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Saturday, January 11, 2025

Palworld Weapons Tier List

Palworld has many weapons but a lot of them are much to be desired in terms of performance compared to others. This will focus on early, mid, and late game weapons and what's good to use for each. 

Starter Weapons (crafting bench)

S-Tier: 3 Shot Bow 

A-Tier: Fire Bow, Poison Bow

B-Tier: Old Bow

C-Tier: Bat, Stone Spear

D-Tier: Meat Cleaver


Early Game Weapons (ingot)

S-Tier: Handgun 

A-Tier: Makeshift Handgun, Musket, Katana

B-Tier: Makeshift shotgun, Makeshift SMG, Makeshift Assault Rifle

C-Tier: Fire Crossbow, Poison Crossbow


Mid Game Weapons (refined ingot)

S-Tier: Assault Rifle, Semi-Auto Rifle, Pump Action Shotgun

A-Tier: Old Revolver, Compound Bow, Semi-Auto Shotgun

B-Tier: Single-Shot Rifle, SMG, Double Barrell Shotgun

C-Tier: Grenades

D-Tier: Melee Weapons


Late Game Weapons (palmetal ingot & plasteel)

S-Tier: Rocket Launcher (slow reload but destroys everything in a large radius, 2nd best gun in game)

A-Tier: Flamethrower, Laser Rifle 

B-Tier: Grenade Launcher, Gatling Gun

C-Tier: Guided Missile Launcher (worse version of rocket launcher), Frag Grenade mk2

D-Tier: Meteor Launcher (not a lot of damage for ammo that's hard to find)


End Game Weapons (Hexolite)

S-Tier: Plasma Cannon (best gun in the game)

A-Tier: Laser Gatling Gun (3rd best gun in the game) 

B-Tier: Advanced Bow (good single target but better weapons exist)

Palworld Best and Most Useful Base Pals

The tier of pal really varies depending where you're at in the game and the jobs you're trying to complete. 

I will say that I beat everything in the game on hard so I do have a good idea of how to get through the game regardless of which pals I've used. At times my base wasn't well optimized but you don't have to be running an extremely efficient factory to keep up unless you're playing with a large group of players who are eating your resources.

Base Pals: you should always use the highest level pal you have for each category you need. It used to be worth using the pals with the highest work productivity and least amount of other jobs, but now you can set specific tasks for pals making it far easier to manage your base. 

Use the best in slot when necessary but some roles won't be full time jobs so having a few good all around pals can be helpful. Ensure you set your best in slot pals to dedicated stations or dedicated jobs, depending on what you need. If you have a great all arounder who has a skill satisfied by a better pal, then uncheck that job so they don't waste time.

Here are best in slot pals for each job: 

Handiwork: Anubis, Splatterina, Selyne

Watering: Jormuntide, Faleris Aqua

Kindling: Jormuntide Ignis, Blazamut Ryu

Cooling: Frostallion, Bastigor

Planting: Lyleen

Gathering: Frostallion Noct, Jetragon

Mining: Blazamut, Blazamut Ryu, Astegon, Knocklem

Lumbering: Celesdir 

Electricity: Orserk, Azurmane

Transporting: Wumpo, Wumpo Botan, Knocklem

Medicine: Bellanoir, Bellanoir Libero

Farm: you need all of these to aid in cooking and crafting

Eggs: Chikipi

Honey: Beegarde

Wool: Cremis, Melpaca

Milk: Mozzarina

High Quality Pal Oil: Dumud 

Great All Around Base Pals: Grizzbolt, Mossanda, Mossanda Lux, Robinquill, Beegarde, Bushi, Bushi Noct, Verdash, Vaelet, Cryolinx, Cryolinx Terra, Petallia, Wumpo, Wumpo Botan, Warsect, Lyleen, Sootseer, Dogen, Tarantriss, Prunelia, Nyafia

Palworld Review, Tips, Tricks, and Playthrough Guide

Palworld has been out for almost a year now and it was my personal 2024 Game of the Year (GotY). I have no idea how a PS exclusive kid's game won and how Palworld wasn't even nominated, clearly due to journalists being paid off by Sony and being scared of Nintendo. 

Palworld is everything aging Pokemon fans have wanted for years. A true 3rd person action adventure open world Pokemon style game. Adding survival crafting with working Pals in your base really takes it to the next step. 

Since launch Palworld has added 2 major expansions which added new raids, tower bosses, new pals, new abilities, new gear, new weapons, and more. This allowed for more exploration, more collecting, more breeding, more base building, and overall more content. These updates also fixed many bugs and added more quality of life to the game. 

Overall the gameplay, graphics, and support of this game are A-tier. It's truly a fun game and worth the purchase. If you're a fan of survival crafting, open world exploration, 3rd person combat, and/or a pokemon style game then I highly recommend this game for you. You don't have to enjoy all those things to enjoy this game though as there's something for everyone. 

Credit: Pocketpair

This game is way better with mods. You can allow for more bases, bigger bases, more pals in your bases, and more QoL around crafting, base management, and player power. Just ensure you follow the mod instructions and only use upgraded mods for the latest expansion. You can tell on Nexusmods by looking at the date of last update. However, if you want a non-modded playthrough I give credit to Pocketpair for adding tons of game customization options. You can edit so many things about your playthrough AND you can change them later if you don't like something. Everything from difficulty, resource production, catch rate, and more. 

For your playthrough you are guided to focus on exploring, capturing pals, managing your base, and eventually taking down tower bosses. There are now 7 tower bosses and defeating each one unlocks your next tier of crafting gear, weapons, and production in your base(s). 

The game starts you in the southern most region of the middle continent. Behind you is an abandoned castle and that's where I always build my starter base. There's enough space to craft all the basics and have a handful of pals manage it. If you have base raids turned on in settings then ensure you block off the stairs down into the castle as it'll buy you time to take out the invaders who always come through that hallway.

Tower 1: Rayne Syndicate. Zoe and Grizzbolt. This tower is in the forest region of the default starting area just north of where you start. You can take on this boss at level 10. This boss is relatively easy. Since grizzbolt is electric focus on using pals that aren't weak to electricity (avoid using water and flying). Ground type will do well here.

Tower 2: Free Pal Alliance. Lily and Lyleen. This tower is in the northern part of the main continent in a small snowy mountain region. You will need some cold resistance on your armor/accessories to get here. You can do this tower at level 25 and Lyleen is grass type so avoid using a water type. Fire type will do well here.

Tower 3: Eternal Pyre. Axel and Orzerk. This tower is located on the far west side of the map at the top of the giant volcano. You will need fire resistance on your armor/accessories to get here. You can take on this tower at level 40 so by this time you've already explored the entire inner continent hopefully where the first 2 towers reside and the green islands around them. Orzerk is an electric type so avoid using flying type here. Ice and Ground type moves will do well. 

Oil Rig 1: The first oil rig is located in the water channel between the first 2 towers (just north of Penking and south of Warsect). The enemies on the rig vary from 40-45. The key to defeating these is killing all the enemies, disabling the turrets, and opening chests, with 1 big chest either being in the middle on a platform or in a shipping container at the end. This is the first method to farm oil. These rigs reset once per hour usually, although mods can speed that up.

Tower 4: PIDF. Marcus and Faleris. This tower is located on the far NE side of the map in the desert region. You will need max fire resist during daylight and near max cold resist at night time here. There's also a hub of vendors here called the Duneshelter located near the middle of this big desert island. You can do this tower at level 45 and by now you've explored the entire inner continent and volcano island. Faleris is a flying and fire type so ensure you use water type pals to fight it. Electric works ok too. Don't use grass or ice types here. 

Tower 5: Genetic Research. Victor and Shadowbeak. This tower is located on the northern most island which is a giant snow covered mountain with a forest/city on the southern tip of it. You will need maximum cold resist to explore here. You can do this tower at level 50. By now you've explored the first 3 continents from the previous 4 towers and should have decent gear. Shadowbeak is a flying and dark type. Dragon pals do very well here. I highly recommend a Quivern, which by now if you captured a bunch of them, bred them, and used a pal condenser on them, should be super powerful. 

Oil Rig 2: The second oil rig is located in the SE corner of the main map off the coast of Marsh Island and is level 55 content. This oil rig is much harder than the first one and rewards wise is roughly the same, with slightly higher level materials dropping, along with the oil. Overall this is the worst rig in my opinion in terms of rewards unless you have the mod that allows for gold chest drops from all chests.

Tower 6: Moonflower. Saya and Selyne. This tower is located in the NW corner of the main map West of the icy mountain and North of the volcano mountain. The enemies and pals here can be dangerous as it's a newer zone. However, there can be a few powerful pals you can capture. You can do this tower at level 55. Selyne is a dragon/normal type and a dragon type is best here. Don't be afraid to bring in your strongest pals and weapons with plenty of ammo. This fight is not difficult but can be if unprepared. I waited until level 60 to do it personally. 

Tower 7: Feybreak. Bjorn and Bastigor. This tower is located on the newest island of Feybreak in the SW corner of the main map, just south of the giant volcano island. The island is very difficult to approach so beware. There are anti-air defenses throughout that you have to destroy and disable before you can fly. Take your flying mount from the volcano and once you hear anti-air locking on dismount and glide in. Ensure you take plenty of ammo, healing, and ground mount pals with you. This place can be tough at first. After disabling all anti-air defenses (and there are many) you can go to the southern tip of the island to find the tower. Bastigor is an ice type who can freeze and hit hard. You'll want powerful fire types to get through this fight. You and your pals need to be level 60 and should be using all the best gear and skills from palsteel. 

Oil Rig 3: The third oil rig is in the SW corner of the map off the coast of Feybreak. It is extremely difficult. There are laser towers that constantly shoot you when you're mounted so approaching is similar to how you approached feybreak to begin with. If you really want to beat this easily then download the laser tower disabled mod. If you want to do it legitimately then you need to farm up the best pals, weapons, and armor from Hexolite before going in. My strategy was to land on the main deck with the cage around the golden chest. Take out the enemies in close proximity but you can ignore pretty much the entire rest of the rig. When you go to hack the chest an attack helicopter will come. I found my pals mostly useless during this fight. They either stand there confused or miss their attacks. The plasma cannon is by far the best weapon to take this down and you can use the cage in the middle to line of sight most of its attacks. I had zero issues doing the fight this way. 

Best Base Locations: My top base locations are as follows....

Starter base in castle ruins behind starting point (254,-522).


Main Base Recommendation on Forgotten Island in upper left corner of the map south of moonflower. There's an elevated platform in the SW corner that is base size and pal raids usually cannot reach this base, making it safe. I try to sprint to this location after defeating the first 2 tower bosses to setup my main operations. I built my mining and farms outside and built a multi-story building in the middle with the first floor housing my pals, second floor used for crafting/production, and third floor used for breeding (-476, -84)



Ore Base Recommendation would be the east side of the main Palapagos island chains, just west of the fire fissure and south of verdash. This spot is on an elevated hillside so no raids can get to it and it yields a ton of ore in the early game if you stock it with mining pals. (307, -38)


Coal/Sulfur Base Recommendations would be the southern edge of the volcano island. There's some elevated platforms that have plenty of coal and sulfur nodes. Just note these aren't as well protected so you will have to have your pals on alert and build some walls to fortify the position in case raids happen. However, there's pretty good choke points at 3 spots and there's oil located at some of these. (-604, -727) and (-657, -733) and (-726, -698). 


Oil Base Recommendations are an interesting topic. A lot of people will choose moonflower because it has a few spots with 3 nodes which are clearly designed for bases. However, these are all very exposed and I don't like that personally. If you don't choose to use the oil near your coal/sulfur bases then there's 1 other spot that worked for me. There's a giant plateau south of duneshelter on the desert continent West of where tower 4 is. This spot has a bunch of trees, some coal, some rocks, and 2 oil spots. With a little work you can actually fit 2 pumps on each node, but it is difficult to pull this off and it'll be very power hungry. Note you'll need this base to be mostly electric pals generating electricity non-stop to keep the pumps working. 


Hexolite Base Recommendation is another debated topic. Almost everyone chooses to make their base in the south feybreak (-1072, -1420) where 3 nodes are on top of each other and an oil node is near them. This is a tempting location but annoying to build in and it's annoying to defend. Instead I chose a beach and if you use the 2x base size mod, or the overlapping bases mod, OR carefully position 2 bases perfectly next to each other, you can have 3 hexolite nodes and 2 oil nodes, along with some other resources. This is located on an isolated beach on the western side of feybreak at (-1330, -1281).


There's plenty more to this game in-between with base building, capturing pals, taking out bounties, gathering pal fruits, gathering consumables, and crafting better gear. I could write so much more about all that but will leave it to you to figure out as you go through the game so we don't spoil it. I will do a break down of my favorite pals and weapons in another post.

Friday, January 10, 2025

Path of Exile 2 Early Access Review & Feedback

I've been wanting to write my review for PoE2 because I'm a huge PoE1 fan and was looking forward to this game so much. In early access this game fell far short of my expectations but I'm hopeful for the future.

Credit: pathofexile.com

This is my early access review of PoE2, which will probably age poorly in a year or 2 when it's in full release. Here's what's good and bad...

Look and Sound: A

The game looks and sounds really good. This is by far the best looking and best sounding isometric ARPG that I've played (and I've played them all). Diablo 4 is pretty close here, which is probably the best part of that game.

Character Selection: C+ (for now)

There's no customization of your character. You're locked into a pre-determined hero of your choosing based on class (similar to PoE1 and older Diablo games). Additionally only half the classes are in the early access version of the game and only 2 ascendancies each (instead of 3) are in the game. For me this puts the game as a C. Not being able to create a custom hero in 2025 is ridiculous. Every game should have a custom character creator these days. I don't like being locked into the same character everyone else has. I want to look unique. Additionally, missing half the classes and 1/3 of the ascendancies is a bummer. I understand it's early access so once everything is added in then I would rate this B+.

Character Progression: B+

The progression in early access is very slow. Playing through the campaign can be extremely painful without having the gear, passives, and skill gems needed to make a good build. This has always been PoE's biggest hurdle for newer players to access the game because you won't have access to the style of play you want until you're later in the game. 

I'd also say the skill system is a great change from PoE1. Not being locked into gem sockets on your gear is a huge improvement to the game. I like that I can slot skills and support gems. However, there are downsides too. For instance, you can't use the same support gem more than once, which is extremely limiting for some builds especially early on in the game when I literally ran out of useful support gems because there aren't enough unique options available. I started with a cold sorc and there were only a few support gems available fore chill and freezing. Once you use them then you're done. However, I was using 4 cold skills and cold only max out support gems on 2 of them because of this restriction. 

The other progression is tied to ascending. You're locked into very specific activities that are punishing to complete. This is the biggest issue with PoE. As someone who hates sanctum and ultimatum I found myself quitting this game for a bit once I got to my first ascendancy and realized it was sanctum. Overall I don't like the idea of blocking your progress from the game because you have to do this specific difficult activity, especially mid-campaign. It needs to be way more accessible in the campaign and I hope they change this for the average gamer. Not everyone is  PoE tryhard. I've never had more than 30 league challenges in my 5 years of playing and I'm not about to waste my time wiping on Sanctum.

Gameplay: B+ 

Not many bugs but the overall gameplay loop is your standard play through campaign to unlock the end game. The campaign you have to play through twice as only half is available during early access, but the end game is much to be desired. The mapping is mundane and brutally punishing if you fail. Every map has one try and if you mess it up then you brick it. Map bosses also only have 1 try, compared to the campaign which is infinite tries so you can learn their mechanics, or PoE1 where you get 6 tries per boss/map.

Movement in this game is also extremely slow. There's next to no movement skills. Dash, flame dash, blink, frost blink, etc are gone. They added a dodge ability but it has a weird delay on cast and coming out of it so it almost feels like it slows you down and running out of AoE is actually faster than dodging, which is counterintuitive to me as a player of RPGs with dodging (such as guildwars 2).

Combat was very fun at first. I liked the different combos you could pull off and the vast amounts of skill interactions, but eventually I ran into an issue where only a handful of specific overpowered builds can get through the game. The game feels balanced around having OP builds and punishes you for trying anything else. This is made even more frustrating by the lack of easy respeccing. While they did add the ability to use gold, I always found myself out of gold. I got very angry when GGG nerfed the build I was playing into the ground and at that point my entire passive tree and all my gear and skills were useless. I had to start over because my build no longer worked (cast on freeze).

User Interface: B+

The UI is basic and fine for an ARPG. I think there needs to be more in game tooltips available. I really like the amount of in game info available in Last Epoch and I hope PoE2 becomes that. PoE1 relies too heavily on external tools and I dislike that.

Endgame: C

The end game is solely mapping and maps are extremely limited content wise. The map board gives the appearance of an endless end game full of unique and fun challenges. In reality there's only a few map layouts, a few bosses, and it's extremely random as to which you get. On the flip side PoE1 allowed me right away to have 16 different tiers of maps, plus unique maps, plus bosses. I could go for exactly what i want to run and had a lot of control over what i was running and what's in it. PoE2 is just random and punishing. If you fail a map, you lose it. You get 1 try at a boss and then lose it if you die to a mechanic you didn't know about. Finding the maps, bosses, and mechanics you want to do is purely RNG, which is also annoying. GGG has a lot of work to make PoE2 as good as the PoE1 end game system.

Monetization: A

PoE has always had the best monetization of any game. I do say it's somewhat pay to win because you have to buy stash tabs if you want access to trading, as opposed to having an in game trade house. However, the prices are fair for the stash tabs and once you have them they are in both games forever. 

Early access for PoE2 costs $30. I don't like that it costs money but I wasted $100 on Diablo 4 so it's a fair price to me. I'd rather give money to an independent developer I trust over a greedy corporation so I'm ok with it personally. However, the game will be free to play at full release and will have all the content in it by then. For those on the fence, I recommend waiting until then. 

Overall Grade: B+ (for now)

I really wanted to love PoE2 but in early access it just feels like an incomplete game and is a bit of a mess after the first 3 campaign Acts. I would love to come back to this game once the bugs are fixed, the balance is found, the remaining characters and ascendancies are added, and the end game is well polished. I also hope they fix how you ascend because currently this is my biggest issue with PoE2. I really don't want to be forced to play activities that are difficult and not fun just to unlock the skill points I need to get through the campaign. My Steam vote is actually "don't recommend" until they get this game in a better state.

Credit: pathofexile.com

Diablo 2 Resurrected: Ladder Season 9 & Fire Sorceress

D2R Ladder 9 has been going for a while now. Blizzard didn't make any changes (AGAIN), but at least they're on a stable 3 month restart for each season. The state of balance still needs some fixing, especially for mosaic assassin. There's also a bunch of quality of life they initially promised but abandoned in favor of Lilith 1 (the 4th best Diablo). Hopefully they can get a couple people working on this game soon so they can either fix some things, or open it up to modding.

Once again I went with a build I've never played before, which is weird because it's such a good build. Fireball Sorc! This is by far the best leveling build in the game, and with the Fire Sunder Charm, it actually does very well in the end game. I could safely farm everything but ubers with this build.

Credit: Activision/Blizzard

There's multiple build guides on icy-veins, maxroll, and wowhead, plus some other sites and youtube videos. Most of these builds center around fire in 2 ways, fireball/meteor or fireball/hydra. I went with fireball/meteor and kind of regretted it. If I didn't waste a couple respecs to make some gear work, I would've gone with something in-between these 2 builds. 

Meteor is almost completely useless other than increasing fireball's damage as a synergy, but I would've put my extra points into hydra as a slight DPS boost to my fireball damage. Having to cast meteor is slow, clunky, interrupts your fireball spam, and misses enemies half the time. I'd rather toss out some hydras then fireball spam.

For leveling through normal and nightmare make yourself a Leaf runeword in a 2 open socket (2os) white staff that has +fireball on it. You can spam A1 normal games until Akara has one in her inventory. Once you have the bases and runes to switch to dual spirit then you can make that switch before finally swapping in deep end game to either full tal rasha's or eschuta's + phoenix + flickering flame. I went full tal rasha's set and it was shredding TZ farms in every zone but those higher runewords would deal even more damage.

As usual, ensure you put enough points in strength and dexterity to equip your gear as you go, and don't lose track of the attributes your items are giving you because you could end up trying to swap gear and suddenly can't equip it because you're replacing something with strength on it. You can also max out your block to 75% by upgrading dex more if you wish, but I never do.

Leveling/Budget Gear: 

  • Helms: I start with whatever I find then transfer to 2os helmet for Nadir (Nef+Tir) then to Lore (Ort+Sol), Peasant's crown or any circlet with +sorc skills is fine too. 
  • Chest: Use whatever you can find until you get a 2 open socket base to build Stealth (Tal+Eth). I always run Stealth while leveling any class, while continually upgrading it as I find new bases.  Spirit ShroudViper Magi, or regular Skullder's will do just fine for early end game.
  • Weapons: Use Leaf (Tir+Ral) in a 2os white staff with +fireball (and any other useful skills). When you get a 4os Monarch, 4os crystal/broad sword, and the runes necessary, switch to dual spirit. This will carry you to the end game.
  • Shield: Use any shield as you level but you'll want to switch to Spirit (Tal+Thul+Ort+Amn) as soon as you get a Monarch. Prior to that you can make Rhyme (Shael+Eth) if you want since 2os shields are easy to find. 
  • Gloves: Any gloves with defense, life, resists will do while leveling. Once you you can afford it you'll want any cast speed gloves. You'll want to transition to Magefists once you find or can afford them.
  • Belt: Always try to to upgrade belts early and often from 4 to 6 to 9 to 12 potion slots. Eventually you'll want to use the Tal Rasha belt and upgrade it for more defense. If you swap away from Tal's in the end game then Arachnid's is best in slot.
  • Boots: run/walk speed, life, resists are always what you want on boots when leveling. Aldur's is best in slot due to the high fire resist, which you'll need once you get a fire sunder. There's also plenty of yellows that can roll with good stats, including run/walk, life, resists, and MF%.
  • Jewelry: Rings and amulets wear whatever you can find while leveling. Prioritize life, resists, mana, attributes, and cast speed. MF doesn't hurt either. You'll always want +sorc skills or +fire skills on your amulet. 
  • Charms: Same as any end game you want annihilus, torch, and gheed's. Skillers are nice as well but not mandatory. While leveling I usually try to utilize charms with FHR, life, all resist, fire resist, or MF% but I usually only carry 1-3 GC's and a 3-4 SC's at all times for extra defense. 
    • Fire sunder will be mandatory from Hell onwards. You'll want to stack fire resist as much as possible to offset it.
Attributes: As always enough points into strength to equip gear and optionally dexterity to hit max block (75% chance when you hover over defense in your character sheet). Then put all the rest in vitality. 
Ultimately you will need 156 strength from your attributes + items to equip monarch.

Skills (end game)
  • Cold - 1 point in frozen armor. Have this skill up at all times.
  • Lightning - 1 point static field, 1 point telekenisis, 1 point teleport. Use static field to bring bosses down below half quickly. Use teleport to get around easily and safely (turn on walk instead of run so you have defense while teleporting)
  • Fire - 1 point in warmth then max out fire bolt, fire ball, meteor, and fire mastery. Put all remaining points into Hydra or Inferno.
    • Do Inferno if you want to max out Meteor damage but you can use Hydra if you want more consistent DPS.

Merc
You have to use an A1 or A2 merc with insight (Ral+Tir+Tal+Sol) runeword (bow or polearm) because you will be mana starved for a long time, especially with teleport spamming.

Ethereal items are always best for mercs because they can't lose durability and will come with higher stats. However, you can utilize non-eth until you find or afford better. Always itemize yourself first over your merc. 

A2 Merc: Holy Freeze (good survivability) or Might (good damage) are best mercenaries to use.

Merc Weapon - You want your merc to use insight until you can afford to switch to Infinity (Ber+Mal+Ber+Ist).

Merc Helm - start with Nadir or any good rare/unique until you find something like Andariel's VisageCrown of ThievesStealskull, or an eth elite 3os base to build the new runeword Bulwark (Shael+Io+Sol). 

Merc Chest: use anything with good defensive stats until you find a good base to make Smoke (Nef+Lum). Then use that until you find an elite ethereal base to make Treachery (Shael+Thul+Lem) until you can afford to make a Fortitude (El+Sol+Dol+Lo). Duriel's shell is another good budget chest option and is what I used until I made treachery. Note that once you get Fortitude or CoH you should still equip Treachery until fade procs then swap it out (only necessary for harder content like ubers or harder TZ). 

Keeping your mercenary alive is key so use your teleport to get him away if he's about to get surrounded or is dying.

Generic D2R Playthrough Guides
For playthrough, magic finding, and trading guides please look at my past blog posts. They are largely unchanged but I suggest you fine tune a few things that go with this build and this ladder theme. 


Fire Sorc Gameplay:
Cast your Frozen Armor and keep it up at all times. 
Use your teleport to get around. Run/walk is for noobs.
Use Fireball for most of your attacks.  
Keep your merc healed and use teleport to get him out of trouble. 
Use Static on bosses to get their health low to start the fights. 
Drop Meteor (or Hydra) to start each fight so they add to your fire ball DPS.


Overall this is an S-tier leveling build (normal/nightmare) and A-tier end game build once you have the sunder and gear.

Seahawks 2024, A Wasted Opportunity

The first season of Mike Macdonald's career as a head coach of the Seahawks was both a positive, yet wasted season. On a good note Mike showed a lot of improvements as a head coach when it came to managing the team, managing the game, and managing the media/fans. I saw him transform from a guy who looked completely lost in the middle of the season to a coach who was confident. I saw a guy who was unafraid of cutting players and coaches who got in the way of progress. I really hope to continue to see his growth as a head coach and I hope he gets more say on players and personnel going forward (despite his end of year press conference stating the opposite). 

The wasted part was the hiring of a college OC who had no business being in the NFL and was simply a local fan favorite because he came from the University of Washington in Seattle. This resulted in a sporadic offense that looked horrible at times and inspired Geno Smith to do what you don't want him to do, hold the ball. This resulted in many penalties, turnovers, sacks, and 3-outs.


Credit: Rod Mar/Seattle Seahawks


Let's summarize another season where the Seahawks needed a single win to be able to win the division and sneak into the playoffs. Unfortunately they allowed the Rams to take the division again due to a poorly managed mid-late season filled with all 3 phases of the game struggling at different times.

The defense dramatically improved by the end of season after Seattle got rid of all their starting linebackers and benched certain players. The special teams was still mediocre by season's end and it's surprising to see Jay Harbaugh still employed. The offense was very up and down all year, with lots of turnovers, lots of penalties, and almost no run game.

The offensive slump was not good. We saw a top 10 offense in Geno's first year as a starter. That went to a bottom 10 offense his 2nd year, and another bottom 10 showing in his third year. Geno was top in the league in turnovers and middle of the league in touchdowns. Geno's best games came when there was a run game to run play action off of and a quick passing game full of easy to complete routes. Geno is at his worst when you put the game solely in his hands and have long downfield route concepts. He's always been terrible at reading a defense and finding the open receiver. He needs an offense that forces him to be decisive early or that gets him out of the pocket.

Now, let's dip into the off-season and look at who's leaving, who should be replaced, and how to fill the gaps. 

Coaching: 

It's no surprise to see Ryan Grubb get fired. His offense was never going to work in Seattle. It's also not the style that Macdonald would want to run with the style of play he likes. It was surprising to see this hire and I have to imagine the people up high made this call, not Mike. These are the same people who have allowed the starting QB role to be solely in the hands of Geno and they spent two top 5 draft picks on defense instead of a QB.

Who would be a great OC going forward? The Seahawks have been flirting with promoting coaches with zero OC experience. This has failed in the past if you look at the last 3 OC's in Seattle. Instead they need to focus on an established OC who either left a bad program or failed as a HC. Options such as Pederson would be a good fit. Coach Mike wants to run the ball, run play action, and limit turnovers. A west coast offense would be best where there's plenty of unique run packages that also have RPO and PA elements to them. 

Scott Huff is most likely to leave next. He came in with Grubb and turned the Seahawks poor offensive line into an even worse line, bottom 5 in the league. Jay Harbaugh also led a very bad special teams. This group had multiple turnovers in 1 game that cost them the game. He seems to put the wrong players in the wrong position. He's only a coach because of his name. 

Now let's look at players and see who's leaving and who should come back.

Free Agents: 

  • DT Jarran Reed: Re-sign (~2 years $9M) - had a fantastic season (UFA)
  • TE Pharaoh Brown: Let go (frees $3.2M) - had no impact (UFA)
  • DT Jonathan Hankins: Let go (frees $2M) - lost his starting job mid-season (UFA)
  • S K'Von Wallace: Let go (frees $1.5M) - had no impact (UFA)
  • DE Trevis Gipson: Let go (frees $1.3M) - had no impact (UFA)
  • G Laken Tomlinson: Let go (frees $1.2M) - had negative impact (UFA)
  • LB Ernest Jones: Re-sign (3 years $30M) - turned the defense around once acquired (UFA)
  • CB Tre Brown: Let go (frees $1M) - had no impact (UFA)
  • WR Jaelon Dardon: Let go (frees $900k) - had no impact (RFA)
  • TE Brady Russell: Let go (frees $900k) - missed most the season due to injury (ERFA)
  • LB Josh Ross: Let go (frees $900k) - had no impact (ERFA)
  • T Stone Forsythe: Let go (frees $900k) - missed most the season due to injury but was always bad (UFA)

Non-FA's To Release or Trade: 

CB Riq Woolen: AGAIN, it's very clear Tariq doesn't care about winning or putting the team first. His only thoughts are being good at coverage and avoiding injury by not getting involved in tackles. His attitude on and off the field this season are not the type of culture the Seahawks should be a part of and they should seek some trade capital for him immediately while he still has value. He single handedly cost the team a couple games by being out of position and by refusing to tackle. They need a corner who can play zone, who rallies to the ball, and who can make a tackle. Cutting him would result in ~$1M in cap hit savings.

WR Tyler Lockett: AGAIN, I love Tyler but it's clear at the end of the season he can't keep up anymore. He's sucking oxygen after every drive, isn't getting as open as he used to, and falls down immediately when he makes a catch to avoid getting hit. It's also clear he's growing his relationships and business outside of football given the amount of articles I'm seeing about him doing real estate. Again, I love Tyler, have his autograph, and want him to have a good ending to his career in Seattle, but I think it's time for him to retire and enjoy his non-football life because JSN has stepped up as the clear #2. Also it's ~$17M cap hit savings to cut him.

WR D.K. Metcalf: AGAIN, I've been saying for 2 years that DK isn't helping this team get to the playoffs and they'd be better off getting something for him while they can before he becomes a UFA. This is his last season on contract and he should be traded while he has some value. The draft picks could bring way more value to the future of the team and keeping him around will ensure the Seahawks won't be good enough to get to the Superbowl. 

DE Dre'mont Jones: Dre'mont was a terrible signing by Schneider. He was overpaid for his lack of production and he kept the Seahawks hostage this year as a guy who couldn't play in the schemes that both Pete and Mike wanted to run. At one point this season Mike told him at practice that he would cut him if he was allowed to. That told me all I need to know about this guy's effort. He only cares about the paycheck. Cutting him this season would save ~$11M in cap hit. 

RB Kenneth Walker: It's unfortunate but yet again the Seahawks have a star RB who can't stay healthy. With Charbo stepping up, and multiple injuries piling up, it seems like Walker is done with his career. A post 6/1 release would cost the Seahawks $0 in dead cap and save them ~$1.9M in cap savings so it's fairly obvious that he will be cut this summer. 

T George Fant: Fant was brought in for O-line depth, especially with so many players being injured on the line this year. Unfortunately he had a season ending injury early on and contributed nothing. Cutting him after 6/1 ensures the Seahawks have $0 in dead cap and would save them $3.5M in cap savings.

S Rayshawn Jenkins: This is a tough one but Jenkins should be traded and if he has no trade value then he should be cut after 6/1. He has a $0 dead cap hit after 6/1 and would save the team $5.4M in cap savings, which would be huge given he lost his starting job to Coby Bryant. 

QB Geno Smith: This is a stretch but Geno will have a cap hit of $44M in 2025 and has to be restructured to stay around. He may have some trade value prior to 6/1 but releasing him afterwards would have $0 dead cap hit and would wave the team $31M in cap savings. The team will have to restructure, trade, or release him after 6/1. Keeping him on this current contract will be bad for the team. 

2025 NFL Draft: 

The unfortunate side of winning the last game of the year is the Seahawks dropping to the #18 overall pick. The Seahawks also may get some compensatory picks so they are projected with 8 picks overall (1st, 2nd, 3rd, 4th, 5th, 5th, 6th, 7th). 

Draft needs: The Seahawks need to target QB, RB, WR, G, C, T, CB

Overall Expectations

For 2025 I am not expecting much of a difference in the Seahawks results. I project they'll win 9-10 games and be competing for a wild card spot in the NFC. I am expecting big changes to the roster and coaching staff to help the team form its new identity. The important thing is to make the necessary changes to modify the team's trajectory so they can hit a deep playoff run in 2026-2027.