Famous (?) words

“You cannot hide from danger. Death floats on the air, creeps through the window, comes with the handshake of a stranger. If we stop living because we fear death, then we have already died."
~Raistlin Majere

Thursday 19 January 2017

A dummy's guide to being the next Drizzt Do'Urden

Because I'll have the entire tomorrow for myself, I might as well stay up a wee bit later tonight. The past few days have been quite surreal. Initially, the intention was to stop playing and start writing something once my sis started to stream stuff like this one below.


However, she decided to redo her streaming vid schedule in a way that she will take a break after a while>resume her vid streaming>take a break again. As a result, I ended up gaming in an equally... well, erratic manner. If there's anything to go by, the safest way to do the high end lvl 70 content (which includes Tiamat due to how badly the lag can kill your chances of winning) will be the 5pm to 7pm range. The only problem? My alliance tends to call for edemo raids after 7. On the flip side, however, when my sis would take a break from her streaming session can be quite random at times.

Note: Whatever stuff happening due to streaming any Nathan "not some Botak Jones" Hartono vids doesn't seem to affect private queue instances. Or at least not that much. Which means the current queue system is most likely running on two types of servers. Namely, the public queue servers and private queue servers. Just don't ask why private queue servers can run more smoothly than the public one beyond the possibility of higher capacity.

Add note: Actually, it could have been worse. Like more than two bandwidth gluttons sharing the same network. If there's any internet provider which online gamers should shun, it'd be SingTel. Which happens to be my family's internet provider anyway. Which is why the blokes running MyRepublic are out to play the upstart.


Ofc this is not to say I no longer have to game like Archer. If Sakaguchi-san decides to see my Neverwinter Six ideas as something worth his time and effort, then I must give credit to my sis since she's the one pushing my buttons. Arylos is indeed Kelemvor's counter guardian.

Drop rate
Lately, I asked myself something: Does your ranking in the table affect the loot drop chance?

I'm inclined to believe this to be the case. After all, you don't expect the highest dps fellow to get a crap loot amounting to a T1 accessory. At the same time, however, queuing is also a random science. In other words, you'll never know the total item level of your other party members. In fact, I won't be surprised if 99% of my raids done actually involved 4 other members having a higher total item level. And it doesn't help that the combat hunter ranger is still considered bottom tier when it comes to party PvE (albeit the devs may have alrdy done something about the dps for renegade control wizards. It wasn't that long ago that the average skilled thaumaturge couldn't match up to the renegade when it comes to dps).

Which now comes to the relevance of your character's total item level. Does this mean it doesn't matter anymore? By my own estimation, not really. Most likely the RNG would have taken into consideration your character's role (read: where you stand in the raid ranking according to your role) together with the total gear score. In other words, most likely it works like the RNG system for gear upgrade plus a few complicated factors (read: the proportion of numbers in the raid ranking according to your total item level). Either that or the RNG is a case of collective performance rather than individual brilliance. Perhaps even both added together...

Note: The only reason why anybody would want to run a T1 raid lies in the highest end loot (e.g. Emblem of the Seldarine, Shard of Valindra's Crown, and Lostmauth's Horn of Blasting). Unfortunately, the RNG is a problem. And quite rightly so if you're to ask me.

Add note: I'm one of the many who tends to get the short end of the RNG loot drop. In other words, I'm speaking from the objective POV.

20K astral diamonds earned?
One of the most prominent(?) members of my guild alliance by the name of Malakut (more specifically known as the tankiest CW I've ever seen) actually mentioned farming 20K astral diamonds through 1 round of running CN (read: nothing to do with Jung "not to be confused with the jung jong brew" Yong-hwa or the CNBLUE, but rather it's Castle Never plus the question of "what if Vers Never was never a bastard?").

Thing with the second chest is that it now drops better loot (although the RNG can be really annoying at times by dropping only a blue gear instead of a purple). There are those who still got the short end of the stick, but there are also those who struck paydirt. Assuming you got around 7500 rough astral diamonds by completing Castle Never plus whatever invocation bonus involved, opening the second chest can easily give you a random +3/+4 ring. 1 purple ring can salvage you a base amount of 4000 rough astral diamonds. Add to that your invocation bonus and it can go as high as 6000. To round down the numbers, you're guaranteed a whopping 19K rough astral diamonds (including the max invocation bonus). And this is not to mention the occasional lvl 150 gear (read: base amount of rough astral diamonds salvaged will definitely be higher than 4000). Already I've gotten 2 purple Rings of Sudden Deflect (+3 and +4) during my last 2 CN raids. Which is not too shabby given that melee hunter ranger is considered a mid dps build.

Note: I decided to give the +3 Sudden Deflect to Arylos' Koryoan disciple whle the +4 version goes to him.

Add note: Interestingly enough, it's actually far easier to get a purple ring via a non-chest drop for Prophecy of Madness and Throne of the Dwarven Gods.

Lower total item level=still out-gimped?
There are alrdy moments where a CW of 2.8K total item level was able to out-dps me. And this is not to mention an archer HR doing the same thing with the same total item level range. What this means is very simple.

1. Combat HR has been buffed considerably. At least enough to be playable since the previous mods made this paragon tree out to be a neither-here-nor-there build (read: very little dps and a defensive game more akin to a tank despite being a dps build).

2. Any build considered as hdps has been god-modded.

When it comes to hdps, 6 builds come to mind. Namely, thaumaturge (control wizard), fury (scourge warlock), executioner and saboteur (trickster rogue), archer (hunter ranger), and destroyer (great weapon fighter). 

No matter how you look at it, there's no way a combat HR can out-dps any of them. However, it must also be stated that any hdps build may have alrdy been god-modded. The devs god modded the destroyer prior to mod 10 while recent experiences have also implied that the thaumaturge got the same treatment as well. As for the archer... well, everyone knows what anema did in the god modding process. I've yet to take notice of the fury, but I won't be surprised if a fury of lower item level can out-dps 90% of the builds available. As for the executioner, it's basically universal knowledge since many TR users choose this path.

By my own estimation, any hdps build with a total item level of 2.8K or so should be considered a high-end damage dealer. The rule is very simple: Just go for every offensive boon available. Period. That plus the defense boon given by the guild stables. If you play it right, you don't even have to dodge 9 times out of 10 (executioner, saboteur, and destroyer are exceptions due to the difference between melee and ranged). Yet, it must also be stated that hdps builds tend to peak very late unless you're playing executioner or destroyer. This is due to a lack of close combat defense. Something which can easily hurt any such build in open PvE (this is most evident in the archer hunter ranger where maximum damage is being done as far away as possible).

For the melee HR, its defensive quality is the closest thing to a tank (albeit not by a long shot). In party raids, however, this is where the melee ranger needs to offer something which other builds cannot offer. In terms of dps, a thaumaturge or archer can easily out-dps you even with a total item level difference of 200 or so. I know what I'm talking abt b/c Arylos is running at a 3.1K total item level and he got out-dps'd by a control wizard with a total item level of around 2.8K. Not only a thaumaturge but also executioners and quite possibly saboteurs as well (there's this TR named Zanne with a 2.8K total item level score in the alliance, 'nuff said) plus archers (we have someone named Terd Ferguson in the guild, 'nuff said).

If there's anything the combat HR is good at, it'd be softening up the enemies. This is due to three feats available: Piercing Blades, Scything Blades, and Battlecrazed. How useful these feats are to any party, however, is still a matter of debate. While a combat HR goes very well with the executioner TR (read: the executioner requires an effective body count game to hit max efficiency), the same cannot be said for the rest (read: they don't use body count as a basis for hdps).

This is where the utility role comes in...
While it's very easy to classify the hunter ranger as both striker and controller, it's very hard to pinpoint the correct aspect of a hunter ranger's buffing game. It's a bit of damage buffing, a bit of defensive buffing, and a wee bit of healing (including the temporary HP buff).

If you're a combat HR, you have to choose between crowd control and buffing. If you choose stormwarden as your paragon HR class, then it's not that bad on the dps due to the simple synergy of Bladestorm and Twin-Blade Storm. If you're a pathfinder, then that's where you're screwed on the dps option.

Compared to the trapper (let alone the archer), the combat tree is all about playing it tactical. On the first glance, the feats are all dps-based. Once you realized what other dps builds can offer, that's where you'll need to think out of the box. In terms of CC, everyone will be looking to either the oppressor CW(mass mobility handicapping) trapper HR (part CC, part dps). or the scoundrel TR (basically the only build who can stunlock the living Nine Hells out of you). In terms of dps increment, people will be looking at the damnation SW (iirc thaumaturge is also counted as a dps increment build, but I'm not referring to self-buffing here). Buffing wise, it's temptation SW (albeit this path requires a high lifesteal game in order to pull off a buff orgy) and renegade CW (possibly the more frequent variation of a buff-dps). Talk about combat advantage spamming, just go saboteur TR (basically, the only TR build capable of perma-stealth after it took the devs more than 1-2 mods to nerf the problematic stealth spamming right). Ultimately, you'll need to choose between the CC-dps build or buff-dps build.

If you're out to create a CC-dps combat HR build, you need to understand one thing: There's a difference between grasping roots and slow. The weakness behind a trapper HR lies in a lack of versatility in the CC dept. In fact, the trapper is all about increasing damage via stance switch, self AP buff, and strong grasping roots complete with thorns. In terms of dps, the combat HR is much better. In terms of AP buff, the trapper is still better. However, having the Lucky Blades feat means having an easier time in gaining the AP (so long you're a power-crit or a power-deflect build). CC wise, the combat HR can easily choose from a greater variety (read: you can either go strong grasping roots, slow, or both).
Supposedly you're gunning for a CC-dps build, Crushing Roots is basically a must-have due to this being the only stunlock option available (minus ofc the Magistrate's Patience mount insignia effect and feytouched weapon enchantment). As for the other class feature slot, it should be an offensive one.

As for the buff-dps variation, you'll need Aspect of the Pack. Period. Yes, I know you'll be back to square one where your nearest BFF would still out-dps you. However, not every dps build is combat advantage focused. At the same time, you'll need to deal enough damage on a consistent basis rather than huge damage in bursts. Which means to make this build work, you'll need active companion bonuses like that of a walking brain, a talking statue, or some bling dawg previously owned by Arylos' dad (?). At the same time, key to playing a buff-dps build lies in the ability to survive. Which means you'll need to strike a balance between being daring and playing it prudent. This variation is particularly deadly if your party has a (good) renegade or oppressor CW.
Assuming you won't use Aspect of the Pack, it means you'll have to look at other buff options. Oak Skin is a good one to have as it gives both heal over time effect and increased defense to keep everybody alive. If you favor a more direct approach, Marauder's Rush can be a good option due to its ranged BFF giving you AP increase and a chance to jailbreak at the same time (note: Marauder's Escape won't give you invulnerability during the bailout animation). Hawkeye is nice to have as well since it gives only 50% effectiveness to pretty much the rest of your party. As for Plant Growth, it's basically the dps monster for every combat HR build. Even assuming you're doing it against a control immune enemy, it means you'll still be dealing near 20K worth of base damage this way.

Difference between two paragon classes:
For the stormwarden, it's far easier to opt for a more dps approach. This is due to two paragon class features: Bladestorm and Twin-Blade Storm. Some of the paragon class features tend to work well with another paragon class feature in the exclusive context. A good example would be Eye of the Storm and Storm Spell where the dps output can (and will) look like Freddy Krueger (not in this manner, mind you). Bladestorm and Twin-Blade Storm is basically a lesser variation so as to speak. This is due to TBS only applicable against any mob with more than two mooks. In dungeon boss fight involving only... well, the boss, it's better to replace TBS with Seeker's Vengeance. Your chance of blindsiding the boss can be quite high (read: you play the hammer while the rest play the anvil). I've lost count how many times I did that in CN.
As for the pathfinder, it's more about defensive options. Pairing Aspect of the Lone Wolf with Battlehoned is a surefire way to create the new Jason Voorhees (if you understand my statement, it means you're old enough know what is Friday the 13th). If you're going with this class features synergy, then just go all out on the damage dealing encounters. In particular, Rain of Swords would be a very good dps option due to the high damage output plus the fact that you'll have enough defensive resources to keep yourself alive if you whiff the move (something which is bound to happen). Otherwise, Seeker's Vengeance with Crushing Roots is your best bet of CC-dps. Just stunlock, run behind, and stab. Oh, and one more thing: Pathfinder's Action. With this beauty, you don't have to worry abt closing in.

On the paragon at-will and encounter powers, stormwarden has a far better dps game. This is due to Clear the Ground being a burst attack while Throw Caution basically adds a lot more muscle (this is due to anema changing it from a buff effect to a direct damage move that will proc the effect). Yes, we all know there's a drawback in TC where you'll take more damage. In this sense, TC is more suited for raids where your chances of getting punished for the wrong call will be minimized. However, it's still possible to use TC in open PvE so long you have Oak Skin to offset the disadvantage.
On the pathfinder end, Careful Attack and Bear Trap only further reinforces the reason why Seeker's Vengeance shouldn't be overlooked. When it comes to raids, trust me when I say Bear Trap can screw up the opponents like the Montreal Screwjob N years ago. Try that on the red wizards whenever raiding Valindra's Tower. I don't have to elaborate the meaning of muted fireworks. Just remember to do Ambush before pulling this off.

Someone should just add a (raging) red wizard and a (trolling) pathfinder

My approach so far:
The main problem with playing a combat HR lies in poor movement when it comes to closing in. For a GWF, dashing is a no-brainer. For a TR, it's dodge and stealth. For the HR, the shift mechanic is all about a low number of frames being done. What this means is that the HR has the lowest dodge range out of every class. Unless you're running your combat HR with a Howling Weapon set, you should either opt for Longstrider's Shot or Marauder's Rush (note: if you're using the pathfinder paragon class, it means you have four options instead of two since you'll gain access to Ambush and Pathfinder's Action).

Despite running the game so far with this very set, I'm now practicing the usage of Marauder's Rush/Escape due to me contemplating whether to get a Twisted Weapon set in the near future. At the same time, I won't put it past Cryptic giving us additional level 165 artifact weapon sets apart from the current Trailblazer set (read: they did that before for the Elemental Evil artifact weapons for mod 9).

Problem with Marauder's Rush lies in how you'd use it. More oft than not, it's used for closing in from afar. Once you're up close and personal, the only usage for it is to proc Flurry. However, the combat HR isn't really that reliant on its final paragon feat unlike most, if not the rest. The reason being that Lucky Blades will give you increased damage for your damage dealing encounter powers while Battlecrazed can be used anytime and at any situation. Alternatively, you can opt for a two-way closing in approach where you can alternate between Longstrider's Shot and Marauder's Rush (note: if you're running with a team high on dps, this can be a good option. Just remember to slot in a high damage AoE encounter power). As for Plant Growth, the damage potential is a monster. However, you can only have 3 encounter slots. Assuming you have the Warden's Courage feat, what it means is that you'll need to dodge more often unless you don't have the Serpent Weave feat on max rank (note: I personally won't recommend this option because I tried it recently. It felt like using Bang Shishigami during the first BlazBlue game).

And speaking of the Warden's Courage feat, that reminds me of the ranged BFF of Throw Caution. Namely Split the Sky. If you enjoy thinking out of the box like a tactical genius of Roman birth named Antonio "Il Bestia" Conte, StK is a nice anti-boss option. This is due to how the damage ticks on massive AoE. Which means any adds joining in the fun will get the shocker of a lifetime (and this is not to mention maintaining your own dps on a higher level). However, it must also be stated that StK should be used sparingly unless you're out to compromise your own dps needlessly. If you're running any raids with a party low on CC, StK also offers more than enough CC muscle (read: any team low on CC means that team should be high on dps). In particular, this approach is very effective against the mobs in Temple of Tiamat (i.e. they tend to spawn within a wide area) and Castle Never (i.e. the undead tend to move as a compact mob) where you're pretty given more than enough time to pull off a cluster bombing.

On the class features, I opted for Aspect of the Lone Wolf and Aspect of the Pack. Unlike 99% of my fellow Singaporeans, my favorite animal is never the lion. Rather, it's the wolf (maybe that's why I prefer the Starks of Winterfell to the Lannisters of Casterly Rock). Beyond pointless idealism, Arylos is meant to be the tactician of any team. Hence, the need to survive.

On the daily powers, it's all abt Forest Ghost and Disruptive Shot. FG is more for direct dps while DS is meant to create follow-up hits (more specifically Aimed Strike).

As for the at-will powers, I'm now sticking with Clear the Ground and Aimed Strike. No intent to switch atm.

On the active companion bonuses, I go with the Intellect Devourer and Staldorf for the combat advantage bonus adding up to 4%. As for summoned companion, it's a cat (i.e. now upgraded to legendary rank). On the defensive end, I used to opt for Battlefield Medic and Neverember Guard. However, I'm now trying out Death Slaad Powerstone due to its super imba active bonus. In other words, the Battlefield Medic has to make way for a literal monster (srsly, whoever doing the Death Slaad Powerstone companion gameplay wise should never be trusted with gameplay design. And no, I'm not ashamed to do the Neverwinter version of auto-resolve).
More specifically something NOT from Total War...
Standard artifacts wise, I'm currently running with Sigil of the Hunter (for added dps), Sigil of the Trickster (for crit, deflect, and combat advantage), Lantern of Revelation (mostly for the combat advantage), and Lostmauth's Horn of Blasting (for the Lostmauth set bonus).

However, I may feed Lantern of Revelation to Sigil of the Trickster in one of the future double refinement event. This is due to combat advantage being a modifier stat (e.g. stats like critical hit, armor penetration, and deflect) instead of a core stat (e.g. stats like power and defense). Most likely it will depend on whether I'll want to get a Horn of Valhalla due to armor penetration being far more a moot stat for the combat HR. Either that or I may choose to pilfer a Sigil of the Devoted since Cyrea has alrdy raided successfully the Vault of the Nine. After all, Kelemvor isn't the kind of god known for recruiting rangers and druids.

P.S: It's actually tactically possible to make your combat HR useful without improving the closing in game. However, this requires an effective reading of the game at times where your only job is to rack up the body count instead of the damage count. Stormwardens, in particular, are very suitable for this last man dps role due to the synergy between Bladestorm and Twin-Blade Storm.

Add P.S: Another method in closing down the opponent lies in Fox's Shift. I swear you can hit any target with this move so long it's like 10-15 ft away. Still, Marauder's Rush can hit any target 80 ft away.

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