing the content in the process. Take two of those and forget Parts 1 and 2 of this guide. Because quite franky, you don’t need to pay attention to anything. Because of that the Devotion Pally currently is not really happening in Svardborg unless there’s really not any DC available. That’s a bit unfortunate because with their great buff/debuff and shielding capabilities they could be a very usefull class. Tanking With DCs providing pretty much all the protection you need, tanks are reduced to a full buffing role. Since GFs can also dish out decent damage with the correct builds, they once again fit perfectly

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Sea of Moving Ice Svardborg Guide: The Phases

Yesterday we reviewed the Power and Mechanics of the new Svardborg Trial. Today we follow up by going through all three phases and describe what has to be done to beat the giant folk. Phase 1: Storvald’s Army In the first phase you have to slice through the army of Storvald. Ten waves of mixed mobs are thrown towards the players, which additionally have to deal with Permafrost, Hailburst and Hypothermia. The mobs themselves are no biggie if you have decent tanks and healing. DPS classes however are advised to avoid being caught isolated by new spawns. Generally you should move together as a raid anyway. It makes it easier to deal with both Hypothermia and Permafrost. Players targeted with Hailburst should carry the AoE away from the group. At the end of the phase, Storvald will initialize a Call of Winter. There are two hiding spots at the top left and right corners of the boss room right behind the pillars. Make sure to free any players from Permafrost before trying to hide. There are however situations where you can’t do both, have to leave them behind and revive them after the Call. That happens every once in a while

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