Saturday, August 9, 2008

Grinding Locations

Wild Lands of Zelata (36-40):Solo/Duo
The area underneath the bridge to the Sanctum of Burning Souls is filled with camps of humanoids. These guys give some solid xp, while also bring in only a bit of a challenge for most classes, even 2 or 3 levels below them. If xp begins to slow down on these groups, more humanoids can be found in the NE corner of the map and can be a bit higher lvl, and usually less farmed.

Fields of the Dead Vanir, Wolves and Werewolves (40-50):Solo

There is a huge number of spots to grind out the 40s in this area, from the Vanir camps, down to the haunted forest, and up to the mountains infested with wolves.

Cannibal Cave (Eiglophian) 52-57:Solo/Duo/Group
Truly amazing alternative for a level range very limited in the quest department. Either solo/duo clear the regular version of the instance or group it up for the epic version, both work well and the constant respawns should keep your on your toes as the levels fly by.

Boars (Thunder River) 58-64:Solo/Duo
Located in the far south/southwest part of the map, these boars are generally untouched by questers as their out of the way from a majority of the Thunder River quest spots.

Cannibals (Thunder River) 65-69: Solo/Duo
The Thunder River cannibals can be found in camps in the Southeast Corner of the map, both down in the Ravine and up on the Cliffs. Both areas have a few quest related bosses that have a fairly high drop rate for blues.

Mammoths (Atzel's Approach) 67-72: Solo
The Southeast corner of Atzel's Approach is loaded with slow Mammoths that tend to stand in groups of 1-3. Their massive hit box, low health pool and rather slow attack speed add up to an easy grinding experience, with some nice leather at the same time.

Acolytes (Kheshatta) 72-76: AoE/Duo
The Mid-East part of the map houses a very large amount of robed caster-type mobs, which don't really tend to cast much. This makes for both weak melee mobs, and low hp mobs, on top of that they are also pretty good at forming large groups around you for mass AoE grinding solo or grouped.


Southern Camps (Kheshatta) 76-80: AoE/Duo
The southern wall of Kheshatta is littered with humanoid camps starting with the lvl 76-78~ death camps east of the southern city and the other camps located in the mountains south and south west of the southern city, although the southernmost camps may be more fit for duoing for less confident AoEers. Any groups of 3 or more usually lowers the XP too much though, switch to epic mode for that.

Class Overview: Stats

This guide will hopefully A. Help you decide what class uses what items so you know whats trash and whats cash, and B. Help you better understand the other classes as both friend and foe


-Cloth Armor-

The Cloth wearers consist of Demonologists, Assassins, Herald of Xotli, Priest of Mitra, and Necromancers.

Assassins focus on direct damage to increase their survivability the most, this means stats such as +Dex, +Dagger damage and +Offhand chance each give a big plus to the survivability and damage of an assassin. Other stats such as +Sta would also be a secondary choice for this class.+Hide on an item is also beneficial, but not a deciding factor.

Demonologists kill their opponents with fire and electric damage, so they would benefit from an increase in either of those sources of damage, or both with +int. Increasing their mana is also beneficial, but again tends to be secondary to increasing overall damage.

Herald of Xotli tend to focus on Two-Handed Edged damage as their main damage attribute, with +fire damage (magic) as their secondary (although not nearly as important). Again, increasing stamina is very beneficial, but usually takes a backseat to increasing overall DPS.

Necromancers use their skills in unholy and ice magic to dispose of their opponents, so an increase to those, as well as an increase in their intelligence. Increasing their mana is beneficial as well.

Priest of Mitra focus on healing for both solo and group play, and holy damage for solo grinding. Any increase in their holy damage, wisdom, or mana pools is preferred for this class with natural mana regeneration coming in after that.

Final Thoughts: Between all of the cloth armor classes, they all need either stamina or mana (or both) so if the cloth item has a considerable amount of +sta/mana or natural regen it should go pretty well.


-Light Armor-

Barbarians are, well, Barbarians who use brute strength to get the job done. This means an increase in their melee damage with +one-handed blunt/edged weapons (usually preffered 50+), or their two-handed weapons are most beneficial to this class. Increasing their strength and stamina are secondary choices. +Hide on an item is also beneficial, but not a deciding factor.

Tempest of Set are elemental healers who use both electric damage and healing power to get the job done. Increasing their electric damage, wisdom, intellect, and mana are all very beneficial depending on the Tempest's playstyle.

Final Thoughts: The Barbarian and the Tempest of Set are pretty much polar opposites, so they'd both only really benefit from the same item if it had a considerable amount of health and invulnerabilities, possibly stamina too if you're a ToS that sprints a lot.


-Medium Armor-

Bear Shaman resort to Barbarian-like tactics, paired with a powerful healing ability, to wear down their opponents. Increasing their two-handed blunt damage is key for most every bear shaman, with secondary focus being set on increasing their mana/stamina pools as well as their strength/wisdom depending on player preference and playstyle.

Rangers rely on their ability to hide and do powerful amounts of ranged damage, while also being able to finish off anything that reaches them alive. Increasing their bow/crossbow damage and dexterity are key, then comes +stamina/+one-handed damage/dagger damage/off-hand chance items.+Hide on an item is also beneficial, but not a deciding factor.

Final Thoughts: Both benefit quite a bit from an increase in stamina.


-Heavy Armor-

The three classes that use Heavy Armor include Dark Templar, Guardian and Conqueror. It should be noted that Guardians move to Full-Plate at 60 so Guardian oriented Heavy Armor pieces won’t sell nearly as well, if at all.

Dark Templars use both stamina and mana, while also relying on their hp pool. Thus their main attributes consist of +stamina/mana/hp pieces that preferably have high melee/magic invulnerabilities. Dark Templars also benefit greatly from increased threat caused by Taunt and % hate modifiers, as well as One-Handed Edged Damage stats (a preferred stat for PVP Templars)

Conquerors are primarily an offensive class which occasionally offtanks. This means attributes which increase their damage: one-handed edged/blunt, two-handed edged/blunt, offhand chance, and (a bit less appealing in its current state) strength. A secondary choice of gear for Conquerors would usually be along the lines of +stamina.

Guardians can be found as both tanks and the "I don't want to tank" polearm kiddies. The former benefits greatly from +invulnerabilities, +HP, +Sta, +Const and +one-handed edged/blunt damage in that order, with +one-handed damage being preferred for PVP players at 80. The latter require +Polearm Damage, which can be very hard to come by in earlier levels, +Sta and +Str, again in that order.

Final Thoughts All three would benefit from +one-handed damage items, or items increasing HP and Sta, making these items the best sellers in this group.


Friday, August 8, 2008

Leveling Guide

Zone Types:
Public - Generally Divided (with exceptions) into:
Dungeon zones related more directly to Boss quests and items, generally indoors
Area zones are more focused on quests, generally outdoors
Both have Epic versions focused on group content


Personal - Divided into solo and group, a new instance is created for each group or individual who enters. Special cases are the Resource Zone instances, which take the level of the first group member to enter the instance.

Raid - Large 24-man zones where the phat lewtz are.

Special cases - Some dungeons can restrict entrance due to level or quests. All Public Areas have Epic versions where all mobs are elite, this is recommended for "static groups" or simply for grinding gear/leveling in a group.

Guide:

Zone Lvls = Type and solo/group or recommended/possible
Directions: duh
Location on map, other stuff.

Level 1-20

Tortage
1-25 = Early level quest hub.

White Sands Isle 1-25 = Public Area. Solo/Group
Note: The Night version is only accessible with a quest.

Underhalls
1-25 = Public Dungeon. Solo/Group
Note: The Night version is only accessible with a quest.

Acheronian Ruins 1-25 = Public Area. Group/Solo
Note: The Night version is only accessible with a quest.

Note: Most players leave Tortage at 19 or 20. Level 25 pertains to the max level allowed in the dungeon to put a limit on ganking, thus beware of players level 21 and above.

Capital Cities

Old Tarantia (Aquilonia) = Largest City in the game, it is located near the center of Hyboria.

Conarch Village (Cimmeria) = A small village located in the far north, the birthplace of Conan.

Khemi (Stygia) = The southern most city currently in the game, surrounded by desert with a river to its north.

The Related race will begin in their designated zone upon leaving Tortage. You will find traders in each city, as well as feat trainers and a vast number of merchants and quest givers. You may also purchase your mount in any of these cities upon reaching level 40.

Level 20-30

Wild Lands of Zelata 20-38 = Public Area. Solo/Group
Directions: Old Tarantia -> Wild Lands of Zelata
Caravaneer located on the East side of Old Tarantia.

Khopshef Province 20-36 = Public Area. Solo/Group
Directions: Old Tarantia -> Khemi -> Khopshef Province

Abandoned Smuggler Tunnels 23-29 = Personal Zone. Solo
Directions: Old Taranita -> Wild Lands of Zelata
Require associated quests to enter. The first floor is full of werewolves and the second is full of humanoids. I beleive the second floor respawns.

The Maze 25-29 = Personal Dungeon. Solo
Directions: Old Tarantia -> Wild Lands of Zelata -> The Maze
Near the Middle of the map. Personal dungeon.

Border Range 29-34 = Personal Dungeon. Solo
Directions: Old Tarantia -> Wild Lands of Zelata -> Border Range
South-Middle of the Wild Lands of Zelata. Personal dungeon.

Conall's Valley 20-32 = Quest Hub
Directions: Old Tarantia -> Conarch Village -> Conall's Valley
Caravaneer located on the west edge of Old Tarantia.

Spider Caves 25-30 = Personal Dungeon. Solo.
Directions: Old Tarantia -> Conarch Village -> Conall's Valley -> Spider Caves
Just into the east half of Conall's Valley, southern wall. Personal Dungeon.


Level 30-40

Overflow Tunnels (Tarantia Sewers) 30-35 = Personal Dungeon. Solo/Group
Directions: Old Tarantia -> Tarantia Sewers
Located near the boat to Khemi on the river going through Old Tarantia.

Blessed Cave Level 30 = Personal Dungeon. Solo only.
Directions: Old Tarantia -> Khemi -> Khopshef Province -> Blessed Cave
Requires climbing skill to reach. Head straight from the Khemi boat and you'll see what greatly resembles a rock climbing wall. Only obtainable when you have the level 30 Destiny Quest.

Black Castle 30-38 = Group/solo
Directions: Old Tarantia -> Khemi -> Khopshef Province -> Black Castle
Recommended more for finishing quests and hitting 35 of Sanctum if you want to level in groups.

Sanctum of Burning Souls 35-42 = Personal Dungeon. Group
Directions: Old Tarantia -> Wild Lands of Zelata -> Sanctum of Burning Souls
Great location to level and grab some nice gear at the same time. Also has 11 or so quests.

Pyramid of the Ancients 34-37 = Personal Dungeon. Group/Solo
Directions: Old Tarantia -> Khemi -> Khopshef Province
East side of Khopshef, near a large Oasis.

Treasury of the Ancients 36-40 = Personal Dungeon. Group/Solo
Directions: Old Tarantia -> Khemi -> Khopshef Province
East side of Khopshef, south of the Pyramid.

Level 40-50

The Catacombs 40-66 = Personal Dungeon. Group/Solo
Directions: Old Tarantia -> Tarantia Noble District -> The Catacombs
North Eastern part of the Noble District (Graveyard.) The entrance mobs are soloable around 40 but quickly jump up into the 50s. Quests begin around level 58.

Cistern
50-60 = Public Dungeon. Group/Solo
Directions: From Old Tarantia -> Tarantia Noble District -> The Cistern
West side of Tarantia Noble District, behind the Tavern, on the Road leading to the Tower. Its primary use is that it leads to the Main System, although there are several quests and bosses located in here.

The Main System 53-66 = Public Dungeon. Group
Directions: Old Tarantia -> Tarantia Noble District -> The Cistern -> The Main System
West side of Tarantia Noble District, west side of The Cistern. Notoriously crowded.

Armsman Tavern / Arena 40-70~ = Public Dungeon. Solo and Group.
Directions: Old Tarantia -> Tarantia Noble District -> Armsman Tavern -> Arena
Entrance is just left of the Tavern's main entrance, behind the counter. Requires you to complete the Bouncer's quest for the key. Two sets of quests can be found here to kill NPCs, one solo set and one group set. The rewards scale with the level of the enemy NPC.

Field of the Dead 40-50 = Public Area.
Directions: Old Tarantia -> Conarch Village -> Field of the Dead
The same Caravan you arrive in Conarch Village on will also to you to Field of The Dead.

Frost Swamp 40+ = Personal Dungeon. Scales with first group member to enter. Group.
Directions: Old Tarantia -> Conarch Village -> Lacheish Plains -> Frost Swamp
South east plains exit. Quests at Field of the Dead exit, Brannoc Village, and Frost Swamp entrance. Can only do once per day.

Imirian Ravine 40+ = Personal Dungeon. Scales with first group member to enter. Group
Directions: Old Tarantia -> Poitain -> Imirian Ravine
The Caravaneer to Wild Lands will also bring you to Poitain. Ravine is in the middle-ish of the North part of the map. Quest in Caenna Village, the entrance to Wild Lands, and the Ravine entrance. Can only be done once per day.

Oasis of Zaara 40+ = Personal Dungeon. Scales with first group member to enter. Group.
Directions: Old Tarantia -> Khemi -> Purple Lotus Swamps -> Zaara Oasis
Take the boat from Khemi to Purple Lotus Swamp, Oasis is in the SW corner, north of the entrance to Kheshatta. Quests can be found in Nasten Village, and at the entrance to the Oasis and Khopshef Province.

Tarantia Noble District 40-50 = Public Area.
Directions: Old Tarantia -> Tarantia Noble District
Follow the bridge north from Old Tarantia. Smaller amount of quests compared to previous public areas, but it has a large number of dungeons.

Toirdealsbachs Tomb 46-48 = Personal Dungeon. Group
Directions: Old Tarantia -> Conarch Village -> Field of the Dead -> Toirdealsbachs Tomb
Take the Caravan from Conarch Village to FoTD. Head west from there into Field of the Dead, the dungeon is in the NE corner of the map. Linked to several quests, with pretty good rewards.


Level 50-60

Eiglophian Mountains 50-60 = Public Area.
Directions: Old Tarantia -> Conarch Village -> Field of the Dead -> Eiglophian Mountains
Caravan from Conarch Village to Field of the Dead, then head all the way east to the Eiglophian Mts. entrance.

Ice Cave 50-52 = Personal Dungeon. Solo only.
From Old Tarantia -> Conarch Village -> Field of the Dead -> Eiglophian Mountains -> Ice Cave
South East corner of Eiglophian Mts. Only accessible through the level 50 Destiny Quest.

Cannibal Caves 55-57 = Personal Dungeon. Solo/Group
Directions: Old Tarantia -> Conarch Village -> Field of The Dead -> Eiglophian Mountains -> Cannibal Caves
Middle of the map. Linked to several quests, although primarily used as a great grinding location either solo, or in groups on epic mode.


Level 60-70

Atzel's Approach 60-75 = Public Area. Solo/Group.
Directions: Old Tarantia -> Conarch Village -> Lacheish Plains -> Atzel's Approach
Caravan from Conarch to Lacheish Plains, entrance is in the NW.

Thunder River 60-70 = Public Area. Solo/Group
Directions: Old Tarantia -> Poitain -> Thunder River
Caravan from Tarantia to Poitain, Thunder River is in the south-middle of the map.

Prison Colony 65-73 = Public Area. Group/Solo
Directions: Old Tarantia -> Poitain -> Thunder River -> Prison Colony
Not Entirely its own instance, but deserves a spot on the list because of the leveling quality. Its located on the island in the middle of Thunder River.

Acheronian Cave 60 = Personal Dungeon. Solo only.
Directions: Old Tarantia -> Thunder River -> Acheronian Cave
West of the Caravan from Poitain. Linked to the level 60 Destiny Quest. Pretty good to grind as well, because the mobs all have a decent respawn rate (loot bosses excluded.)

Level 70-80

Kheshatta 70-80 = Public Area. Group/Solo
From Old Tarantia -> Khemi -> Purple Lotus Swamps -> Kheshatta
Caravan/Boat from Khemi to Purple Lotus and head to the SW corner of the map.

Halls of Eternal Frost 70-75 = Personal Dungeon. Group/Solo
Directions: Old Tarantia -> Conarch Village -> Lacheish Plains-> Atzel's Approach -> HoEF
Located in the Middle-east side of Atzel's Approach, climbing skill is handing for entering, but you can also walk from the SE corner of the map up to the entrance.

Scorpion Cave 72-76 = Personal Dungeon. Group/Solo
Directions: Old Tarantia -> Purple Lotus Swamps -> Kheshatta -> Scorpion Cave
Located in the middle-west area of the map.

Atzel's Fortress 75-80 = Personal Dungeon. Group.
Directions: Old Tarantia -> Conarch Village -> Lacheish-> Atzel's Approach -> Atzel's Fortress
NE corner of Atzel's Approach. This place is pretty huge compared to previous dungeons so set some time aside if you plan to finish, around 3-4hrs depending on group build and experience should suffice.

Thoth Amon's Stronghold 75-80 = Raid Dungeon. Raid.
Directions: Old Tarantia -> Purple Lotus Swamps -> Kheshatta -> Thoth Amon's Stronghold
Located in the southern quest hub in Kheshatta (the massive tower). Its obviously recommended that you're 80 before attempting to get into a Raid for this.

Caravan Raider's Hideout 75-80 = Personal Dungeon. Group
Directions: Old Tarantia -> Purple Lotus Swamps -> Kheshatta -> Caravan Raider's Hideout
Southeast part of the map. Easiest endgame instance to farm loot from, but also one of the smaller loot tables.

Onyx Chambers 76-80 = Public Dungeon. Group
Directions: Old Tarantia -> Purple Lotus Swamps -> Kheshatta -> Onyx Chambers
Just west of the southern city in Kheshatta, you can actually jump over the wall across from that rez pad. This is similar to Main System, although more populated by mobs and less populated by other people. It is a bit larger than Main System as well so set aside a chunk of time for this if you consider to kill all the bosses at least once. The single rez pad at the entrance will also call for caution when proceeding to the lower of the 3 levels.


Level 80

Soul Chambers 80 = Personal Dungeon. Solo only.
Directions: Old Tarantia -> Purple Lotus Swamps -> Kheshatta -> Onyx Chanmbers -> Soul Chambers
The level 80 Destiny Quest is required to enter. Use the stack of invisibility items to make it through the Onyx Chambers unharmed. The Soul Chambers are behind a crack in the wall on the bottom level (where the black hand are).

Black Ring Citadel 80 = Raid Dungeon.
Directions: Old Tarantia -> Purple Lotus Swamps -> Kheshatta -> Black Ring Citadel
Located in the destroyed city in Kheshatta, just south of Thoth-Amon's Stronghold.

Vistix's Lair (The Lair) 80 = Raid Dungeon.
Directions: Old Tarantia -> Conarch Village -> Lacheish -> Atzel's Approach -> Vistix's Lair
Northwest part of Atzel's Approach. Requires climbing skill to safely reach, although it is possible to inch your way down without climbing.

Yakhmar's Cave 80 = Raid Dungeon.
Directions: Old Tarantia -> Conarch Village -> Field of the Dead -> Eiglophian Mountains
Northwest part of the map.

Kykikkis Crypt 80 = Raid Dungeon
Directions: Old Tarantia -> Conarch Village -> Field of the Dead -> Kykikkis Crypt
Far Northeast corner of the map.


Resource Zones


Mainly here so you don't shy away from Gathering while you're leveling to 80. Although not nearly as efficient, these zones will randomly spawn equal level mobs, mini-bosses and bosses in small groups or by themselves. Combine the NPC xp with the xp received for passing in each resource quest and you're still moving along at an ok pace depending on your luck with resources (be sure to instance hop for a nice, empty instance)

Lacheish Plains 20+
Directions: Old Tarantia -> Conarch Village -> Lacheish Plains
Caravan straight from Conarch

Poitain 20+
Directions: Old Tarantia -> Poitain
Caravan from Old Tarantia

Purple Lotus Swamps 20+
Directions: Old Tarantia -> Khemi -> Purple Lotus Swamps
Boat/Caravan from Khemi

Villa Quests (Noble Distict)
Because they deserve their own section..
These instances scale to your level and are repeatable. (on a timer, like the resource dungeons)
A quest is required to enter each Villa and are found as follows:

Villa Camillus - Rahim - Coordinates 773, 1169 (road to villas)
Villa Amiel - Marco in Armsman's Tavern
Villa Verde
- Lady Verde's Bodyguard - Coordinates 742, 1241 (outside villa)
Villa Lentulus - Sarissa in Armsman's Tavern
Villa Paetus - Gavion in Armsman's Tavern. Scaleable, but not repeatable. May still respawn if you don't pass in quests.

Thursday, August 7, 2008

Herald of Xotli: Gems

Armor:

Two-Handed Damage ***** – Red “Scything” Gems (Best - All)

Fire Damage (Magic) ****– Orange “Igneous” Gems

Natural Mana Regen ***– Blue “Replenishing” Gems

Natural Stamina Regen ***– Green “Rejuvenating” Gems

Max Stamina **** - Green “Invigorating” Gems

Strength **** - Red “Mighty” Gems


Two-Handed Edged:

Fire Damage(Magic) **** – Orange “Igneous” Gems

Melee Damage ***** - Green "Panoptic" Gems (Best - Raids)

Fatality % ****- Green “Brutal” Gems (Best 3/3 - PVP/Solo PVE)

Stamina Tap ****– Green “Enfeebling” Gems

Health Tap *** - Red “Exsanguinating” Gems

Strength ***** - Red “Mighty" Gems

Magic Damage **** - Yellow “Omnific” Gems


Gems (in order by level)

Orange: Carnelian, Tiger Eye, Chalcedony, Sunstone, Fire Agate, Padparasahsa

Blue: Azurite, Lapis Lazuli, Turqouise, Aquamarine, Sapphire, Star Sapphire

Green: Chrysoprase, Malachite, Peridot, Sphene, Jade, Emerald

Red: Spinel, Jasper, Garnet, Blood Opal, Ruby, Star Ruby

Yellow: Citrine, Chrysoberyl, Sagenite, Topaz, Heliodor, Golden Beryl


Tips:
In general, increasing your main sources of damage is absolutely key, this means Scything (2HE damage) and Igneous (+Fire Damage)/Ominific (+All Damage). After that try and distinguish what you need next to solve any mana/hp/stam/etc. problems that you may have, but try and stick to this list as these are without a doubt the most beneficial to us.

Wednesday, August 6, 2008

Herald of Xotli: Rough Gear Outline

Levels 1-19
Malefactor's Claymore - Stats needed - Quest Reward from finishing Tortage destiny quests.
Robe of Apprenticeship - +4 Defense Rating, +2.4 Defense Rating Proficiency, +1.5natural mana regen, +0.1% C Inv, +1.3 INT - Quest Reward from Tortage destiny quests.

Levels 20-29
Malefactor's Claymore - 42.1 dps, 40-65 (1.25s), +1.8 int, +4.8 fire dmg (magic), +0.7 slashing damage (melee) - Quest Reward from finishing Tortage destiny quests.
Nggoth - 44.9 DPS, +1.5 Poison Damage (melee), +2.2 STR, +2.5 INT - Quest Reward from Captain Nut's quest line near the entrance to Khopshef Province.

Levels 30-39
Frostmaim (level 30) - 52.5 DPS, 1.1 Slashing, 1.1 Cold, 2% Fatality - Mayhem in the Fortress quest in Conall's
Keen Claidhmore - 52.1 DPS, +2% Fatality Chance, +3.2 Strength, +1.8 Damage (melee) - Random world drop from Ymir.
Skrymir - 55.5 DPS, 3% Fatality Chance, +2.2 Damage (melee), Chance on Hit: Gelid Strike (19-28 points of frost damage) - Location unknown.
Outcast's Grievance -56.0 DPS, +5% Fatality Chance, +4.2 Str - Quest from Outcasts in Wildlands of Zelata.
Swordmaster's Flamberd - DPS 62.8, +4.4 Damage (melee), 2.7 Fire Damage (melee) - Located off the Swordmaster Boss in the Pyramid in Khopshef.

Levels 40-49
(Sanctum set screens: 1 2 3 4)
Vyre - 62.6 DPS, +2% Fatality Chance, +4.4 Strength, +0.2% Tap Health, +0.4% Tap Stamina - Acheronian Warlord, Sanctum of the Burning Souls
Luctus - 64.7 DPS, +2% Fatality Chance, +4.6 Strength, +1.4 Slashing Damage - Final reward for completing Captain Falco's quests in the Tarantia Noble District.
Bloodtainted Hoop - +5.1 Constitution, +5.1 Intelligence, +4.8 Fire Damage (magic), +4.8 Unholy Damage (magic) - Ancient Blood Defiler, Sanctum of the Burning Souls
Bloodtainted Band - +4.4 Str, +5.1 Con, +4.4 Dex, +.4% Cold/Fire/Elec/Holy/Unholy - Ancient Blood Defiler, Sanctum of the Burning Souls
Kel'Avashk Robes - +21 Max Health, +1.2 Natural Mana Regen, +71 Max Mana, +0.2% Crushing Invulnerability, +12 Defense Rating, +0.6 Heroic Defense Bonus - Princess Akivasha, Sanctum of the Burning Souls
Kel'Avashk Sandals - +2.4 Non combat Stamina Regen, +71 Max Stamina, +4.4 Dexterity, +2.4 Natural Stamina Regen, +0.2 Defense Rating - Princess Akivasha, Sanctum of the Burning Souls
Kel'Avashk Cap - +74 Max Mana, +5.1 Intelligence, +4.8 Unholy Damage (magic), +1.8 Defense Rating, +0.1 Heroic Defense Bonus - Princess Akivasha, Sanctum of the Burning Souls
Kel'Avashk Schenti - +27 Max Health, +2% Out of Combat movement, +71 Max Stamina, +.1% Crushing, +3.6 Defense Rating, +.2 Heroic Def - Princess Akivasha, Sanctum of the Burning Souls
Vashian Tunic - +6 Max Health, +71 Max Stamina, +5.1 Constitution, +6 Hiding, +0.2% Crushing Invulnerability, +12 Defense Rating, +0.6 Heroic Defense Bonus - Princess Akivasha, Sanctum of the Burning Souls
Vashian Treads - +2.0% Out of Combat Movement Speed, +71 Max Stamina, +4.4 Dexterity, +6 Hiding, +0.2 Defense Rating - Princess Akivasha, Sanctum of the Burning Souls
Vashian Keffiyeh - +0.4% Cold/Fire/Elec/Holy/Unholy, -1% Hate Modifier, +6 Hiding, +1.8 Defense Rating - Princess Akivasha, Sanctum of the Burning Souls
Vashian Schenti - +71 Max Stamina, +4.4 Dexterity, +6 Hiding, +0.1% Crushing Invulnerability, +3.6 Defense Rating, +0.2 Heroic Def - Princess Akivasha, Sanctum of the Burning Souls


Levels 50-59

Cry For War - 88.6 DPS, +6 str, +7 int, +0.3% health tap - Arena quests in Tarantia Noble District
Warstorm - 86.6 dps, +7 str, +4.3 slash damage, - Arena quests in Tarantia Noble District
Cimmerian Greataxe - 86.6 dps, +4.3 cold (melee), +4.3 slash (melee) - From the scout overlooking the Vanir camp north west in the Eiglophian Mountains.
Talion - DPS 84.5, +6.3 Strength, +7.3 Intelligence, +0.6% Tap Health - Field of the Dead Quest to kill Toirdealbach in the Tomb
Jeger Greataxe - 82.4 dps, +3% fatality chance, +6.4 strength - Quest in Eiglophian Mountains to kill cannibals
Bonecleave (level 59) - DPS 113.4, +7.1 Strength, +7.5 Damage(physical), Chance on damage: Rending Strike (12-17 points of slashing damage, 6-8 slashing damage a second for 4.5 seconds) - Dropped from Karvel Vernus in the Catacombs

Levels 60-69
Sunsteel Heavy Falchion - 99.1dps, 3 size 2 gem sockets - Weaponsmith
Kurbankohl's Anguish - 99.1 dps, 2% fatality chance, 3 damage (melee), .4% hp tap, .7%sta tap - Blood Rite Subterrain
Redcleave (64) - 106dps, 6.5 damage (physical), 0.8%hp tap, chance on damage: rending strike(see Redspray and take a bit out of those numbers)

Levels 70-79

Sunsteel Claymore -
113.9dps, 3 size 2 gem sockets - Weaponsmith
Bonesaw - 118dps, 8str, 8.4 damage (physical), 5.3 slashing damage ( melee) - World drop

Earthwrack
(level 72) - 131.4dps , +3% Fatality Chance, +8.4 Damage(melee), +1% Tap Health - Drops from the last boss of the Halls of Eternal Frost.
Bluesteel Bastardsword (75) - 124.5dps, 3 size 2 gem sockets - Weaponsmith
Amtah (75) - 130.3 dps, 8.3str, 11.2 damage(physical), 31.8 fire damage(magical)

Assorted level 70-80 loot, very useful

Level 80
Lamentatus 1 - 130.6 DPS, +8.7 Str, +52 Dmg (magic), +33 Fire Dmg (magic) - Onyx, First boss 3rd floor
Redspray - 143.7 DPS, 8.7str, 13.1 damage (physical), Chance on damage: Rending Strike ( 23-34 slashing damage, 12-17 every second for 4.5 seconds)
Diregore - 133.1 DPS, 13.1 damage (physical), 0.8% stam tap (physical), Chance on damage: Rending Strike ( 23-34 slashing damage, 12-17 every second for 4.5 seconds)- World drop

Herald of Xotli: What Stats to Look For

Armor: Primarily the choices come down to regeneration out of combat, in and out of combat (natural), and an increase in the base stat. Your main focus should be on +natural stamina and mana regeneration gear, something you will notice very early on. Grabbing health regeneration gear is also a good decision when stamina gear isn't available, and should probably be taken over mana gear outside of special cases where you're stacked with health. After all of these choices, +mana/stamina pool items are also very beneficial, although not nearly to the extent of natural generation, while a balance of each for health is probably best.

Weapons: Big focus for weapon stats will be the stat drains, primarily health drain and the higher the drain percentage the better.Stat drains essentially mean that dealing white/slash damage will drain the target of a certain percentage of that damage depending on the weapon. Having a very high health drain chance will increase your survivability substantially and is a primary focus for soloers and pvpers. When you've made it past the first 79 lvls and are finally into raiding, grabbing a stamina drain weapon will be your next focus, or a mana drain at least considering you can easily turn a little stamina into a massive chunk of mana with Body and Spirit Wrack. Of course choosing a weapon that simply has a large amount of stats would also be a choice, possibly even higher on the list than some mid to low range mana drains or very low stamina and health drain weapons.

Both: To make sure you are doing the max possible damage at all times you will want to be sure to collect the best +2handed edge and +fire damge(magic) gear you can get your hands on. The fire gear will increase your hellfire damage as well as and and all damage over time effects from desecrating essence, burn to death, etc. Two handed edge damage will increase all of your other damage output, meaning combos and white damage.

Herald of Xotli: Attributes

Strength: One of the Herald's primary attributes, this will increase their attacking rating with weapons (excluding daggers) boosting their overall slash damage.

Intelligence: Increases both spell damage and mana pool. One of the Herald's secondary attributes as neither mana nor spell damage are hard in high demand with the one main damage spell the Herald's have. About 2.5 mana per point.

Constitution:Grab a piece of gear with this when possible. Constitution will increase the Herald's health and stamina at a rate of about 2hp and 1.5 sta per point.

Dexterity:Adds to defense rating and stamina to benefit the Herald a bit, not hugely beneficial but better than nothing. Also adds a bit to ranged damage for the few times you will find yourself shooting stuff.

Wisdom:Also has an effect on mana, but again mana isn't hard to come by using other means so don't focus on this.

Herald of Xotli: PVP Strategy and Tips

General Tips
The Magic X: Using the "x" key to increase your parry percentage will boost your survivability in fights, but will also lower your damage output, this is known as active block. This ability would be best used when 1. You have a large pool of mana available to spam Hellfire 2. The opponent unleashes a fierce combo, you will notice this by a sudden drop in health from the first hit 3. You are relying on DoTs as your primary damage source and finally 4. You are waiting for a Global Cooldown from a key ability such as Hellstep (Yes, x increases ranged parry chance for those pesky rangers) On top of all of it's uses it also WORKS WHILE YOU ARE KNOCKED DOWN, absolutely key for knocback classes.

Rapid Burn: In order to do a rapid burn of a class, particularly melee, you will need to pop Exultation of Xotli, immediately following up with Fire Lance or your next two strongest abilities (Generally Body and Spirit Wrack and Pillar of Flame) Also, if it hasn't been used yet this would be a perfect time to unleash your Desecrating Essence, and make sure Contract of Protection 3+ is up as it gives you a damage boost.

Use Range: Don't just stand in range when you're fighting melee classes, be sure to run in and out of melee range to keep them from dropping their big combos on you. Of course you will want a DoT or two up beforehand, and be sure to use Hellfire Breath every time you pass back in range. Also, don't be afraid to throw or shoot at your opponent when they're out of range, especially once you get a crossbow which can often do as much or more damage than your slash (and also proc flame tongue for when you're back in range!)

Double Tap: Don't forget double tapping a direction can help you quickly evade an oncoming attack. Like the "x" strategy this will use a substantial amount of stamina, while giving a huge boost to your evasion/damage resistance (AA,DD,SS) or adding momentum to your attack for a possible stun(WW).

Start Early: If you're the one starting the fight, don't be afraid to initiate a combo early, especially if it's a long ass combo. Since the combos don't actually accomplish anything until every button is hit you will be fine if you have 3 or 4 of the fire lance buttons pressed before your opponent even sees you, but remember the longer the button sequence the longer the combo length meaning the more time your opponent has to run out of range and avoid some of the swings. Also remember you must have the person targeted during the combo and you can no longer hellstep mid-combo. Although, if you jump the person quick enough you should have the whole combo off and a dead player before they even know what the hell just happened. Either way, a quick Hellstep after them with a nice Hellfire Breath should finish the fight.

Learn What Shields to Use: One who's played each melee class has probably come to realize that each class generally has a certain direction where most of their attacks are based, or at least the strongest ones. Your job as a PVPer is to learn which classes attack from which direction and to adjust your shields accordingly. (Ctrl 1, 2, 3 combinations)

Strategy by Class Type
Soldier Classes (Guardian, Dark Templar, Conqueror): Simply put, this will be a battle of attrition. You will need to put up Burning Skull, Inferno Curse, and Fiery Enervation if you have them. Once they're debuffed and you're buffed open with Molten Steel Slash followed quickly by Burn to Death for the DoT, which is unmitigated by any armor, and then close with Pillar of Infernal Flame or Fire Lance if you have that. If Fire Lance is unavailable your opponent is most likely still standing, meaning you will have to keep up your DoTs and damage until you finally finish him off.

What to Watch For:
Conqueror - Batter Aside (Knockdown). Has a cast time so get out of range.
Guardian - Bloody Vengeance (1hander)/Skewer (Polearm) both can mean alot of quick damage, especially after a charge. Stay in range to avoid the charge damage bonus, either combo WILL come eventually though.

Melee Stealth Types (Assassin and Barbarian):If they sneak up and open on you immediately Word of Command and run out of range to regain your composure and buff if necessary. Once you're ready open with an inferno curse and Molten Steel Slash and Exultation of Xotli to make the rest of the fight relatively simple. Follow it up with either a Pillar of Flame > Body and Spirit Wrack combo or Fire Lance to seal the deal. The main thing to keep in mind is that they can also deal some crazy damage if you stay in melee range too long, so take the fight into your own hands and weave in and out of range, circle them, etc.

What to Watch for:
Barbarian - Cyclone of Steel (Dual Wield): 5 step downward combo. Shields: ^^^
What to Do: Double tap evade and active block. Pay attention and you'll see it coming.

Ranger: If they manage to run by and trap you be sure to catch them in a Word of Command if possible, keeping them within or close to melee range. From there do everything possible to keep in melee range of them, using Hellfire Breath on every cooldown and Burn to Death to keep up the DoT. Your best bet will not be to use Hellstep immediately, but to strafe around the ranger so you miss any traps he probably set. Once you get to a good position to hellstep without the fear of being trapped, be sure to use Exultation of Xotli at this time as it will help finish the fight quickly. If your combo goes of successfully it's almost a guaranteed win.

What to Watch For:
Salvo - Multi hit, High Damage. Shields ^^^
Piercing Shot - Very High Damage. Shields ^^^

Herald of Xotli: Immediately use Phoenix Cloak if it's available, should be an instant win if they don't have it and you're able to completely destroy them. For cases where Phoenix Cloak isn't available you will want to watch for Fire Lance, which the average Herald will open up with if they have it. To counter this stand in range of them for a few seconds and then quickly sprint out of range, repeat this after each use of your shortest combo available until they are dead.

Shields ^^^

Necromancer:Immediately Hellstep and Word of Command the Necro following up with your strongest combo. If Command is ignored or wears of before he dies keep on his ass and spam Hellfire Breath, with Burn to Death when the DoT wears off if it seems like you're gonna spend the next 10min chasing them in a circle.

What to Watch for:
Corpse Detonation - Avoid fighting near a large number of corpses.
Necrotic Bombs - Can cause AoE damage.
Pet Type - Later level melee types can drain mana fast and your combo damage is mitigated across the targets hit (meaning the pets too). Casters are high ranged dps and in many cases may need to be ignored. Crowd control whatever you can, just get to the Necro.

Healer Classes (Tempest of Set, Priest of Mitra, Bear Shaman):Use Burn to Death asap, if you put feat points into this it will help tear apart the caster while you use regular combos. Keeping them stunned with Horrible Visage is absolutely beneficial as well. The key is to out damage the healers heal over time spells, a feat that can be very hard to achieve with lacking fire damage but still possible, even against a Bear Shaman. To help with your damage be sure to polymorph whenever the cooldown is up to add an extra damage of time as well as a rather large jump in fire damage.
What to Watch for:

Bear Shaman - Crush > Wreck Armor. Often follows empowered renewal (+50% damage next attack) and weight of the world(root). Spend more time than usual moving in and out of melee range to lower the odds of this happening.
Priest of Mitra -
Hand of Mitra: 10 second immunity to damage. Root and kite them for the duration if possible.
Repulse - AoE knockback that doesn't result in knockback immunity, but is stopped by it. Weave in and out of melee range if you feel this is a problem.

Demonologist: Open by immediately Hellstepping to the Demo, following with a quick word of command and your most powerful combo. The key here is not to debuff them but to simply burn them down fast, especially if the pet is bound within melee range. Putting up Molten Flesh for fire based Demonologists can be very beneficial in keeping you alive. Once you're in melee range you're pretty much fighting another Herald, simply use Exultation of Xotli and unleash hell, hoping the Command doesn't wear off before he does.

What to Watch for:
Spec: either Havoc (lightning) or Conflagration (fire). For both, stay in range and be ready to WoC when they root you (short and breakable for lightning, longer and unbreakable for fire). If they're fire immediately use Molten Flesh, for Lightning potion up and wait for the root to break.


Herald of Xotli: Combat

Starting Out
What you'll first want to take into account when choosing a combo/hellfire rotation is what your stat numbers are at. If you're loaded with stamina, but lacking mana (less than 125% mana over stamina) you will want to focus on using roughly 2-3 combos for every hellfire breath. If the opposite is true for stats, as it probably will be, use Hellfire breath whenever it is available. From there you will want to make sure you debuff the target with whatever is available or at least necessary for the target: stick with the Molten Steel Slash +damage taken debuff and occasional Burn to Death for single, non-elite/boss mobs, go all out on debuffs for anything more difficult (Inferno Curse, Fiery Enervation, etc.) to maximize both your outgoing dps and your tanks incoming damage in the case of Fiery Enervation.

Mana and Stamina Control
Having self control when it comes to mana and stamina is absolutely key to surviving drawn out battles in the early levels. Once you obtain the Body and Spirit Wrack combo and have a point or two in mana steal for it, be sure to use it whenever you drop below about 75% mana and it is available for use. When using this paired with full Feats in +Spirit Wrack you will receive about 200% mana over stamina. Instant Demonic Fortitude feat should be used similarly, when you're running low on stamina as it will yield about 10% of your total stamina for about 6% of your total mana. The damage caused by Spirit Wrack won't hinder your dps too much and given the fact that Demonic Fortitude can be instant, neither of these sources of energy return will have much of an effect on your overall damage so there's nothing to worry about there.
For those seeking a different route, speccing into the General Feat tree will yield a hefty amount of mana regen and return, but no stamina. So choosing to avoid Spirit Wrack as a whole isn't all that bad of a decision, granted you will probably still use the combo on magic users simply for the mana it drains. Points can also be put into certain Possession traits for regeneration, although both Avatar and General are more effective.

Surviving
First and foremost decide on what you need to survive, then see IIIc. for possible Feat specs.

PvP: Focusing on your hit points and damage reduction are key, along with a secondary focus on quick and hard area of effect damage to kill them faster then they kill you. For this you will need to spend points on all 3 trees, with about 50% of your points into Possession and the rest in Avatar, til Mindless brute at least, and General, 3rd tier abilities are key here and the 4th tier will help as well. From there, abilities such as Improved Word of Command and Roots of Hell will both be huge survivability boosts in PVP, either removing knockdowns for a period of time or taking melee classes out of the picture entirely.

PvE: Put skills into Subtlety first of all, it can save you some feat points depending on what you do next. Now you can choose to put some focus on the General Tree for the -5% Hate Modifier and Misdirection, replacing Demonic Leech and Ether Thirst with their counterparts in the General tree, and removing excess points from another place. Or you could focus entirely on handling your damage, from what I have seen thus far, giving your tank a couple seconds to gain some hate will allow you to go at about 80% for the remainder of the fight, most likely more if you focus on using Molten Steel Slash to drop some of your hate. Note that we have yet to do any big raids or anything at this point so large group hate is hard to foresee as of now, although reducing you hate anyway you can, whether it be gear, control, skills or feats,will help you stay alive longer in the long run and possibly offset the loss of DPS it may cause.

Herald of Xotli: Combo Rotations

PVP: When deciding on a rotation for PVP all you really need to do is keep an eye on the cooldowns of the key abilities for the class your facing. This usually means watch the timer for Burn to Death, Hellfire Breath and Fire Lance should be watched. You also need to take into account the situation you're in as you won't always want to spend the time on Burn to Death when direct damage will get the job done and you won't usually want to waste a solid Fire Lance if you know the person will be able to quickly recover from it (ie a powerful, high cd heal), but you will want to use Hellfire Breath on every possible cooldown. No real secret to how you should use combos in PVP, just balance damage with survivability as much as possible.

PVE: When picking a combo rotation you will need to take a number of aspects into consideration, such as the mob type (boss, minion, elite, regular, etc.) and how much mana and/or stamina conservation you need. Generally speaking, though, your mana should be fine unless you spend alot of time debuffing and such. You will also want to take threat/hate into account as well, which is where both damage control and Molten Steel Slash come in to play. On top of all of this, don't forget you can weave lower ranking combos into your rotation to help work with the cooldowns. Now onto what I generally use for rotations..

Elites (single or two), the ones you will find in your average group instance, are generally quick to die and thus require a small rotation, something along the lines of Max Molten Steel Slash > Hellfire Breath > Hell Strikes > 2nd Highest Molten Steel Slash > Hellfire Breath > 2nd highest or other strong ability (note that I'd only really recommend the 2nd highest Hell Strikes at 80). Be sure to position yourself so you hit both mobs if there are two, of course, and this especially goes for the Molten Steel Slashes for when you move to that mob. You can feel free to use Desecrating Essence/Avatar and Exultation of Xotli at will, but general debuffing is not necessary.

Elites (Three +): Groups are something Heralds are naturally good at damaging, and this can often result in you pulling aggro in a situation like this if you have an insufficient number of tanks and therefore you should plan ahead. You can go through a large group in one of two main ways, you can either follow the single/double elite rotation or you can add in Pillar of Flame, your most powerful polymorph (desecrating or avatar) and any other defensive skills you may have such as Phoenix Cloak. But before you choose your path be sure that a. your group can keep you alive through healing/tanking or b. your group can help damage them down before you die (or c. you can solo them before you die). If you choose to burn them down 1 by 1, debuffing isn't frowned upon, and Exultation of Xotli can help on the last mob or two, but using Desecrating Essence/Avatar is most likely a bad idea.

Bosses: You will want to certainly use Burn to Death as it results in a large amount of overall damage and the bosses will always live long enough for the Burn to Death effect to actually kick in. Giving the tank a lead on hate is a common practice in this case so using Molten Steel Slash more than once or twice is most definitely overkill, instead add in Burn to Death and Pillar of Flame/Firelance or something else to take over those spots in the rotation. Pretty much use the single Elite rotation for the first rotation or two and move to some form of Hell Strikes > Hellfire Breath > Burn to Death > Hell Strikes > Hellfire Breath > Pillar of Flame. Note any resistances or invulnerabilities the Boss may have, for example: cut out some or all of your fire combos for a fire resistant boss, or add more for a frost based boss. The same goes for focusing more on magic for bosses highly invulnerable to melee and vice-versa.

Herald of Xotli: Combos

Hell Strikes (Top) – Simple to use and causes medium-high damage.

Molten Steel Slash (Right) – Deals medium damage while also increasing fire and slashing damage on the target, and decreasing the Herald’s threat on that target. Be sure to weave this into a combo when you're grouping in PVE.

Pillar of Flame – Deals very heavy fire damage to all enemies in melee range.

Burn to Death (Left) – Deals medium damage and causes the target to burst into flames, dealing medium damage over time.

I Eat Your Heart (Top) – Instantly kill a minion target and any minion within the immediate vicinity of the target, restores a portion of the Herald’s health. Also finishes off regular mobs below a certain hp %. (10%?)

Body and Spirit Wrack (Top)- Medium to high damage, can be turned into mana for the Herald.

Fire Lance (Top) – A quick succession of attacks potentially adding up to very good burst damage. Scales poorly so any mobs too far above your level won't even be scratched.(Avatar)

Herald of Xotli: Abilities

Contract of Protection - Absorbs __ damage every hit up to ___ damage every 25 seconds for an hour. Keep this buffed. Note: does not stack with similar buffs from other classes

Sign of Xotli – Increases the Herald’s defense for 1 hour. Keep this buffed.

Desecrating Essence – Infuses you with the power of Xotli, increasing health, melee/spell fire damage and adds an area fire damage effect around the herald.

Demonic Fortitude - Trades 10/15% mana for 15/20% stamina. Recommended more for lower lvls or people with lower natural regen.

Demonic Supplication (Avatar) – Roughly triples the duration of Desecrating Essence.

Exultation of Xotli – Gives the herald +30% damage for 10 seconds followed by -20% damage for 10sec . 25 second cooldown

Burning Skull – Aura damage on 1 target every 5 seconds while dormant (twice total) While in effect, chance on dealing fire damage to attackers for duration. 65 second duration, 30 second cooldown.

Undying Glory of Xotli (Possession) – Castable 30 minute buff which will resurrect a fallen Herald at the location of their corpse. Choosing to move to spawn at a resurrection point will start the cooldown.

Malefic Chant - 8-40% chance to regain hit points whenever Hellfire Breath is used.

Specter Chant (General) – 8-40% chance to regain mana every time Hellfire Breath is used.

Purge (General) – Dispels roots and snares on the targeted player, but also removes that players invulnerability to similar effects.

Molten Flesh (Possession) – Healed by fire damage and deal fire damage to attacking and nearby targets. Deals more damage for each opponent attacking you.

Inferno (Possession) – Continuous AoE fire damage which increases with every Flame Lash.

Fiery Enervation – Places a fire damage over time effect on surrounding enemies(if feat points are used) while also reducing their damage done and increasing their damage taken.

Dread Visage – Stuns targets surrounding you, and can be specced to drain some of their mana and stamina over 4 seconds (enough to not be overlooked)

Tongue of Xotli – Single target attack, but has a chance of creating area of effect volcanoes on mobs between the Herald and it’s foe.

Bonds of Anguish (Possession) – Curses the target and all nearby enemies, damage taken by those targets will splash onto the primary target.

Avatar of Xotli (Avatar) – Beefed up version of Desecrating Essence, but also adds to the amount healed by Demon’s Maw.

Demon’s Maw – Greatly increases magic fire damage and also adds a powerful heal over time effect on the Herald each time Hellfire Breath is cast (100 natural regen). When the healing effect is not on the Herald will take heavy damage from the spell. 3 sec cast.

Roots of Hell (Possession) – Increases the Herald’s weight when polymorphed to the equivalent of full plate armor and thus knockback immunity.

Word of Command – Renders surrounding targets immobile. (unless they resist, then you die)

Phoenix Cloak - Lowers the incoming damage for you while also reflecting a certain amount. Also slows your movement and attack speed. Recommended for defensive situations such as PVP to weaken a potential death blow.

Herald of Xotli: Feats (Mage)

Mageblood ***
Adds a good amount of Natural Mana Regen, good for longer PVP and PVE fighting as well as lowering downtime between fights.

Conclusion: Really only recommended if you don't have improved Body and Spirit Wrack, or in situations where using BaSW is impossible/difficult (PVP).

Spiritual Armament **
Raises your physical invulnerabilites by .5% a point and 1% for the 5th.

Conclusion: 3% isn't enough of a reason to invest 5 points in any situation.

Mind Phase ***
Reduces your theat produced in PVP, just like similar gems and gear.

Conclusion: Could find a home in early raid situations where the tank isn't geared too well, or is inexperienced, hopefully it won't be necessary for too long (if at all).

Archmage ***
Increases your fire damage.

Conclusion: If you do choose to go down the Mage Tree for whatever reason, mixing points in this and Mind Phase is a good idea.

Spiritual Aegis ***
Raises your magical invulnerabilities by .5% a point and 1% for the 5th.

Conclusion: Worth 4 stars in a situation where you need more magic invulnerability for a Raid boss, but this will be average between that 4 and the 2 it deserves otherwise because of the limited situations where magic invlunderabilities are needed at the moment.

Crimson Shield ***
Increases the damage Contract of Protection blocks total.

Conclusion: Fair for both solo pve and pvp, points could be better spent though.

Mystical Attunement ***
Increases you Fire damage by up to 39.

Conclusion: Great source for "free" fire damage, not worth going down into the Mage Tree for though.

Mirrored Iron ***
Gives your Contract of Protection the ability to reflect damage.

Conclusion: Pretty good for AoE grinding, but if you're this far into the mage tree you're probably not doing that.

Quickened Iron ***
Increases the rate at which your Contract of Protection replenishes itself, allowing it to block more damage per minute.

Conclusion: Best paired with Crimson Shield if you decide to tank.. oh wait, we wear cloth. Three stars because I'm sure you're sacrificing survivability in another tree.

Purge ***
Removes roots and snares from the targeted player, but also removes immunity.

Conclusion: Good for rushing someone, running from someone, or removing a root/snare from a class that only has one with a decent cooldown on it.

Malefic Chant ***
Your hostile spells have a chance of healing yourself for a marginal amount whenever they deal damage. Not a 4 because I'm not sure if they increased the healing or added the chance to proc on DoT spells, fiery weapons, etc.

Conclusion: Grab at least a point or two if you're in this end of the tree.

Spell - Misdirection **
Ok seriously, if you and your tank can't work together to keep the mob off of you you're gonna want to start somewhere else before this, maybe start with learning to control damage or teach your tank to do their job.

Conclusion: Hey, it works, but it should only be necessary if your tank dies and is immediately rezzed, even then your chance for survival can be slim depending on their spec so don't waste the points here.

Blood Hunger X
Useless for us

Conclusion: No, seriously, it's useless for us.

Specter Chant ***
Your hostile spells have a chance of returning a small amount of mana to you. Yet again, I'm not sure if this works on DoT spells.

Conclusion: Split points between this and Malefic Chant I guess, not sure why you're this far down the tree though.

Unleashed Power **
Increases the range of your AoE spells (Pillar of Flame and Polymorph aura primarily)

Conclusion: Only really useful when paired with Pillar of Flame (stacks with Reaching Flames)

Tome of Erik ***
Gives you a spell which temporarily increases spell damage.

Conclusion: Totally not worth going down this tree for.

Dark Meditation ***
A channelled spell that replenishes your mana.

Conclusion: Yet again, not worth going down this tree for.. in fact, nothing in this tree is really useful.


Herald of Xotli: Feats (Avatar)

Fiery Weapons *****
Fiery Weapons results in a large increase in melee damage overall. The effect procs roughly 15% of the time. The Fiery effect can't crit as far as I can tell. Just think of it as a 20-25% bonus to your normal melee damage.

Conclusion: A necessary, but also very beneficial 5 point talent.

Improved Fiery Weapons *****
It adds a good damage improvement to your Fiery Weapons and adds Fiery Weapons for your whole group. Putting one point in it is almost essential, but after that the value drops into only "really good" as it continues to add about 20% more damage a point with 40% for the last point.

Conclusion: Increases your damage by a considerable amount while also increasing the damage of your group members, fantastic!

Spreading Flames ***
Your Burn to Death DOT damage has a chance to spread to nearby enemies. Sounds amazing, but currently the damage spread is only about 1/3rd of the original damage. Still, not bad.

Conclusion: Gives even more of a reason to use Burn to Death on stuff other than bosses, and also helps justify the incredibly long combo and wind up it has at 80 (most mobs are dead by the time you get it off).

Demonic Fortitude ***
Trades 10/15% mana for 15/20% stamina. Worth a spare point or two, but don't focus on it unless you have stamina issues.

Conclusion: Goes hand in hand with a large amount of natural mana regen and/or Demonic Leech, honestly not a necessity though.

Demonic Leech *****
Amazing... Body and Spirit Wrack is one of the Herald's strongest beneficial moves, if not the strongest, and the fact that it drains from the primary target and all secondary targets damage it is a must have for PVE (and probably PVP)

Conclusion: Necessary in my opinion, drains around 1900 mana per mob damage at 80, usually resulting in a huge excess of mana.

Rage of Xotli ****
A solid damage increase to Hell Strikes, +20% damage. A good boost to one of our fastest refreshing lowest stamina moves.

Conclusion: Hell Strikes is used a lot, thus an increase in overall damage to it will result in an overall DPS increase. Great way to spend 3 points.

Mindless Brute ****
Adds roughly 15% more hp.

Conclusion: Key for survivability when you're soloing, and helps a lot in every other situation.

Flame of Xotli *****
A solid damage increase to Burn to Death (15/30/55%). Burn to Death is a great combo, don't underestimate because the initial damage is mediocre. There's a high damage dot after that makes it one of our strongest combos.

Conclusion: Considering how amazing Burn to Death is in both PVE and PVP these 3 points are strongly recommended.

Reaching Flames ***
The range of Pillar of Infernal Flame is already pretty high. For solo PvE or PvP you will probably see almost no noticeable difference. For PvE or group PvP it would be nice to have.

Conclusion: Recommended for AOE farming only~ (and maybe sieges)

Demonic Supplication ***
Increases the length of your next Desecrating Essence by 45 seconds or Avatar of Xotli by 20 seconds. It is instant cast and lasts 2 minutes, so you can preemptively use it.
Downsides are a long 15 minute cooldown and a high mana cost (all at 3/3 points). It's rare for situation where you would ever need to transform that long, but it's not bad too have.

Conclusion: Only decent after all three points are spent, not even that helpful either.

Blood Pit ****
Chance to spawn a pool that heals the health of you and your party members after performing a fatality or "I Eat Your Heart" combo. Procs often and can proc over other Blood Pits to refresh the buff.

Conclusion: Awesome way to spend a point, unless you focus more on PVP.

Ether Thirst ***
The mana is still fairly insignificant. It's also tied to Demonic Fortitude which is simply mediocre.

Conclusion: More useful in PVP and longer PVE fights. (Such as Raids)

Fire Lance ***
Uses 500 stamina in return for a fast 4 swing combo at about 700-800 damage a hit. 3min CD

Conclusion: Still great in PVP, giving Heralds a quick burst of damage.

Wrath of Xotli ****
A 50% damage increase in the aoe aura of Desecrating Essence and Avatar of Xotli.

Conclusion: All around beneficial, a nice way to spend two points.

Improved Burning Skull **
Suffers from the weaknesses of Burning Skull. Mainly too high of a mana cost, too short a duration, and doesn't proc enough. Molten Flesh is so much better.

Conclusion: Really only beneficialy for AoE grinding, about it.

Demon Within *****
A 12 second increase to the length of Desecrating Essence. That's nearly 50% more time. A very solid talent which synergizes well with the other talents that buff our demon form nearby.

Conclusion: Gives a solid increase to damage and survivability in every aspect of the game.

Herald of Xotli: Feats ( Possession)

Hellfire *****
I think this should be the first 5 points for anyone. It makes your Hellfire Breath a .3 second cast time. The improvement is awesome and you don't have to worry about casting concentration anymore. A big dps boost and it makes it much easier to use.

Conclusion: Immediate Necessity.

Flame Tongue ***
This was underwhelming for me. The damage is minimal, often not even an entire point of fire damage being added to your attacks, and the duration is short. I think the duration should be upped to 10 seconds or so. As it stands if you don't use Hellfire Breath every cooldown you lose the stack. I'm mostly taking it for Fury of Xotli.

Conclusion: Weak, but points needed for advancement.

Xotli's Vengeance ***
Fairly weak so far. It's nice to have two proccing buffs, but it only adds a few points of fire damage to your spells. Even at 44 I'm only getting about +8 spell damage from three points.

Conclusion: Full effectiveness is yet to be seen until the fire damage bonuses are reworked.

Improved Word of Command ****
Extends the range decently, helping in both PVP and PVE grinding.

Conclusion: Points well spent for any player.

Fury of Xotli *****
Excellent, procs a lot and essentially equals a free Hellfire Breath. Worth getting Flame Tongue.

Conclusion: The mana saved is very noticeable considering how often Hellfire Breath is used.

Touch of Hell **
Not a very noticeable talent. It adds a 5% slashing and fire damage debuff to enemies you attack on a 1 minute re-use timer. For 1 more point (after the first 5) you can make your attacks reapply the debuff. I could see it being good for raids but in normal leveling it doesn't make much difference and it's almost useless in pvp.

Conclusion: Won't be used enough to justify the points spent unless you get Lingering Hell as well, a total of 6 points which could be used more effectively.

Flame Lash ***
Flame Lash is a decent attack. The Flame Lash effect procs on roughly half of your melee hits hit except Combos, but the damage on Flame Lash is pretty underwhelming especially at 10 stacks. Mid 30s it was doing around 50 dmg twice like Hell Strikes at 1 stack, and around 250 each at 10 stacks. Upper left only and fairly fast, so it's kind of like a second Hell Strikes. The stamina cost is kind of high though, 165 to Hell Strikes 72.

Conclusion: Could potentially be used as a secondary Hell Strikes, although a lower rank can do just as well.

Undying Glory of Xotli ***
Great filler if you have a spare point. The ability is a castable, 1hr buff that will resurrect the caster upon death if the caster accepts the box that appears, similar to a play res so don't release don't the res location because it takes a few seconds for the box to pop up. Whether you resurrect using Undying Glory or release to a res spot the 30min cooldown will start. Just make sure your conquerors know when its up to save them from wasting a res cooldown on you.

Conclusion: Awesome for saving a long run back to your group, grinding spot, etc. The boost it gives to your damage upon resurrecting is pretty nice too.

Thundering Flames **
It doesn’t interrupt casts in progress. It adds a passive effect to Hellfire Breath that silences for about 1s, with a 10s immunity. It doesn’t seem to make any difference in PvE. For one feat point, it’s a nice added bonus to Hellfire Breath, which you are going to using as often as possible anyway.

Conclusion: Silence is too short and forces the user to rely entirely on luck unless they add the ability to stop a caster mid-cast.

Inferno ***
A nice talent for grouping. 1 minute cooldown, 350 mana. A short cast time spell which then gives you a buff that does some decent AoE damage.

Conclusion: The cast time could be better spent, but the extra AoE damage can help in certain situations, consider your playstyle before grabbing this.

Horrible Visage of Xotli *****
Very nice, the stun is 5 seconds with 3 points. It definitely adds a whole new level to our transform ability. Great for pvp, and in PvE it's nice because Demon Form actually starts healing a decent amount of hp.

Conclusion: Really amazing in every aspect of the game, adding another crowd control ability to our arsenal.

Molten Flesh ****
No mana, .5 second cast time, 10 second duration, 45 second cooldown. It makes fire damage heal you and does damage to mobs that hit you. Amazing in solo grinding as it seems to increase in damage with every target hitting you. The fire damage to the attacker is pretty decent and is increased by all source of increased fire damage, and stacks with other damage effects and AoE auras (i.e. Desecrating Essence).

Conclusion: Great for the later levels where solo AoE grinding is possible, as well as PVP, specifically against Demonologists and other Heralds.

Renewed Exultation of Xotli ****
Cuts 5 seconds off the weakened state.

Conclusion: Another great use for a point, 'nuff said.

Insanity of Xotli ****
Your AOE stun (Horrible Visage of Xotli) now drains stamina and mana from all targets.

Conclusion: A very nice talent for pvp, decent for pve. 4 ticks at about 115 sta/mana each

Burning Words ***
Does about 150 damage every 4 seconds at 80 (2 1/2 ticks?) making its only real use for AoE grinding and certain PVP situations.

Conclusion: Minimal damage makes it a less attractive choice, but it enhances an already helpful spell and shouldn't be overlooked when deciding where you should drop 1-3 extra points.