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

Sunday 26 February 2017

Ascendancy, Ascend! [Pt II~The Age of Shamrocks And A Comely Maid]

Okay, I won't be surprised if my beloved Boro will be relegated this season. Newcastle will basically go up and Alan "Captain Britain" Shearer will be going pmsl mode despite Gareth "Gawain or Beaumains" Southgate getting the English job ahead of him. Once half time whistle was blown last night, I basically just gave up and went back to playing Neverwinter. Before I signed off, however, I pulled this off.
If this was the reason for our much-improved showing in the 2nd half, it means I'll most likely be getting a 14 million quids contract in time for next season. And yes, I don't mind rejecting whatever efforts from FAS to retain yours truly in Singapore if Boro really gets relegated. Until then, I'll just continue being my very own Batman (because his only superpower lies in being a tactical genius).


Previously in Der Königsmörder...
Apparently, the enemies of Icewind Dale are on the par with those of the River District. I've just run a few fights around Caer-Konig. Namely, Need for Mead and Strung Up. Suffice to say, the enemies were quite the tactical opposite to their BFFs in the River District. Which means they're actually low on the defense and higher on the dps.

In short, it's up to the players to decide which one to go first. Should it be RD or IWD? Unless you're running a hdps build, my personal recommendation is IWD.

Maps and that woman
There's something not quite right with a couple of the TCA stuff. Firstly, I don't know what the dig site maps are for. They seemed to indicate some kind of dig site activation. Like if you get a sewer map, any of the dig site you entered should be a sewer. Same goes for the dungeon maps and crypt maps. The only catch/ They did sod all. Even with a sewer map, you'll still enter a crypt dig site if you entered a... well, a crypt dig site. It's ridiculous because it took me a few tries of trial and error to convince myself that something's terribly bugged. Which is a shame because I really like how TCA is panning out so far (minus the flaws which shouldn't be there). It's like the campfire issue in any raid instances where you'll always pop up at the first campfire if you entered the instance after the rest have arrived before the final boss. In standard raids, it's not so bad. If it's during any epic raids (especially the T2 ones) where the party has just done a crazy speed run, you're better off rage quitting (fyi, even a great weapon fighter running on a 4K+ total item level will find it impossible to run the solo gauntlet in epic Gray Wolf Den).

On a far more minor scale, the fair lady protected by a pair of armored beefcakes (commissioned by Dagult Neverember no less) refuses to open shop despite completing the Clear the Docks quest in the campaign window. Luckily, I can gain access to her shop via the back door (read: the bottom left tab in the campaign window).

Something's not right. Period. Until Cryptic says something, I'm gonna feed the dig site maps to the kobolds. Period. And you should as well.

At the same time, the loadout system is a nightmare to deal with. It takes a fair bit of trial and error for me to realize how this one works. The only catch? Cryptic seems to have removed the interface after a few days. A no-brainer tbh. While you can customize your gear via the loadout, you can't do the same with powers, companions, mounts, and guild boons.

A possible direction created by (trial and) error?
It must be stated, however, that the loadout system will surely be a popular draw once properly fixed. The reason why being that it's not just the gear. One of the greatest issue arising from running raid instances (especially the epic ones) is that any move set used for running open world tends to be modified when it comes to the raids. Say for example Cyrea Durothil's open world move set consists of Astral Shield, Chains of Blazing Light, and Searing Light for open world (note that I only note down the encounter powers for convenience's sake). In raid instances, her move set would go like Astral Shield, Divine Glow, and Searing Light. Therefore, the intention behind the loadout system was a good one. A damn good one if I say so myself.

So far, Cryptic only applied the loadout system to gear and powers. If the system can be extended towards the boons, mounts, and companions, it will add a lot more appeal to the gameplay. In particularly the boons.

So will that mean more grinding?
The best thing about TCA lies in the freedom of choice. Yes, you'll need to grind for the good stuff. Unlike the rest, however, you don't have to spend so much time doing so. Or at least you won't be forced to.

The same concept can also be used for the so-called loadout boons. You have a choice of going for a strict set of boons or an alternative set. However, there will be limitations. Say for example you've reached the tier 4 boon level for your progress. Basically, this means that you can only opt for boons from tier 1 to 3 when it comes to the loadout. Once you complete the entire campaign, it means you can opt for boons from tier 1 to the final boon for the loadout (this is to give additional incentives for players to complete some of the more tedious campaigns like Tyranny of Dragons and Storm King's Thunder). Of course, you'll still need to foot the boon cost. If so, then it's best not to increase the cost too much.
Say for example one Dread Ring boon requires a Thayan Cipher as part of the cost. Cryptic can opt to increase the cost via either the Vanguard Script or the Thayan Scroll (preferably Vanguard Script in order to make Dread Legion more playable apart from the epic companion RNG).

If there's any need to pay zen for the loadout, it should only be for additional loadout slots. Period. While I recognize the need for revenue in the F2P industry, there are moments where PW/PWE's pay-to-win strategy is too controversial to be deemed... well, perfect.

Dig sites
Before I start on this part, let me just say a couple of things. Firstly, it seems that injury recovery in the game has been shortened. Previously, the timing for minor injury is 3 mins. Now, it took only like half the amount. Secondly, logging off during lag will still ensure your character stays in the game. This is extremely problematic for a reason: Your character will get a free frag treatment if you're to do the log-off/character change when the server non-response message is up. And trust me, server non-response always happens when my sis starts streaming shows like this one below.


In fact, my internet has been getting nuked whenever my sis starts watching her Korean shows in the only manner she knows how to. It's not so bad if my blogging experience gets nuked as a result. Thankfully, she never pulled this off whenever I'm doing my tactical tweets for my beloved Boro (that'd have been disastrous because Boro would lose the match 9 times out of 10 by my own guess). Of course, there will be moments where Arylos requires the favor of his god due to Cyric's divine intervention (and a fatal one at that. Refer to my server non-response statement above).


I always have the tendency to go Guts mode with Arylos after my sis nukes my gaming experience in the worst manner possible. Suffice to say, my rage always resulted in heightened tactical sense and victory.
Also despite what others may think, I've never declared war against my sis over her Korean vids. A pointless skirmish or two, but never war. Likewise, she should accept the fact that her bro actually likes Guts for the kind of flawed character which 99% of Singaporeans would love to hate.
Also, this vid is rated NSFW for a reason. It's called Berserk.

There are three types of dig sites available. Namely, sewer, dungeon, and crypt. I've gone through all three. Suffice to say, sewer actually presents a higher challenge than the other two. The reason being that you'll have two traps waiting for you. One is at the lower level where the only way to survive (as a dps since using a tank means you shouldn't have a problem in running open world PvE unless you're too dumb to be considered an actual tank) lies in engaging them at the lower level. If you're playing a ranged dps/devoted cleric, please don't be stupid by going one level down. The aforementioned approach is only for melee characters like Arylos and Myrreas. Period.

The second stage is where the tough part comes. No matter what, do NOT try moving around the edge. There are multiple traps there, all of which could crippled you with a leg injury. Not so much a problem for tank characters, but a potential fatality for every manner of dps.

If you're a ranged dps/devoted cleric, just kill the first wave and move all the way to the edge (preferably near the treasure pile). There's only one way which the mob will arrive, so it should be easy so long you don't hit the panic button like someone who failed his/her Will save 9 times out of 10 tries.

If you're a melee dps, it's best if you can engage them right at the center. Unless you're confident of escaping a trap via shift spam (something which only a trickster rogue should attempt), you better not try it. Trust me, I've been through this once, I never committed this mistake the second time (like Guts' insanely survival probability, Arylos actually survived getting a major leg injury plus various moments of opening inventory to use the injury kits. Not to mention prevailing over those fire gankers as well).

Note: If you're a TR, you can try doing trap disarm. Please only try that after defeating the first wave. And one trap per wave so as to speak, no less. Be systematic, disarm the traps in only one direction along the edge.

On the crypt and dungeon, they're very damn easy because there are no traps to handicap your mobility. For the dungeon, the hard part comes in the first wave where you'll be fighting them on even ground. After you got rid of them, go down to the basement because you'll have plenty of space to move about. As for the crypt, the mob will be coming from more than one direction (i.e. there's more than one possibility when it comes to where the mob will arrive). Not much of a problem, however, apart from having the least open space available (read: dungeon has the highest mobility potential, after which sewer is next).

Above tips are for melee dps. If you're going ranged for crypts and dungeons, then don't be stupid by assuming you can win the dps race. Maybe you can, but why play it brave when you can play it smart? To set the record straight, Guts fights with his intelligence more oft than you'd like to think.

For dungeons, it's all about selecting the high ground. Do NOT position yourself at the stairs. Only a moron will do that. Situate yourself near the door (note that door=/=portcullis). You'll definitely have plenty of space to let fly from range.
If you're a control wizard, it should be very easy via the CC and destroy tactic.
If you're an archer hunter ranger, that'll be trickier unless you pull off a Constricting Arrow as an AoE CC, after which you just use either Cordon of Arrows, Thorn Ward, or both to wipe a large chunk of their HP. If possible at all, do NOT use your daily powers unless you can be very damn sure your Seismic Shot will hit the mob cleanly.

The crypt terrain is arguably (?) the most challenging for ranged classes. The reason why being that there's not enough space to play a long range firing game. For CW, doing a CC and destroy shouldn't be a problem due to the CC part. For archer HR, that will involve plenty of dodging and AoE minefields. In other words, your archer HR is screwed once the stamina is burnt.

Note: In any dig site fight, the enemy type is only secondary compared to the terrain. If you can master the terrain, you can master the battle. Don't just think like a gamer. Think like a tactician.

A Girdle of Shamrocks And A Comely Maid
["Is this a joke?"

Before the wood elf's ire, Mystra merely gave a rueful smile. Beholding the Chosen of Kelemvor truly reminded her of a bittersweet past. Bitter because of how things turned out in the end, sweet because some memories were never meant to be forgotten. In ways more than one, Kelemvor Lyonsbane was the only man she ever loved. Even more than Tad.

"No, it's not," answered the goddess who used to be called both Midnight and Ariel Manx, "You need to let go of Lostmauth's fury inside you if you want to survive your fight against Nostura. The wrath of a dragon slain may have served you well in the past, but it has already hindered you more than once during the battle against the frost giants."

"I put an arrow between Storvald's eyes," pointed out Arylos.

"Only because Cyrea Durothil opened up his defenses," came the unwanted reply, "For a brief moment, but long enough for you use Taulmaril against that otherwise invincible jarl. She nearly forced herself to death, you know that."

"I know you're behind Storvald's demise, Lady of Mysteries."

"Cyrea merely used what she's capable of using. That is fusing the Weave into her divine power granted by Corellon. I have an agreement with the Seldarine in case you do not know."

"And I merely steeled my resolve in the process."

Chuckling at a petulance never before seen in one like Arylos, Mystra couldn't help but wonder what if things had never changed between her and Kelemvor. He was right, though. That a mind of steel was the reason why the hero of Neverwinter could suppress his anger in such a critical moment.

"But you're dealing with beings from the Far Realm," said Mystra as she shook her head gently, the rueful smile never departing once, "At least no frost giants have the ability to drive a person mad. You're walking on a knife's edge unless you're really guilty of underestimating the enemy."

A prolonged silence prevailed between a mortal and the immortal, the Or-tel-quessir leaving Arvandor. With Mystra's gift in hand, no less.

One moment, the ranger of Kelemvor saw the image of Korey engraved on the buckle. Come the next, the maiden surrounded by shamrocks became that of Cyrea. Upon the third look, the sun elf's beautiful form remained unblemished. Yet, the image stayed the same throughout before the physical eye. It was only in both mind and heart that Arylos saw the change.]

It feels absolutely surreal. I don't have to tell where I got the inspiration behind Korey (i.e. the first one, not second) and her role in Arylos' life. In fact, I don't think I'll need to upload the relevant link by now. However, it must be said that before I started playing Neverwinter (and creating the Neverwinter Six as a result of that battle of personal convenience between me and my sis), the Koreans from the south may have known who Kelemvor is and what he represents.

Basically, I'm out to do another Ahnuld. Don't believe me?


Seriously speaking, though, I'm starting to wonder whether the Lostmauth set is worth it for Arylos. Right now, the Lostmauth set is still working quite decently well, to say the least, with Arylos' crit rate of 51%. But if only things are that simple.

N months ago, I asked one of my guildies Cellablock whether I should use the Forgehammer of Gond as one of my 4 standard artifacts. His answer back then was a no since his view is that using it will compromise the dps. In a very real sense, it's really true. However, recent fights with the tanky mobs of River District served to throw me some damning questions.

1. Should I up the defense despite having a Brynnyr's Demise giving Arylos some much needed HP and defense?

2. Should I try upping Arylos' base dps game due to a maxed out Disciple of Dexterity?

3. Is the Lostmauth set bonus really worth it compared to a better dps game plus an unchanged crit stat?

4. Is the risk of a stamina burnout worth the Lostmauth set bonus?

The Lostmauth set bonus basically deals additional weapon damage upon crit, but it's only capped at 10% (if I remember correctly). Unlike the great weapon fighter, the melee HR can only opt for either power-crit or power-arpen.

All you need to create a dps GWF is putting all your ability points in Strength and Dexterity (if you decide to go Strength and Constitution, it means you're most likely a sentinel spec since I doubt many would choose the instigator tree). The stat bonus given by a Golden Belt of Puissance is +2 Strength and +2 Dexterity, hence making the Lostmauth set bonus an ideal choice for a destroyer GWF.

As for the trickster rogue, Lostmauth set bonus works a treat as well if the player opts to max out Disciple of Strength. This is also taking into account that Dexterity is the TR primary stat and the fact that this primary stat actually affects the crit chance. As if it's not enough, the crit severity of any TR is set at 75% right from the start.

As for the HR, Lostmauth set bonus works the best for archers since the paragon feats tend to affect crit based damage (not to mention as well Stillness of the Forest giving your archer +25% crit chance if no enemies are within the 30 feet radius). In fact, the archer HR should be that Lostmauth monster out of the three options listed due to SoF (unless ofc you're too dumb to play an archer HR). And this is not to mention the fact that like a GWF, the archer HR can just easily stay put and dps in any raid instance (read: your chances to proc a Lostmauth is higher if you can just stay put and dps).

If you're talking abt the trapper, it's way harder to proc a Lostmauth due to none of its feats dealing with crit. If you're talking abt the combat HR, the need to dodge is higher because this is no stand-and-fight dps build (unless your artifact weapons set is either Earthen Ranger, Lifeforge, Twisted, or Trailblazer). Coupled with the fact that it's far easier to hit a stamina burn with a HR, it means I needed to reconsider my current choice.

Assuming, I'll be replacing a Golden Belt of Puissance with a Greater Twined Rope of Dexterity, what it means is that it will free up more options than just dps. Dexterity affects deflection. This is extremely important to any combat HR worth his/her own salt. At the same time, a change in the belt slot in this context means nothing will be affected since both have the same stats apart from the obvious. Which now comes to replacing Lostmauth's Horn of Blasting.

Let me just say that Forgehammer of Gond is absurdly effective because of the combat HR can never jailbreak successfully 10 times out of 10 tries once the situation gets sticky. Taking half-damage is just part of the deal. Because the Gondhammer gives deflection as the 2nd stat, it means chances of proc'ing Wild Meds is higher. In order to maximize Arylos' dps ability without the need to burn stamina, using a Sigil of the Devoted is a better choice than Lostmauth's Horn of Blasting (note: the 3rd stat for DC sigil is incoming heal. Go figure).

So yeah, the idea may seem crazy at first. But as one of the very few (?) combat HR in the business of adventuring, I understand better than most the need to create a stable defensive game while taking care not to compromise the dps.

Which now comes to the last part: I decided to replace greater lightning with vorpal. This is because I don't want to lag the bs out of any instances should I reach transcendent lightning. Apparently, it really does lag the game (hence giving others an excuse to curse and swear). Unlike transcendent lightning, any rank of Vorpal won't lag the game. At the same time, the increase in crit severity for lesser vorpal is set at 12%. For crit-power hitters, this can amount to a massive spike in dps. In fact, there's a reason why vorpal enchantments are so much in demand. Yes, the chaining game will be lost. But the overall power will be upped (assuming that you're a crit-power hitter). If I can sell my greater lightning at near 3 million ad in the auction house, it means I may have more than enough to bake a greater negation and vorpal at the same time. Either that or greater negation and normal vorpal (which isn't really that bad if you're to ask me).

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