Ancients Did Return

Good Morning, Folks. I did not blog yesterday because the entire day was a hot mess. I did not sleep Monday night due to severe nausea, and then spent Tuesday mostly attempting to make up for that fact with several naps. Chemo is some bullshit, do not recommend. I had every intention of blogging yesterday, but it did not happen, so you are getting a mishmash of what I would have said yesterday, with some additional focus from what little I played yesterday. To stop beating around the bush, last Friday was the launch of the 0.5.0 Patch for Path of Exile II, signalling the start of the Runes of Aldurr league and the Return of the Ancients content update. I started a pure Minions character like I said I was going to, and honestly… it was a bit of a mistake. In theory, you probably should level for the first several levels as something other than minions because everything is awful until you pick up Raging Spirits from Freythorn. I was stubborn and did not… and I also attempted to make Skeletal Arsonists work, but seemingly they have been nerfed into oblivion. You can see the current state of my character here.

This league start was a bit of a mess, if I am being perfectly honest. They once again did a free weekend for Path of Exile II, which had the benefit of giving them a massive spike in concurrent players. It also seemingly taxed the hell out of the infrastructure, and I spent a lot of time staring at this screen waiting for the zone to load. I can’t 100% be certain this was due to the influx of non-paying players because there was also a massive patch that happened to land right around the end of the free period. Whatever the case, when the free period ended… all of these woes went away. It was also a weird league start for me because of chemo and the low energy that I have… I struggled to focus on the game in quite the same way that I would have normally. I did not make it to maps, for example, until yesterday, which is quite a bit slower than I think I have done in other leagues. Most definitely compared to my Path of Exile times, when I am usually in maps by Saturday evening or at the latest Sunday morning. It is not like I am racing anyone, and I managed to snap up the uniques that I needed pretty cheaply, so it is not like my slow speed stopped me.

I am not really following a build guide, but instead mostly just chasing all of the really good minion nodes in the Witch/Templar area of the tree. I am only using two uniques with the build. The first I picked up really early on is Enfolding Dawn, and I think I gave a single exalt for it. The main reason we are using it for our chest is that it is pretty much the only way to get 100 spirit easily on a chestpiece, and we need that for summoning minions. The second piece is a mace called Trenchtimber, and we are exclusively using it because it has +2 minion gems on it. Literally nothing else about the unique matters really. You cannot dual-wield sceptres, or if we could, we would immediately drop this item. We are still very much in a world where plus gem levels matter more than any other stat in the game. The nice thing about rune forging in this expansion is that you can improve low-level uniques to be higher-level ones. I have done this to the chestpiece but not the mace, because, as I said, the mace is just a stat stick, and the upgrade has too high of strength requirements.

I’ve had some good luck. First off, I ended up getting a drop that sold for 4 divines, and that helped me fund a lot of my early gear. Since then, I have seen my first raw divine drop in maps, so that is always exciting. I’ve been using Scalpel for price checking, but honestly, I might switch back to something else because so far the pricing portion seems to be worse than what I saw with POE1. I might also just scale up the UI to make the elements show a little easier. It has been pretty accurate pricing-wise, because I have been able to price items based on its suggestions, and they eventually move. The economy is always the aspect of Path of Exile in general that is the trickiest, and also something that I have enjoyed more and more the deeper into the game I get. I know for Ace, the economy is the thing that causes them to bounce the hardest, and I wish that were not the case. At some point, I will probably attempt to perfect my gearing, but for the moment, I have 75% resists for chaos and all elements, and that seems to have made me pretty solid.

The new atlas has been pretty freaking cool so far. One of the big problems that I had with Path of Exile II up to this point is how aimless the endgame felt. That is no longer the case, and every time you interact with a league mechanic NPC, it launches its own quest chain, wanting you to do specific content for them to level up that mechanic. More than this, you can acquire Atlas passive points so much easier now, and the new passive tree feels infinitely more enjoyable than the previous one. I am just getting started, but I have already reached the point of pretty chill mapping. For the moment, I have gone into shrines to make them appear more often and also give me bigger buffs. Currently, there is no way to respec your Atlas tree, so I have been very careful not to choose anything that might end up bricking my progress. This version of the Atlas is so much better than what we have had previously, so I feel like, more than anything else, this gave us something that is viable for the 1.0 release at the end of this year.

While I groused a bunch about this on the podcast, the worst part of Path of Exile II is the first few acts. Once you get your build online, the game becomes pretty great. I feel like they should not make Act 1 anywhere near as rough as it is. Sure, there will always be builds that can one-shot everything, but the baseline build should not struggle to take down bosses. There have been so many times that one of us could not get through Geonir with our build and had to call for help to get a carry. Luckily, that was not me this time, but it is most definitely still a thing. For me, the boss that I personally struggle with the most is the Act 2 final boss, Jamanra. Once you get to Act 3, though, your build tends to have more than enough power to push through anything. I just think the early acts of this game need some tweaking, because I am sure there are a lot of folks who bounce before they reach the break point.

All told, I am pretty happy with this league so far. Minions have ended up being extremely powerful, especially the gas arrows from the skeletal snipers. That command ability is causing me to dive into some of the passives that I have never done before to increase command ability damage. I do, however, want to roll a second character and play with the Pokémon aspect of the Spiritwalker. I am happy enough with my current build, but the nonsense going on with the monkey seems too fun not to play along. They have said they do not plan on nerfing anything with companions mid-league, so in theory, I should be safe enough to build that second character. The challenge is that I am not really looking forward to going through the campaign again.

Have you been playing the Path of Exile II new league? What are your thoughts so far? Drop me a line below.

Warlock Pretty Great

Good Morning, Folks! This is going to seem like a bit of whiplash, but my opinion of Diablo IV Lord of Hatred has evolved yet again. At this point, I am over Paragon 150 with the Paladin, which means I have picked up most of the best nodes on the Paragon board. I’ve done a lot of content, both in queuing directly for things for the purpose of knocking out seasonal journey achievements, and through the War Plan system. Essentially, there is this awkward phase around Torment 1 where it is a bit of a struggle to get Ancestral gear, and I found that frustrating. Once I pushed through this by using the crafting system to craft up blue and yellow ancestrals into usable gear, things started to move more smoothly. I have to give them credit; the crafting system is phenomenal, and essentially, you can take any item and make it function for your build so long as it is the right item level. Essentially, the game has the POE2 version of the Chaos Orb, which removes an affix and adds a random affix, and through this, you can kind of brute force your way to something useful. If you only have one bad affix, there is still the enchanting system that can be used to target, remove it, and get something usable.

At this point, I have a fairly optimal set of legendaries and a few key uniques that buff the amount of thorns damage that I am dealing. I can relatively easily do Torment VII, but mostly do VI because speed is king when it comes to farming content. That said, I feel like I have hit the ceiling of the initial thorns leveling build that I have been running. There is an endgame version of this that changes out a lot of stuff, and I could move over to it. Though I am tempted if I have to respec my character anyway, to migrate over to an Arbiter Hammerdin build, which is supposedly extremely good at speed farming. The biggest problem that I have with the current version of Thorns is that it relies entirely upon Blessed Shield to deliver most of the damage, which moves slowly, and ends up creating a delayed damage output. So you either have to lead with shield throw so that mobs run into it as they are coming at you, or have a trail of mobs who are slowly being whittled down by the shields as they follow behind you. If I want to continue playing Paladin and push it to the higher tiers… I need to make a decision and deal with what will probably be a minor setback as I start acquiring gear again.

I’ve also been leveling a Warlock, in part because this is the build that the streamer Raxxanterax has been playing and it looks insanely powerful. Legitimately, it seems like Dread Claws Warlock is this league’s version of the early Spiritborn builds that were so insanely powerful at the launch of the last expansion. Initially, this relies upon Command Fallen as its builder and Dread Claws as its spender. I did not really love the feeling of Command Fallen, because I went into it expecting them to feel a bit like Summon Raging Spirits. However, once you get the Fallen Rush notable, it transforms them into an Abyss ability, making it so you summon 3 at a time, and allows you to target them by resummoning them. This makes it feel much better, and pretty much I am constantly spamming both my right and left clicks to either summon/target my pack of Fallen or fire off cascading dread claws, which gives it a pretty comfortable gameplay style. You are always targeting things before they can get to you, and your Dread Claws are mostly doing all of the work to mop things up before they can damage you.

The entire build gets a bit more Summoner feeling when you unlock the Warlock quest chain at 15. This involves you going and defeating a series of demons and binding them to your will, so that you can then choose one to permanently follow you. The Dread Claws build uses Laalish, which is a giant worm that is constantly following you and leaping out of the ground to eat mobs. Having one big minion, a turret-style minion, and a swarm of fallen minions makes the entire thing feel a bit more like I wanted it to feel from the start. Your Ultimate is a swarm of minions that effectively shred the target, making short work of whatever you throw them on. The only negative about it is that the swarm is stationary, so you have to sometimes nudge a mob back into it to get the full effect. All in all, I am pretty damned happy with the Warlock and look forward to pushing it to 70, and then building the proper endgame build with all of my paragon points.

One other side note, there is an event running right now that adds an extra battle pass to the game that unlocks a bunch of World of Warcraft-themed weapon skins. There is also a rather expensive pack that gives you all of the Tier 2 armor sets, and I am specifically the kind of sucker who fell for that. The T2 era was the golden days of World of Warcraft for me, and those are some of my favorite sets. So I was more than happy to be able to run around as a Judgement Paladin or a Nemesis Warlock. It also seemed fitting to have the Warlock using Corrupted Ashbringer. I have enough disposable income to make these bad decisions, because really… it is not worth what they are charging. However, given how much bullshit is happening in my life right now… I will take my joy however I can get it, even if that means retail therapy for some overpriced digital baubles.

In other news, we have been in teaser season for a bit with Path of Exile II slowly releasing some very short videos. SirGog has finally decided to make a video covering everything that has been released to date, so if you have not been watching as they slowly drip-feed us information, I suggest checking out his summary. The entire League Reveal presentation takes place on the 7th, and the full release of the content drops on the 29th. As SirGog indicates in the video, this is a really weird sequence of events for Grinding Gear Games. This is not the way that previous leagues have been teased, nor is the timing of the release following their normal patterns either. Generally speaking, we get the content revealed one week, and then the next week we have the start of the league. Anzac Day was the last public holiday until June, so I am not entirely certain why the big gap between the two events. Either way, I am hoping to wrap up my Diablo IV shennannigans well before the 29th so that I can hop into Path of Exile II fully, with no regrets.

What have you been playing? Have you tried out Diablo IV: Lord of Hatred? If so, what are your thoughts? Drop me a line below.

Great Story, Meh Endgame

Good Morning, Folks. At this point, I have completed the Diablo IV Storyline and am slowly grinding up paragon levels. I have unlocked Torment 1 and can reasonably farm that without much issue. Note that it is without any real semblance of a build because legendaries in general have felt really sparse and hard to acquire. I don’t necessarily love that, but it was a decision to dial back the look, and at least for me, it feels like they just spread the same amount of butter across a lot more toast. My Thorns Paladin feels reasonable and not completely broken, and a lot of the power that it lost I think, is in the form of the missing passives. I honestly feel sort of meh about Diablo IV as a whole right now. I thought this expansion and patch were going to usher in a new great age for the game, and it certainly shook up a lot of things… but I can’t necessarily say that the moment-to-moment gameplay in the endgame is better. I don’t hate it, but I also don’t necessarily love it either and feel like Path of Exile 1/2 and Last Epoch are doing a much better version of this genre across the board.

I had to cherry-pick a screenshot for talking about the story that does not give much of anything away, because I do really feel like this is worth experiencing for the story alone. I did not like the story for Vessel of Hatred, and it very much felt like a letdown in every single way. Lord of Hatred, however, is really freaking good, and there are way more interesting interactions with famous people from the Diablo franchise than we have had to date. There were actual moments here in this game that made me feel things… I actually had to choke back tears at one point. That is pretty rare for an ARPG story, and I felt like the game earned its story beats more than we have at any point since the launch of D4. Sure, I hated the whole Akarat as Jesus nonsense, but in truth, you don’t really spend that much time having to interact with that narrative. What was way more interesting was the manner in which we reintroduced Lilith and also dealt with some of the challenges around Rathma as the child of Lilith and directly connected back to our character. It is really good stuff and expands the general lore of Diablo in some interesting ways.

Skovos is also a really great new area to add to the game. I had some doubts about it as I was going through the content, but watching it open up a bit as I entered the endgame, I really do think there is some interesting stuff going on here. The legion event, for example, in Skovos is this whole pirate-attack-themed thing, and it is so much more interesting than the baseline legion events. Similarly, the Helltide areas feel really good on Skovos, but the only negative of all of this… is that essentially this one location sunsets the need to go to any other location. It has effectively shrunk the world down to only ever needing to exist in this one area. The hub of Temis literally has access to all of the things that forced you to go to other cities, and also serves as the only place you can access the Horadric Cube. So essentially, Skovos is now the game in its totality, in a way that did not occur with Vessel of Hatred and Nahantu.

Gear feels extremely hard to get in a way that I have never quite experienced since the launch of Diablo IV, and I am not sure I am a fan of it. Blasters who are grinding this game ten plus hours per day are finding plenty of gear, but I do worry about the folks who are only playing for a few hours at a time. I have exactly ONE ancestral item, and it dropped from the Obol vendor as a white item that I then upgraded into a Mythic via the cube. I am sure this will change as I go up in Torment tiers, but I also sort of need the gear to be able to go up in difficulty. I feel like I am being artificially gated by just not finding any legendary drops that are usable. I am wearing a bunch of stuff, but it does not necessarily equate to anything resembling a build right now. I am mostly being carried hard by the power of the baseline thorns build, instead of actually feeling like I have synergy with any of my gear. I liked loot raining down from the skies, and it is a bit of a bummer to be playing in extreme poverty league.

The other thing that is annoying me a bit right now is the reintroduction of Capstone dungeons. These feel like they are a complete waste of time. Essentially, in an ARPG, anything that does not reward good experience or loot is not worth doing, and these feel like an artificial barrier that is placed in our way to keep us from progressing. They are not hard to do, mind you, but they take about three times as long as I feel like they should. These essentially gate your seasonal ranks, which themselves gate your ability to progress up into torment levels. So instead of just needing to run a T1 Pit in order to unlock Torment rank 1, you now also have to do a dungeon that will not reward much loot, and also takes about 10-15 minutes to run, since there are three distinct phases to it. I am not sure what the design goal was with reintroducing capstone dungeons, because they don’t feel challenging… they just feel like a waste of my time.

Another thing that has been a bit of a disappointment is the Warplan system. These are what I would term “aggressively fine”. Sure, it is best practice to never do any activity without a Warplan sending you there, but they don’t really feel like they meaningfully improve the baseline content. A Nightmare Dungeon is always going to be a Nightmare Dungeon, and the Pit is always going to be the Pit… and while you are stapling some extra rewards on them via the Warplan, it doesn’t really feel transformative at all. Maybe I have not seen enough of the trees yet that unlock as you do the content, but most of the options feel like they are just going to give you more chances at loot. There is also no methodology for banning specific content. For example, I kind of hate the Kurast Undercity and never want to do it… and there is no way for me to say “never show me this content, and make the other content more frequent”. My options are to avoid the content in the warplans, and if I cannot… reroll the entire thing. Even if they gave us the ability to reroll specific nodes on the Warplan tree, it would be better than what we have currently.

I think the reality is that Diablo IV is never going to be “my” game, not at least in the way that Diablo III once was. I am entirely too Path of Exile aligned at this point to really ever be satisfied with the limited set of things that the Diablo franchise is now providing. I think there are going to be some players who will enjoy the slowed-down progression systems because it gives them a longer tail before they reach the point of feeling wildly overpowered. For me, however, I want to play Diablo IV as a fun weekend or two and not as a primary game, and as such, artificially gating content that we already had access to previously and throttling the gearing just feels like a turn in the wrong direction for me personally. That game isn’t bad, and I enjoyed the story quite a bit… but I will also never play that story again because it is the least efficient way to do a seasonal character. I am not sure how long I will be playing Diablo IV, but I doubt I will finish out the seasonal journey before I am back to either Last Epoch or Path of Exile.

Juggling Weapons for Harbingers

Good Morning Folks. This weekend, I should have spent the entire weekend prepping for the fact that I will be in a bad way, because tomorrow I start my bi-weekly dose of poison known as chemotherapy. I did not do that thing. I instead fucked around and played Last Epoch all weekend, because I did not feel like doing much else due to allergies… and I figured starting tomorrow, I might be too miserable to play much of anything. I technically did all of the things that I absolutely needed to do, like dishes, laundry, etc… and today I am going to get a haircut and pick up some groceries on my way back to the house at lunch. I will also be dealing with gathering the trash and putting the cart to the curb so that I do not have to deal with it in the morning, along with everything else, since I have to be at the chemo location starting at 7 am tomorrow morning.

At this point, I am level 91 and working on raising the corruption on the monolith with the current one I am working on sitting around 160 corruption, and I need to raise it to 175 so that I can do my next harbinger. Generally speaking, the hurdles that I deal with that end my Deathless streaks are Lagon in the Campaign, Rahyeh in early Monoliths, and if I manage to skirt past those… it is just some sort of massive damage happening at the same time that kills me. I made it past Lagon, and Rahyeh, and even the often dicey Emperor of Corpses for its big explosions, and finally took my first death at level 82 to the final step of an Omen Chain when there was just too much damage output for me to heal through. This character is exceptionally tanky… not Judgement Paladin tanky, but still pretty formidable so long as I can keep leeching life, and as I have improved my gear to allow me over 3000 hitpoints, I can heal through a lot.

I am playing a variant Forge Guard Forged Weapons, which is this weird hybrid of a melee class and a minion class. The minions in my case are Molten Armor, which is a build-your-own golem sort of thing that allows you to grant it stats from your own gear while also buffing the damage output that it does. The other “minion” is Forged Weapons, which are effectively a proc of a proc… making them slightly less than reliable to summon. Essentially, I am leaning heavily on Vengeance, which procs them based on my Attunement rating, and the only negative about this is that the build ends up with a “ramping” phase as I am summoning all 12 weapons, and while my Molten Armor is building ignite stacks on the target. I’ve specifically specced into Shrapnel, which is a node that gives my Weapon minions a shorter duration, but causes them to make a bit explosion at the end… which also means I can oversummon them to cause the oldest copies to explode.

I am only really able to oversustain weapons because of an exceptionally lucky drop. When I said I was doing a variant, I specifically mean that I am using a Two-Handed Weapon with a Shield, through the passive point that Forge Guard has access to. This gives me a bit more survival since I can use block as a defensive layer, but in order to proc things quickly… I need a pretty fast weapon. The lucky corrupt that I got on Volcanus gives me a second vector for summoning Forged Weapons, and allows me to skip the 3 points in Molten Strike that also serve to summon weapons, and instead invest those points in AOE scaling that also applies to the weapons. Other than that, I am constantly seeking better versions of Falcon Fists and Phantom Grip, and then I figured I might as well show off another lucky amulet that gives me +2 to all skills. Collectively, I think my gear is in a pretty strong place, and you can check out my profile over on LastEpochTools.

I was a bit slow getting to Empowered Monoliths because I spent a bunch of time doing every possible Woven Echo that I could, so that I could rush my Weaver Tree. My goal, as always, is to unlock every single imprint slot because I spend much time grinding the Monolith. For those unfamiliar, you can put an item in these slots, and it makes it so it is way more likely for that to occur when that specific type of item drops. These become way more powerful when you combine them with Circle of Fortune Prophecies that force specific content to drop specific items. For example, I am not sure I found a single Phantom Grip ring until I started running prophecies that force various encounters to drop legendary rings. Then once I got my first one… dedicating two imprint slots to them made it way more likely to see them. Now I am actually fishing for set pieces so that I can craft slightly better versions of my helm, which requires a shard from the helm slot of the Sunforged set to craft. At some point, I really need to start farming T4 Julra so that I can maybe get a high LP Vessel of Strife.

As far as progression goes, I am four Harbingers into the endgame monolith progression. I am building towards the 175 Corruption Harbinger and going to go ahead and knock out the Emperor of Corpses, since late versions of that can be pretty dicey with all of the explosions. Right now, at 160 Corruption, I can soak the big “get out” explosion without any issue, so I can just stand and tank everything, and that should hold true when I hit 175 as well. I have to admit I still hate the way that corruption works. It feels like you spend a lot of time fiddling around and trying to get your corruption level up high enough to do the next sequence of content. If I could pay someone to take me all of the way to 300… as you can with a carry service in Path of Exile, I would probably do that, just so I could knock out all of my Harbingers in a single go and take down Aberroth. I find the process of raising corruption to be way the fuck too fiddly and unfun… and wish it were more akin to Greater Rifts, where you could just keep bumping up a number manually without having to do the song and dance of killing a bunch of bosses so that when you take down a Shade of Orbyss, you get a decent jump.

The frustrations over raising corruption, though, might just be because this is not the fastest clearing build I have ever played. It is forbidable and tanky as hell, but nothing that I am doing is doing any sort of screen-wide clearing. I need to be in base-to-base combat with my targets to proc the weapons, which then decimate the targets. They drop pretty quickly… unless you are Draal, which I think are inherently resistant to fire. The biggest challenge, honestly, is wrangling my weapons and keeping them on a single target rather than letting them spread out to run amok. However, I will say they are pretty good at mopping up secondary targets while I am moving to the next area. For example, I almost never have to specifically target the little weavers’ egg cases, because the weapons are off destroying them either with melee attacks or their big explosions when they run out of summoning time.

I’ve made exceptionally fast progress in the Circle of Fortune, which has really helped in the gear acquisition department. Going into this season, they indicated that they were nerfing some of the drop rates, especially off imprint slots… and there were times that I could absolutely feel that. However, the deeper that I get into CoF, the better the drops in general feel, and I am slowly clawing back some of the missing loot. The only real frustration that I have right now is that it feels like I cannot gain gold fast enough to keep up with the need to buy more storage tabs. Those are now over 100k gold per tab, and it takes me a while to gather up a couple of hundred thousand. Maybe I should focus on the monolith echoes that reward gold or something to build that up more quickly. I also wish that we had some sort of guild system in this game with shared stashes and such, but then again, that would probably fight against the whole design goals of Circle of Fortune. Having a guild where everyone was limited to the same faction, though, might be able to get past that.

I’ve also made an attempt at starting a Primalist, because in my many travels I managed to get the Apiarist set which summons a bunch of bees. Much like the Squirrel build before it… I want to see if I can make a Bee build work. If not there is always “Cocaine Bear” to fall back on. I legitimately started writing this blog post this morning… and then got sidetracked and completely missed the fact that I never actually finished it and hit publish. Welcome to how my brain seems to be working right now… or not working. Tomorrow I start chemotherapy and that has been consuming almost all of my mental cycles. I am as prepared for that as I think I can be… and here is hoping I make it out the other side in several months. Suffice to say that since I have to be at the location at 7 am tomorrow morning… I will not be doing a blog post. I could in theory drag a laptop to the doctors office and blog from there… but I am not going to do that.

Last Epoch Season Four is really good, but is effectively the same game as before. If you liked it then, you will like it probably even more. However there is no massive revelation that will change your opinion of the title if you gave it a pass before. I will be playing it for the next several days I am sure… that is pending I can stay upright enough to do so.