Chonky Boi

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Monday night after finishing a significant number of contracts and stronghold runs I opted to spend a little time on my Chonky Boi in Hard Mode normal contracts to start building out enough gear to make something functional.  I’ve been spending a little time now that I have the Ranger in a good spot, working on the other javelins and Colossus seems to be the one I struggle the most with.  What I expect is for it to be this unstoppable juggernaut… and what happens in practice is that I am constantly having to run away from the fight and find red chicklets on the ground to heal myself back up.  In my hard mode travels however I came across one of the last “drops in any mode” Masterworks that I did not currently have…  the Fist of Stral which is based on Cloudburst one of the two Autocannons that don’t require much in the way of spin up.

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Also in my travels I picked up my second Legendary in the form of Glorious Result a Heavy Pistol.  This is not exactly my jam but I spent a little time checking it out and playing with it.  It is somewhat unique in that it fires two shot bursts and it feels a bit like using the Crimson Hand Cannon from Destiny 2.  That was not really my moment of joy and neither is this weapon, however I do dig the fact that it reminds me of Ghostbusters with its “Scarbusters” paint job.  This is largely going in the vault as more of a collectible than something I am actually going to use, which is a little disappointing for how few and far between Legendary drops are.

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After running a bunch of regular contracts on Monday night I managed to cobble together something resembling a decent build and last night I opted to do my Legendary contracts as Colossus to start piecing together a reasonable assortment of components.  I also had time to run one Stronghold as Colossus which was manageable but still as a whole the suit feels unwieldy, especially considered to the much more nimble Ranger that I am used to.  Right now I am running the Fire Wall ability as primer and Siege Cannon as my detonator, and it seems to work for most things…  and thankfully I managed to pick up a Masterwork Rubidium Furnace so I can continue with that build.  That is the worst part about easing your way into Grandmaster 1 is having to abandon what was a build that felt good… and deal with whatever luck of the draw got you.

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Overall for the night I got several components including my third Legendary drop…  which I was sorta kicking myself a little bit that it happened while playing my alternate frame.  The biggest thing I am noticing is that as I get better gear I seem to be getting more pips of armor…  which means I can survive significantly more damage before I have to run away and find skittles on the ground to recuperate that health.  Not having and over-shield is still fundamentally weird and feels not amazing…  but I think I am starting to hit that break even point in Grandmaster where it largely feels the same as Hard mode used to.

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I’ve not really talked about it much on the blog but I have been using a really cool website called Anthem Archive to look up various gear options.  What I would really love for them to do is implement some sort of a profile system that allows us to either run a tray resident app that uploads our loadouts, or for Anthem itself to have some sort of an API that they can access to pull the same information.  I also wish it would allow you to link to a specific item… so that I could have included links to each one of those components so you could find out what exactly they do.  The site as a whole isn’t quite there yet…  but it is the best that we have and I am thankful to have ANYTHING at this point.  I however have been spoiled greatly by the utility that Destiny Item Manager provides for Destiny/Destiny 2.

Fun Police: Portal Division

This morning I am taking a break from my normal Anthem love fest to complain about another game.  This time it is World of Warcraft something that I have not played since the beginning of November, but am still subscribed to it because I guess my theory is that the urge might hit me again at some point?  As such since I am a paying customer I do feel like I’ve earned the right to complain about things from time to time.  Now I am one full patch behind and there is a new patch on the PTR that information has been trickling out about on the various data leak sites.  I personally found out about this through a conversation between my friends Dom and Gloria, which lead me down the rabbit hole last night of trying to figure out what the hell was going on.

It seems as though the Blizzard Fun Police have struck once more and removed a bunch of portals from Stormwind/Orgrimmar, and cleaned things up a bit in the form of a new “portal room”.  I am going to use the Alliance as an example since I have spent more time in my life playing in that area than in the equivalent Cleft of Shadow area in Org.  Both the Mages Tower and Cleft of Shadows became the dumping ground for portals that were still useful but not necessarily associated with the current expansion.  The newly renovated area now contains the following portals.

  • The Exodar
  • Shattrath
  • Dalaran (Northrend version)
  • The Jade Forest
  • Stormshield in Ashran
  • Azsuna
  • Boralus

What is missing from this portal area are…

  • Caverns of Time
  • Ironforge
  • Blasted Lands
  • Pandaria Shrines

If I am reading this correctly on the Wowhead article it also seems as though the axe is being taken to a bunch of the other portal options that had still managed to survive to this point.  The other areas that have had a pass by the Fun Police are…

Dalaran (Legion)

  • IronForge/Thunder Bluff
  • Darnassus/Undercity
  • Caverns of Time
  • Dalaran Crater
  • Karazhan
  • The Exodar/Silvermoon City
  • Shattrath
  • Wyrmrest Temple
  • Vale of the Eternal Blossoms

Shrine of the Seven Stars/Two Moons

  • Shattrath
  • Dalaran (Northrend)

Dalaran (Northrend)

  • Caverns of Time

Essentially this is going to leave us with no way of getting to the Caverns of Time quickly… and practically no ways of getting to certain areas of the world quickly.  I keep using the words Fun Police on purpose because so much of the decision making that goes into World of Warcraft always feels that way to me as a player.  They announce some system that seems awesome at first… but the closer we get to the release of that system there is always some aspect of it that sucks.  For example… I remember being super amped about the release of the item appearance collection system to feel Transmogs…  but then also being super disappointed when I found out that you could not collect items unless you were on the right class when an item dropped.  Similarly the Transmog system itself is just a significantly worse version of the cosmetic systems that other games have had for years that didn’t have weird restrictions placed upon them.

This effects me personally because I still had a good deal of my alts bound at the Shrine of the Seven Stars because it gave me quick access to move around the world and hit the content that I wanted to spend my time doing.  It also made farming older raid content for transmog drops simple…  given that I HAD to do that now on multiple characters to collect various gear sets for them.  What makes all of these feel worse is the grossly out of touch commentary that came along with it from Community Manager Bornakk.  The initial response is as follows.

I understand that changes can throw people off a bit at first, but I also think they help keep the world of Azeroth feeling alive. When there are fewer portals, does the world feel a bit bigger to you? Do you like that? How difficult is it to get to the locations you mentioned without a direct portal (talking to everybody who isn’t a mage here 😉 ) ?

The thing is… no it doesn’t make the world feel bigger, it makes the world feel more tedious to move around.  There was a time when I had to spend 30 minutes or real time crossing the Ocean of Tears in Everquest.  This was not something I considered valuable, and it could be longer than that if you happened to roll up on the docks at exactly the wrong time.  This was passive time sitting there either waiting on a boat… or passively riding a boat…  and god forbid you alt tabbed to do something else and got engaged in it… and missed either getting on the boat or getting off of it.  This did not make Everquest seem like a bigger game… it just made it seem like a game that relished wasting my time.  Removing portals from World of Warcraft that were already in place and widely utilized…  just tells me that this game does not respect my time as the player.  The horrible response was followed up with a possibly even worse one.

I wasn’t being sarcastic. Apologies to you and others who felt I was dismissing them in any way.

For how I personally play and enjoy games, I like when I feel like I need to travel for a few minutes to get somewhere. For me, it is more rewarding when I complete the task that way and I wouldn’t want to be able to get everywhere instantly but there is a good medium to find (but continuing to pile up various teleporting items feels strange). Traveling over large areas reminds me of how vast the world is and I often reminisce while flying on a flight path or a mount. Sometimes I have even just used the port to Timeless Isle and taken the flight path to Shrine (instead of going straight there) as I can enjoy the view and relax.

That being said, I know I can be a bit strange and I’m often not bothered by things that bother others – that’s why I ask a lot of questions. I want to understand the different play styles and opinions of others so I can better discuss them both with you and internally. Getting to the fundamental impact is important for me as the solution sometimes requires a different approach. Hopefully I can avoid the feeling that I’m just talking at you and want to be talking with you. Cheers!

I am glad that Bornakk enjoys having their time wasted.  However I feel like that maybe shouldn’t be the scale by which we judge content?  I realize we all have hot button issues that don’t bother others… for example I have talked at length about how much I hate item management…  and then Bhagpuss will come along and talk about how organizing his inventory is his happy time.  While that discussion can be esoteric, and I have addons to help me clean my bags…  limiting access to the world by removing portals feels significantly less esoteric.  Gloria also brought up the point that I immediately thought of last night… in that Final Fantasy XIV is a game that feels massive in scale, but it is also a game that has instant travel to any number of Aether crystals that are scattered conveniently around the world.  The vastness is not harmed by the fact that I don’t have to start in Gridania and travel by Chocobo to all of the destinations in the shroud.  The scale of the world still seems extremely impressive as I am popping my way into conveniently located hubs that allow me to play the game in the manner that I want when I want to play it.

Now I realize this is not the first time that Blizzard has come along and axed a bunch of portals.  I raged against the action the last times it happened, and I am no less annoyed today than I was back then.  I think it is a dumb call…  but I continued playing the game because there were other aspects that I really did like in spite of the frustrating decisions that kept being made.  I’ve talked to my friend Grace at length about this…  that while I keep one foot back in the community to keep tabs on what is going on…  I seem to only see the bad in the actions that they are taking right now.  Battle for Azeroth was an expansion that went completely in the opposite direction that I would have wanted it to go coming down from the high point that was Legion.   Legion pretty much dethroned Wrath of the Lich King as my favorite expansion that Blizzard has ever done… and in many ways it is because of the focus on class fantasy and giving us a bunch of interesting and unique content tailored towards that specific fantasy.

Battle for Azeroth… other than the cool troll and loa storyline…  has been a pretty hollow experience that I keep finding plenty of excuses not to return to.  Limiting my access to the one thing that did seem appealing…  which was farming transmog gear in older areas of the world…  really doesn’t help that desire to return.  However as a player, watching the game go down a path I have no interested in going…  I am mournful of the version of World of Warcraft that I did love.  I would love to see a complete change in attitude within the WoW team and a focus on the fun rather than frustrations.  However much like the fact that at 42 years old I am pretty set in my ways…  a game that is 14 years old is fairly doomed to keep traveling on the same heading.  As such I think this is another title that I can add to the list like Dark Age of Camelot and the original Everquest… that I remember fondly…  but have no desire at all to return to.

 

Legendary Weekend

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Good morning folks.  Shocking to no one I spent pretty much the entire weekend playing Anthem.  We had some winter weather come in and I became the Oklahoma version of “snowed in”.  Aka we could easily get out if we really needed to but the yard was indistinguishable from the streets and figured it just was not worth the hassle.  As a result we drew upon our heavy stores of meals and just stayed snuggled inside with the cats.  This meant that I spent a significant amount of time on the couch in my blanket cocoon playing Anthem remoted into my gaming machine upstairs via Parsec.  I am still shocked at just how damned well that works… but I have found a hitch in the set up.  It appears to be blocking voice chat either on the microphone transmission side or the key press side.  I need to sort this out, but for the time being it means if I want to do proper group activities I have to go upstairs.  Which means 99.9% of the time I am just pugging everything…  including Grand Master 1 Legendary Contracts and Strongholds…  which in truth is what I spent most of the weekend doing.

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As of right now I have a Masterwork or better in every slot other than the support item.  I have no clue at all how one upgrades that and gets a Masterwork Muster Point, but I am hoping they add in a new type of activity that has a guaranteed drop for those.  For those that did not already know this…  if you do a Legendary Contract on Grand Master 1 or higher you get a guaranteed Masterwork Component at the end of the mission.  Similarly if you do a Stonghold on Grand Master 1 you get a guaranteed Masterwork Ability at the end, and in my experience you often get at least one additional masterwork somewhere along the course of the run.  The best run ever saw me getting 1 off each of the chests and two off the final boss.  As such once I burn through my Legendary Contracts, my jam right now tends to be running Hive Tyrant over and over because that appears to be the fastest of the strongholds, or at the very least the one everyone knows the best.  Regardless I have collected enough components to feel like I have some semblance of a build working there as well.

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I am still relying heavily on my Double Detonator build that I talked about on Friday, and have officially given up on using any weapons other than Ralner’s Blaze which is not necessarily a part that I think I covered.  When the perk states that it ignites the target after a hit-streak of 5… what that means in practice is after landing 5 hits on a target you apply the ignited status effect, which means that target is primed and ready to combo.  So even though I don’t technically have a primer in my build… I have two solid ways of priming targets either through this amazing weapon or through my melee primer.  As such I stopped using a second weapon and instead just run a second Ralner’s Blaze so I never run out of ammunition and can always swap to a backup version to continue priming targets.  So often people are running a frost AOE primer… which allows me to swoop in with a frag grenade and get to detonation city…  but even if I am alone I can prime single targets all day long. A B D…  Always Be Detonating.

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The highlight of the weekend was getting my very first Legendary drop…  and it was off some random mob in freeplay.  I am super thankful in that I got a good lego on my first attempt, and didn’t get something like a sniper rifle like my friend Shadoes did.  Even better…  I got the same assault launcher I had already been using in my current build allowing me to just swap everything over without changing much.  Now if I could get a Legendary Ralner’s Blaze the luck gods would really be smiling upon me.  One of my only complaints with Legendaries is that there appears to be no re-roll system in that you cannot learn the pattern in order to craft more of them.  That is the thing that I like the most about Masterworks is that you can just keep crafting more until you get the set of inscriptions you really wanted.  Legendaries…  appear to be entirely on random chance for you to get one to drop in the first place…  and even more so you are up a creek if you didn’t get a good role.  Like…  Sniper is a worthless inscription for me personally…  but everything else is pretty reasonable so I still consider myself extremely lucky.

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Since it was interesting last week, I figured I would throw this up again this week.  This is what my Alliance leader board looks like this week, and quite honestly I am not entirely certain why Wei and Maeka are giving me more gold than the others.  The closest I can figure out is that the bar continues to go up even after hitting rank 10… and once it fills one more time you start getting a message that you have reached your maximum alliance rank for the week.  I hit this and I am guessing that both of them have hit it as well…  meaning they are now worth 2345 instead of 2105…  which incidentally I should also be worth that 2345 if you get everyone else to rank 10 on your list as well.  That means the if that logic olds…  while I have 11,005 incoming for how the board is set up currently… a theoretical “maximum” contribution would be something like 11,725 gold if you could somehow get everyone to that full bar rank 10.

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That said I am not expecting the gold train to last that much longer.  I am playing a truly silly amount of this game, and I thought I would post my hours played just to prove it.  At this point I have put in 132 hours in effectively 16 days that the game has been out… which works out to be 8.25 hours a day.  Now there was some heavy skewing there because we have had a few weekends where we didn’t have much planned and also I was fighting some respiratory nonsense so that had me home sick during part of it as well.  Regardless of how you slice it though… I have been playing a significant amount of Anthem and really show no signs of letting up yet.  I spent some time working up Interceptor and Colossus last night but most of that time has been spent on the Ranger working on getting to the point I am at right now.  I still think the game needs a lot of tweaks, but for now I am enjoying the game that is… as well as being hopeful of the game that is to come.

Double Detonators

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This morning I am struggling more than I do on the average morning.  I did not sleep well last night and wound up not falling asleep until almost midnight.  Then that got compounded by the fact that I kept waking up every so often for unknown reasons.  It was one of those “the bed is not comfortable” sort of nights.  As such I feel like I can’t really get into any higher logic yet.  I didn’t even make coffee this morning until my wife noticed that she didn’t have a cup…  I knew something was off but could not quite put my finger on it.  That has since been remedied, but suffice to say I am not firing on all cylinders…  which is evidenced by the fact that I just backspaced the word cylinders several times until I got it right.

Last night I spent some time testing out the new loot system and it does in fact seem to be giving better options.  Gone are the days of getting a Light Machine Gun with weapon only (gear icon) Heavy Pistol effects on it…  but what has arrived instead are a lot of instances where you just get a suit wide weapon bonus in general rather than it being something specific.  I have not gotten anywhere near enough items to test this out more thoroughly but it seems like they might have dropped some of the nuance and landed on the side of “make this more universally useful”.  In fact those gear only inscriptions seem to be the exception rather than the rule now, with most things just simply giving Javelin wide effects.

During the course of the night I ran three strongholds, still focused almost entirely on Hive Tyrant since it is fast and predictable.  The first first one lead me to believe that they maybe tweaked the drop rates at the same time as applying this patch.  That first stronghold rewarded me 1 weapon, 2 abilities and the every so sought after component.  However after tweeting that out and making a fool of myself…  the second stronghold rewarded only the guaranteed masterwork ability that you get for completing the mission.  On the third stronghold however, I did manage to get one additional masterwork to drop…  meaning I got a weapon and an ability.  This is still better than Wednesday night when I chain ran strongholds and got nothing but the same ability over and over.

As such I thought I would go over my build this morning and talk about my choices a bit.

Primary Weapon – Cycle of Pain – LMG

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This is one of the new acquisitions of the evening, and I am largely using it because the Sledgehammer with its slow rate of fire but decent punch with little recoil is my favorite archetype of the Light Machine Guns.  The perk called Marksman’s Swiftness makes it so that weak point hits increase weapon rate of fire by 10% for 10 seconds… and this stacks to 10.  In practice what this seems to mean is that if you can nail the weak point you get an improved rate of fire without added recoil making this thing just melt targets.  It reminds me a lot of how it felt to tear through things in Destiny 1 with Fabian Strategy, which is a weapon that only I seemed to like…  but I loved it.

Secondary Weapon – Ralner’s Blaze – Assault Rifle

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I’ve dropped Thunderbolt of Yvenia from my secondary slot for the time being only because this is also a brand new weapon and I am getting used to playing with it.  The perk is really vague, but what it means in practice is that you seem to constantly seem to be igniting targets given that it is fairly easy to hold this on target.  I like the feel of it quite a bit and it seems to do a reasonable job of just deleting lower tier trash mobs, which admittedly is nice that Grandmaster finally feels like that for me.

Assault Launcher – Recurring Vengeance – Seeking Missile

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This is a new acquisition from the night…  Recurring Vengeance which is an impact detonator and seems to pack a much harder base punch that the Argo’s Spite.  In my experience lots of people rock crowd control abilities, like frost or fire fields…  which means with double detonators I can just constantly sit back and be always blowing things up.  If I do need to prime my own targets, this allows me to use my melee way more liberally given that I get one of the primer melee options as a ranger.   So far the one two punch of melee to Seeking Missile can just delete a lot of targets, or at the very least make them hurt significantly.  If need be I can follow up with another melee and my next attack to finish it off.  While I don’t have any of my favorite combos in Masterwork form…  this works well enough for the time being.  I love the perk on this one that allows me to get back my charge if I can finish off an enemy with this attack.

Grenade Launcher – Last Argument – Frag Grenade

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I am super thankful that I managed to pull this ability, because Frag Grenade is sort of the most basic utilitarian detonation option for Rangers.  It doesn’t have the best package of inscriptions….  namely I wish it had something other than sniper seeing as I will probably NEVER use sniper in a serious way.  However the fact that it buffs my E ability by 31% speed is pretty phenomenal…  so even if I don’t manage to kill the target I am going to get it recycling pretty fast.  The perk of Last Argument which is hitting enemies causes you to gain 700% Ultimate Charge… which I assume is 700% of the amount you would normally gain for hitting someone with a grenade?  Whatever the case what this means in practice is that my ultimate charges really fast…  and I love this.  For those who have fought Hive Tyrant, you will know that it disappears every so often and you have a trash round to fight through.  I got enough ultimately during the trash out to predictably have my Ultimate or as I keep trying to call it… Super…  up for the next Hive Tyrant burn phase.  This is so damned amazing and makes me way more free with using my Ultimate knowing I can get it back pretty fast by lobbing grenades.

As far as the components go… right now I am just using the ones that fit this build the best for the moment.  However only having two Masterwork components so far greatly limits me.  As I said at the start of this… doing group content… having double detonators makes this work insanely well as someone is constantly applying a status effect that you can exploit.  In solo play however I find myself priming with melee a lot more often to get my own combos…  which still makes double detonators a very viable option.  I like to always be making things explode, even though the ranger explodey options are nowhere near as over the top as the other classes.  What I need to improve on is more efficient use of my DPS boost aura during burn phases.

What are your thoughts about a double detonator build?  What are you finding that is working really well for you… and more important if you are a Grandmaster Ranger…  what the hell build are you leaning on?  I am just happy that I feel like I have pushed out of that “high center” feeling phase to where I finally feel like I am a contributing member of the stronghold and not just being hopelessly carried.