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Season of Discovery Phase 3 has been officially confirmed. It brings along a plethora of new features including 10 additional levels, fresh runes, equipment updates in dungeons, PvP sets, profession items, and various other additions. As Phase 3 approaches, it's important to assess the potential impact these changes will have on Druids. Will these enhancements prove beneficial, or will Druids find themselves once again falling short in comparison to other classes?
We begin with the addition of 10 new Talent points.
For Feral Druids, there are various allocations to consider, depending on whether we focus on PvE or PvP. In PvE, we now have the opportunity to fully invest in the Feral tree and even opt for Furor. However, I would not recommend this path as we still have 5 talents left to allocate, particularly nowhere else. Therefore, our priority lies in investing in the Balance tree and Natural Weapons to enhance our physical attack damage by 10%. If you want to speed up the process, then make sure you have plenty of WoW SoD Gold.
At the outset, we must choose between Wrath and Nature's Grasp, 2 talents that hold little significance in PvE but are necessary for progression. Upon selecting either, we can then advance to Natural Weapons, where our 10 points will be directed.
Unfortunately, we lack an additional talent to reach Omen of Clarity, a skill utilized in Phase 1. We will have to await Phase 4 for its acquisition.
When discussing PvP, there are various builds to consider, each with minor adjustments.
The most notable aspect of this phase is the ability to simultaneously invest in both the full Feral tree and Furor, a capability absent in the previous phase. This enhancement enhances our intellect, crucial for shapeshifting, as well as strength and critical strike. Additionally, we retain our energy when shifting from Furor, providing 4 extra points for allocation elsewhere, such as Nature's Grasp, Feral Aggression for Ferocious Bite, or Feral Instinct.
Alternatively, a Mana-oriented build presents itself as a solution to alleviate the hefty Mana cost associated with shapeshifting. To pursue this route, sacrifices must be made, potentially abandoning the Feral tree, Leader of the Pack, and some points from Heart of the Wild or Faerie Fire, or entirely forgoing Furor.
In my view, Furor remains indispensable for PvP, and I lean towards sacrificing offensive statistics instead. However, dropping 3 points from Heart of the Wild results in an 11% reduction in intellect and a 30% decrease in Mana for shapeshifting, which may not be advantageous. Consequently, opting for Natural Shapeshifter may not be worthwhile for several reasons, particularly in this phase.
Firstly, as previously mentioned, sacrificing intellect for Mana reduction seems illogical. Secondly, Season of Discovery differs significantly from the classic format, favoring burst meta and swift engagements where the utility of extensive shapeshifting remains uncertain, barring encounters involving Rogues.
Conversely, Balance and Restoration specializations do not introduce any notable additions in terms of talents.
Presently, acquiring Insect Swarm remains elusive as it necessitates 11 points. Consequently, you'll initially focus on Moonfury, subsequently considering Natural Shapeshifter if you're engaged in PvP, given its effectiveness in maneuvering and adapting during one-on-one encounters. Pairing it with Wild Growth or Lifebloom runes, along with Rejuvenation, renders you formidable while your damage-dealing allies execute their tasks.
Notably, the minimal Mana cost of 200 for your monkey form and 120 for traveling form seems inconceivable considering your substantial Mana pool exceeding 4,000. Following this, you can opt for whatever abilities you deem beneficial. However, significant impact remains elusive, as we await the allocation of the remaining 10 points until reaching level 60 for truly impactful talents.
The Restoration Druid will finally complete the Restoration tree, assuming the role of a healer.
Regarding abilities, at level 44, Barkskin becomes accessible, serving as our final in-game defensive capability.
Its arrival has long been anticipated, as it represents our sole defensive option. As for spells, there is nothing further to discuss. However, attention can be directed towards the advancement of runes, particularly given the confirmation linked to Barkskin.
Thus far, we have confirmed 2 runes: Improved Barkskin and Gore.
Improved Barkskin allows us to cast it on allies while in shapeshifted form without incurring any penalties to our casting time or combat speed. While this feature may not seem particularly remarkable, its utility as a healer, or secondary healer, may prove valuable, potentially hinting at preparations for future arena battles.
The other confirmed rune, Gore, presents a bit of a puzzle. The initial portion mentions the use of Lacerate, which is classified as a Hand Rune. This rune offers a 15% chance to reset Mangle, which is also a Hand Rune. It raises questions about how we can simultaneously utilize 2 distinct runes. Alternatively, it's possible that I am overlooking something crucial.
Using Swipe while tanking could serve as an effective method to frequently trigger this rune, providing a substantial damage bonus and generating additional Rage, a valuable resource that bears struggle to accumulate. Conversely, employing Mangle or Shred as a cat grants a 5% chance to reset Tiger's Fury. When combined with King of the Jungle, this ability restores 60 energy and enhances our damage output by 15%. Such enhancements could significantly amplify damage during boss encounters, particularly when executing Shreds swiftly.
However, I fail to discern a practical application for this rune in PvP scenarios, where typically, only 4 to 5 Shreds are executed at most during a single engagement. Moreover, the rarity of procs in PvP settings presents a challenge. Additionally, both of these runes are designed for the head slot, limiting our options in terms of equipment customization. This lack of variety in equipment slots may force us to make difficult decisions regarding prioritizing runes for PvP and PvE purposes, which is less than ideal.
Now, let's delve into the unconfirmed runes, where Barkskin and Gore stood just 3 days ago before their confirmation.
Starting with one that particularly catches my interest: Improved Frenzied Regeneration of the wrist slot. This bear spell is now usable across all forms, enabling the conversion of various resources into health, energy, rage, or mana. I anticipate this rune will serve as an exceptional defensive cooldown, especially beneficial for Feral Druids and Cat Form. Cats typically possess health ranging from 3 to 3.5k without buffs, while bears could reach up to 5k. Picture healing for 300 health every second in Cat Form—a transformative aspect in our PvP strategy. Combined with Barkskin, it empowers us to engage in direct confrontations with melee classes like Paladins, Warriors, and Shamans without succumbing to critical hits. Additionally, imagine a tank bear with abundant stamina and buffs, accruing rage upwards of 70, then activating this ability, yielding 700 health per second for a duration of 10 seconds—a truly staggering prospect. Furthermore, Balance Druids could extricate themselves from precarious situations with this ability, albeit at a cost of 50% mana for 10 seconds. Nevertheless, when paired with Innervate, it forms a potent combination for PvP. This rune harbors immense potential, to say the least.
Another intriguing unconfirmed rune is Elune's Fires, particularly appealing to Boomkins and tailored for PvE. This rune prolongs the duration of damage-over-time effects, enabling Boomkins to cast more Wraths and Starfires while minimizing global cooldowns and instant abilities like Moonfire and Sunfire. Undoubtedly, it serves as yet another damage amplifier, greatly benefiting Boomkins in PvE endeavors. Conversely, for Ferals, the extension of Rip by a mere 2 seconds leaves much to be desired. Why not extend Rake as well? This disparity fuels the perception that Blizzard harbors a bias against Feral in this expansion—an aspect that fails to captivate my interest.
The remaining unconfirmed runes include Gale Winds, augmenting Hurricane's damage output by 100% while reducing its mana consumption—an utterly perplexing concept. It seems to serve solely as a farming rune, a notion that bewilders me. Admittedly, as a Feral, farming poses a significant challenge, but this rune appears more gimmicky than practical.
Lastly, Efflorescence emerges as an unconfirmed rune that would potentially prompt Resto Druids to prioritize Swiftmend over other talents, such as those found in Balance trees or hybrid builds.
Also Read: Revealing The Secrets Of Investing In The Late Phase Of WOW Classic SOD
Phase 3 introduces several new features, including updated itemization.
For the first time, PvP sets with active bonuses are becoming available, marking a significant development for all 3 Druid specializations. Considering that Survival Instincts from Phase 2 and the potential rune Improved Frenzied Regeneration in Phase 3 scale independently of HP, this represents a promising enhancement. The significance lies not only in augmenting abilities but also in bolstering stamina overall, particularly pertinent in the current burst-oriented meta. Increased stamina proves advantageous against specific specs such as Rogues, Shamans, and Hunters, among others. With these additions, Druids are less likely to face easy defeat at the hands of Rogues, offering another layer of survivability to mitigate bursts from certain classes, barring any unforeseen complications stemming from PvE items with obscure offensive procs.
In summary, we've received some positive developments, although certain aspects remain unconfirmed, and lingering issues persist.
It's evident that Phase 3 will bring about enhanced defensive capabilities, a matter of particular significance to me as a PvP player. In Phase 2, Druids faced significant challenges in this regard, often necessitating the sacrifice of King of the Jungle to obtain a single defensive ability, Survival Instinct. Now, with the addition of Barkskin and Improved Frenzied Regeneration, the landscape has shifted slightly. Not only will Feral Druids benefit from these changes, but Resto and Balance Druids will also see advantages from PvP gear and the potential inclusion of Improved Frenzied Regeneration.
Another area of concern is mana management. While the pursuit of Natural Shapeshifter for mana reduction appears less likely, it's worth acknowledging that this phase may prove less arduous for Ferals due to the inclusion of all 5 Hard of the Wild talents and a boost in intellect. However, mana issues for Feral Druids will persist until Phase 4. Balance Druids appear to address this challenge in this phase, while Resto Druids demonstrate commendable healing capabilities in battlegrounds and raids, aided by new potential runes and the comprehensive Restoration tree.
Despite these advancements, certain problems persist: a lack of solutions for Feral Druids in PvP, ongoing mana problems during shapeshifting, and the absence of runes that would allow for bonus damage scaling from agility. Nevertheless, the defensive enhancements appear quite substantial.
Here are some invaluable tips for players to adequately prepare for the forthcoming Phase 3 in WoW Season of Discovery. Adhering to these essential guidelines will undoubtedly facilitate a smoother gameplay in the upcoming phase.
Dungeon grinding has gained popularity, particularly with Scarlet Monastery, offering efficient leveling opportunities. Dungeons such as Zul’Farrak, Maraudon, Sunken Temple are all viable options. While the potential for Maraudon or Sunken Temple to become level-up raids exists, it remains unconfirmed. Questing also plays a significant role, with locations like Booty Bay in Stranglethorn Vale offering suitable quests.
For both Horde and Alliance, Blasted Lands and Swamp of Sorrows provide additional questing opportunities. The Hinterlands stand out as a substantial questing area, with Kalimdor offering zones like Tanaris, Feralas, and Un'Goro Crater, ideal for leveling up towards Level 50. Familiarizing yourself with quests in these core zones is crucial for effective Phase 3 progression.
Another important tip to consider is focusing on PvP reputations. It's essential to grind your PvP gear and strive for an exalted reputation with Warsong Gulch and Arathi Basin factions. Achieving exalted status will unlock Level 50 bracers, which are superior to their Level 40 counterparts.
You'll have access to epic bracers and other valuable items from the Arathi Basin reputation vendors, although some items may require revered status. Notably, revered gear includes boots that increase movement speed and grant attack power, as well as a girdle suitable for Level 48 characters. While attaining exalted status may take time, many players are currently farming the STV event for logs and grinding the Arathi Basin reputation to expedite the process.
The next essential tip is to ensure you have an ample supply of consumables and world buffs. While Spark of Inspiration is significant, don't overlook the benefits of Darkmoon Faire, which provides a substantial 10% damage buff. Although there's a risk of losing these buffs if you die, they can significantly enhance your gameplay experience.
Notably, the Darkmoon Faire buff remains active even at Level 39, offering a slight advantage in movement speed. Therefore, strategically planning to acquire these buffs before reaching Level 40 can provide a small yet beneficial edge.
Consider maximizing the efficiency of your consumables to save time and increase damage output. For instance, Firepower and Lesser Arcane can provide a notable boost without costing much of your SOD Gold. This strategy is particularly valuable for players aiming for world-first racing.
Next, let's discuss the importance of obtaining essential flight paths. For Horde players, securing Stonard for Swamp of Sorrows is crucial, while Alliance players should aim for Nethergarde Keep in Blasted Lands. You may already have flight paths for Stranglethorn Vale and Booty Bay, but if not, it's advisable to acquire them. Prioritize obtaining flight paths for key locations like the Hinterlands.
Alliance players can access Aerie Peak, while Horde players can reach Revantusk Village. An efficient way for Horde players to reach Revantusk Village is by flying to Arathi Highlands, taking a boat to the coast, and swimming to Hinterlands. This method can be faster than the conventional route through Aerie Peak, especially considering the high-level mobs in the area.
Don't forget to obtain the flight path for Gadgetzan in Tanaris if you haven't already, as it can be highly beneficial. Similarly, ensure you acquire flight paths for Un'Goro Crater and Silithus while you're in the vicinity. Although Silithus is an endgame zone, acquiring the flight path early on will be advantageous for future use. Consider visiting Felwood, another endgame zone, if you're heading towards Winterspring. Whether you are Horde or Alliance, Felwood's flight path is located in the northernmost part of the zone.
Another crucial tip is to have a clear profession plan for the upcoming Phase 3. With professions reaching a maximum level of 300, there will be an abundance of SOD content available. While it's uncertain if unique recipes aimed at Level 50 will be introduced, it's a possibility worth considering. It's essential to familiarize yourself with these specializations and develop a plan accordingly.
Blacksmithing and Engineering stand out as particularly significant professions, while tailoring lacks specialization. I recommend prioritize obtaining the Mooncloth recipe and the Runecloth Bag recipe from Everlook in Winterspring. These recipes were disabled in Phase 1, and their availability in Phase 2 is uncertain.
Crafting Mooncloth will be crucial due to its 4-day cooldown, requiring 250 Tailoring skill. While obtaining Felcloth may be challenging before reaching Level 50, it will become a valuable resource for crafting in Phase 3, particularly in Felwood.
Finally, upon reaching Level 50, players can embark on class quests, which provide unique and potent items for most classes. These quests are predominantly located in Sunken Temple, although their exact format may vary if Sunken Temple becomes the designated level-up raid.
Players unfamiliar with these class quests are encouraged to research them, as they offer powerful rewards. All class quests typically involve completing tasks across the world before culminating in Sunken Temple. Therefore, it's crucial to understand and prepare for these quests to maximize their benefits.
In the upcoming Path of Exile 3.24 Necropolis League, Scorching Ray stands out with its unique mechanic that enables multiple entities to inflict debuff together. So, today we will delve into the significance of this for the altered Scorching Ray.
Scorching Ray is a channeled ability that deals fire damage over time, and it does this by applying stages of a debuff to enemies caught in the beam. Debuff stages are gained based on the cast interval, each debuff deals with its own damage and has its own duration.
But the duration only starts to expire when the enemy leaves the beam, with each debuff stage increasing the base damage by 60%, and if the enemy remains in the beam long enough to reach 8 debuff stages. Fire exposure is inflicted at a magnitude of minus 25% to fire resistance.
In terms of ascendancy choice, Hierophant will overcome this problem by reaching 6 maximum totems: one from Ancestral Bond, one from the ascendancy, one from a Shaper Shield, and 2 from Multiple Totem Support. This way, you’d have 3 cycles of totems, providing a larger window for each set of totems to apply their debuff. However, one of the biggest problems with Scorching Ray totems is map clear, as the totems’ AI often locks onto targets and there are some straggling mobs that are left unchecked.
The Chieftain’s Hinekora, Death's Fury notable may provide a much better map clear with his explosions, and Chieftain also has the upside of Ramako, Sun's Light, which makes the use of Temporal Chains easier as you don’t need to worry about flammability. Of course, having some POE Currency in hand can make your game smoother.
Now Scorching Ray has another rather unique mechanic attached to it which allows beams from distinct entities to deal damage simultaneously, which is why Scorching Ray totems have been a thing in the past and this is an intended mechanic.
In fact, since the Scorching Ray appeared in patch 2.4.2, fire resistance of the Scorching Ray is specified to be no more than minus 24%. Each Scorching Ray debuff on an enemy can have 8 stages. An entity can be affected by multiple Scorching Ray debuffs at a time from different beams. They’ll all apply their damage over time based on their individual stages, but the total fire resistance penalty from all the debuffs on a particular enemy cannot exceed minus 24%.
In the past, this mechanic has only really been relevant for the case of using Scorching Ray totems in a standard totem build setup, where you try to max out as many totems as possible. This makes sense because Scorching Ray deals the most damage when it gains all of its stages. If the totem has been long enough to gain 8 stages, it will deal the maximum damage that it’s capable of, which is a lot more than just the base one stage because it gains so much damage from extra stages.
However, we now have a transfigured version of Scorching Ray in POE 3.24, that’s Scorching Ray of Immolation. This gem is significantly different in terms of the numbers from its original counterpart, but it shares the same mechanics Scorching Ray of Immolation has far more front-loaded damage relying a lot less on gaining stages to deal decent damage.
It also has double the base duration and doesn’t have the fire exposure at maximum stages by using this version of Scorching Ray you can scale the damage in a way that wasn’t possible with the original gem and this is by having totems inflict their beam debuff right before re-summoning them again to inflict new debuffs and so on.
So forth this way you can scale the duration of the debuff that lasts when an enemy leaves the beam and scale your totem placement speed to achieve a ramping damage over time, which is somewhat similar to poison in fact you even make use of Temporal Chains since Scorching Ray damage component is considered being a debuff which persists on the enemy and it is affected by Temporal Chains slower expiry mechanic.
So, let’s have some theoretical and technical discussion. I think to make use of this tech, you’re going to want to invest into duration because it’s increasing your maximum potential damage output. You’ll need a good balance between scaling damage normally through increases, more multipliers, and DoT multipliers, and scaling skill effect duration.
A single duration wheel on the passive tree combined with the more skill effect Duration Mastery will be good, along with Efficacy and Malevolence. This will bring the 3-second base duration up to around 6.2 seconds, and Temporal Chains then essentially act as a multiplier on top of that duration, which will bring the actual debuff duration to just over 8.2 seconds.
Re-summoning totems will despawn the oldest totems first, so having access to additional maximum totems is potentially a great thing to have in this build. Where you get the opportunity to spam your totems for maximum damage ramp in a boss fight, if you have a low maximum totem limit, depending on your totem placement speed, you may despawn the totem before they’ve applied their debuff.
The Sentinel’s holy guardian Mastery class in Last Epoch, the Paladin, places a strong emphasis on magic and defense. By use of its Mastery Skill, Holy Aura, the Paladin protects and amplifies personal and allied qualities, such as protection and damage.
Without the right build, leveling up as a Paladin can be difficult because of the build’s concentration on defensive, which makes switching to offensive strategies more difficult, especially when playing alone. However, there are a few strong builds that provide workarounds, like the one below that focuses on Healing Hands. Please bring enough Last Epoch Gold to find out with us!
This Paladin build revolves around the Healing Hands skill, which at its core provides healing to nearby allies along with a heal-over-time effect. However, by specializing in Healing Hands, you can enhance it with the Searing Light node, introducing a damaging aspect to the skill.
Following this, there are two paths to take with Healing Hands - melee or ranged. In this particular build, we’ll focus on the melee version, although the ranged option is equally viable, albeit with a distinct skill setup.
The pivotal nodes essential for making Healing Hands your primary damage-dealing skill are Cleric’s Hammer and Seraph Blade. At four points, Cleric’s Hammer grants a 100 percent chance for Healing Hands to activate upon using a melee attack, while Seraph Blade transforms Healing Hands into a melee attack, allowing it to scale based on melee damage rather than spell damage.
Considering this, the general gameplay of this build leans towards tankiness and melee combat, utilizing Void Cleave to maneuver between enemy groups and dispatch them with Rive and Healing Hands. Overall, this build offers straightforward gameplay, requiring only one button for attacking and another for traversal.
As previously mentioned, the central skill of this build is Healing Hands.
When enhancing this skill, prioritize maxing out Cleric’s Hammer initially to ensure Healing Hands triggers with a 100% chance upon executing a melee attack. Subsequently, progress towards the Seraph Blade node. Following this, acquire Divine Barrier, Synthesis of Light, and Guardian’s Heart to generate Ward on the left side of the skill tree.
Next in focus is Rive, which serves the purpose of activating Healing Hands while inflicting damage. Within this skill tree, promptly unlock the Foe Cleaver node, then shift attention to the right side to obtain Challenge, subsequently progressing towards the Double Slash node.
For mobility, Void Cleave is employed. While Lunge is an alternative, Void Cleave enables movement without requiring a target and serves to trigger Abyssal Echoes for supplementary damage.
Within Void Cleave’s skill node, prioritize unlocking Gravity’s Edge promptly to enable Void Cleave to operate as a proper traversal skill, followed by acquiring the Hellish Chasm node to convert it into fire damage. Subsequently, focus on unlocking Resonating Cleave to ensure Void Cleave triggers Abyssal Echoes efficiently.
Abyssal Echoes serves solely for additional damage when utilizing Void Cleave and is not cast independently. Start by using the Void Purifier node to transform Abyssal Echoes into fire damage. Then, use the Embrace the Darkness and Vorpal Reverberation nodes on the left side of the talent tree to increase the damage.
Lastly, Holy Aura is addressed. Progressively enhance the Shelter from the Storm node for substantial Elemental Resistance, then bolster the skill’s damage buffs by investing in the Flame Burst, Fanaticism, and True Strike nodes.
While our primary focus in this build is on Rive, it’s worth noting that Vengeance offers alternative effects. Rive boasts higher attack speed, allowing more frequent triggering of Healing Hands, whereas Vengeance becomes preferable when seeking additional defense.
In this build, we’ll allocate passive points across the Sentinel, Void Knight, and Paladin skill trees.
Before unlocking your Mastery, prioritize investing points into nodes such as Juggernaut, Armour Clad, Valiant Charge, and Time and Faith in the Sentinel tree. Additionally, allocating points into Blademaster proves beneficial.
Within the Paladin tree, initial emphasis should be on upgrading Defiance, Valor, Conviction, and Holy Icon, offering a balance of defensive and offensive stats. Subsequently, prioritize enhancing nodes like Blinding Light, Divine Essence, Reverence of Duality, and Light of Rahyeh for increased damage output.
Lastly, in the Void Knight tree, consider acquiring the Abyssal Endurance node for supplementary Void Resistance, World Eater for lifesteal, and Void Corruption for a notable boost to critical damage.
The paramount statistic for the Healing Hands Paladin build is Healing Effectiveness. Through the Bane of Evil node within the Healing Hands skill tree, this skill scales its damage in proportion to Healing Effectiveness, doubling its original healing augmentation function. Consequently, every percentage point of Healing Effectiveness significantly bolsters both survivability and damage output.
Considering this, here are the primary statistics to prioritize when upgrading your gear as you progress:
It's advisable to leverage crafting opportunities as you advance and acquire new gear. Utilizing shards imbued with any of these statistics, alongside more general defensive or utility attributes like health, mana, and armor, can enhance your gear for added potency.
Fortunately, this build doesn't heavily rely on specific Unique items, making gearing relatively straightforward.
Nonetheless, several Unique items offer notable power increases and should be integrated if you chance upon them while leveling:
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