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, 27 April 2017

Lowdown on the loadouts (plus I may have finally gotten the trick right)

Since I have like 1 hr+ to my sleeping time, might as well I do a bit of write-up here. Before I get started...
I may have finally gotten the trick right
A few hrs ago, I tried doing another round of Kabal. With one HR and one GF, no less. Suffice to say, Kabal's trial of fire was now far easier since I've already gotten the hang of it. Due to a lack of sleep, however, I got myself killed once. Interestingly enough, it always helps to have the tank reaching the finishing line first since the fight against the "guard dogs" would commence asap.

When it comes to dodging, it should only be used primarily to cover ground asap so that you'll be out of the firing range.

The first try was a disaster so as to speak (the tank apologized, so I assumed the aggro grabbing part went terribly wrong somewhere). Come the second time, we did in Kabal nicely. One thing of note is that Kabal will always be at the edge. At the same time, he seems to have some kind of ability to pull you towards him. Not only that, he's got some knockback move that will throw you down prone straight into the lava pit. Thankfully, the arena is surrounded by a wall. In other words, you won't get thrown off the stage if you happened to position yourself near the edge rather than the center.

On the fireball and chain, the damage over time can be very insane. Even more insane than Nostura's Death Star. Funnily enough, my first/previous Kabal run also involved a 3 member party (including me), but the flaming morningstar never did a DoT on me. Thanks to valuable input from one of my guild alliance members (can't remember his/her name), I managed to put one and one together. Apparently, the source of DoT comes from another fireball situated. This second fireball is stationary. I know this because, in my second/current run, I noticed a stationary fireball while getting pulled by Kabal's chain. At the same time, I actually survived the flaming morningstar in the second try after the party got wiped. Yes, half the HP was gone. But hey, at least it's better than the first round where the DoT killed me outright.

In other words, do NOT let the chain come into contact with the third party fireball. The moment you do that, you die. Once the DoT sets in, you'll have to act fast. The stationary fireball would most likely pop up at random location. However, there's a fixed pattern to this. Namely, the third party fireball will always be situated anywhere at the center of Kabal's arena. Once you get the burn, move slightly away to the side until you're very sure the chain is no longer in contact with the third party fireball. And trust me, you'll really need to move asap. The DoT won't kill you straight away, but it will still kill you in a matter of seconds. The moment the DoT stops, it means you're in the safe zone. This sole method of surviving the DoT burn, however, would most likely require a few tries if this is your first Kabal fight (read: #respawnlol). This is because the camera view will only cover the frontal view, hence making the detection part quite difficult at least for the first try.

Assuming you're fighting the mob during the process of defying Kabal's law of physics, the only way is to pull the fireball towards them. If possible at all, CC them once they close in. Otherwise, you'll have to take them on until the fireball hit them. The mob will always spawn at the center where the anvil is, so it should be relatively easy to do them in once you're able to move past them in a straight line (read: exploiting the space between one enemy and the other). If you get the DoT burn as well, wait for a brief moment before moving slightly to the side. This is to give you more space to outmanoeuvre the mob while trying to get away from the stationary fireball (unless you have an effective dodge/dash game). Since they will just automatically close in (read: most of Kabal's minions are melee damage dealers anyway), it should quite easy to use the flaming morningstar against them. If possible at all, pull the fireball towards Kabal (read: somewhere near enough along the edge). Otherwise, killing his Kabalites will automatically remove his super armor. While I'm not sure of this being doable anywhere else, at least I have reasons to believe the anvil is actually the source of Kabal's invincibility (read: detonating any golem near that thing plus the fact that Kabal doesn't seem to enjoy moving towards the center stage). Once the super armor is removed, just go straight for the jugular. With the super armor, Kabal is literally invincible. Without it, he's basically worse than a glass cannon. Which is why any Kabal fight should very easy if you're running his trial of fire and iron with a party of 3 or more. Once he said something after the explosion, it means you can just start fragging him. Ultimately, key to defeating him lies in how much damage you can deal in a go.

Note: Once the DoT sets in, you won't have time to consume potion, let alone activating any self-heal artifact. Just move immediately. Also, I might be wrong here, but it seems that only one stationary fireball will appear when the chain comes out.

Add note: Apparently, Kabal can only use one chain at a time. Also, it seems that the stationary fireball will not come out once Kabal submerges the arena center with magma.

More add note: Above part was actually written like N days ago.

Planning the loadouts: Things of note
Be mentally prepared for increased difficulty on the PvE front. This is due to the presence of loadouts. To understand what the loadout system, one must understand the hassle behind changing the moveset just because you need to raid a Castle Never. For those who have the luxury of joining private queues, it's not that bad. For those doing public queue via auto team matchmaking, the frustration can be very real.

Because the loadout system also affects the stats, boons, and feats, it also means giving much more leeway in creating two builds. One for open world PvE, another for raiding instances (and this is not including PvP and specific raid instances like Demogorgon, Fangbreaker Island, and Svardborg).

For the dps builds, open PvE is all about surviving while raiding instances is all about the damage. For the tanks, it's quite the other way round. Because the devs have already started tweaking the difficulty level since mod 7, be prepared for somewhat of an overhaul come 2nd May 2017. Already, the zombies and Thayan servitors in the Dread Ring have gotten very dodgy with an insanely high dodge/deflection game. Quite likely both. Don't believe me, go run the Dread Ring now and see how the HP bar drop.

So what to expect come 2nd May 2017?

1. Be prepared for open PvE dishing out more damage. This is due to tanks having a better survival game than any other builds especially when it comes to the high-end stuff like Vault of the Nine one-shot quest and quite possibly the Biggrin's Tomb weekly quest.

2. Be prepared for raiding instances taking more damage without dropping dead. This is due party teamwork and that one thing called combat advantage.

Next up: Because it's already very late and that my sleeping pattern works like a Tesla guy, therefore I need to end this. Next up, loadouts for Arylos, Cyrea, and Myrreas.

P.S: Something's wrong. Some unknown fellow actually replaced Cyrea's profile with Kariss' profile. Either the people in Cryptic were trolling me or some hacker got nothing better to do. Worst come to worst, my super mignonne stickwoman may have gotten hold of my account info and that she actually played a prank to get my attention. Okay, ignore the last possibility. My prefrontal cortex is abnormal anyway...

Monday, 24 April 2017

Kabal: Kaching or Karchng?

Kabal:
One of the four members of the Cloaked Ascendancy, the warrior of the group. Went missing around a century ago (i.e. 1385 DR) due to the Spellplague. Or sixty years ago due to the Spellplague if Braga and Lukan can be trusted.

Kaching:
Also known as the bling, USD, SGD, or whatever D. Arguably a word made famous by Shane O'Mac.

Karchng:
In Singlish/Hokkien, it refers to that other prominent part of the female anatomy apart from the boobs. If you don't know what I'm talking about, it merely means you're acting dumb because of that pretty girl in your workplace.


Fighting Kabal: Either kaching or karchng
Earlier tonight, I've finally started my first Kabal fight (i.e. the intro fight). A lot has been said about how absurdly hard this guy can get, then there are a few who actually said fighting Kabal can be very easy if we're talking abt a solo mano-a-mano. So which side is telling the truth? Is it really possible for the outcome to be a kaching? (read: victory) Or is it true that chances are that any solo fight will end up to be a karchng? (read: defeat)

Note: My intro fight against Kabal went worse than expected. Nevertheless, this is a fight which Deadpool can easily win for a very good reason.

Déjà vu, anyone?
If fighting Nostura requires a Daytona victory, then fighting Kabal is bound to give you a sense of déjà vu in ways more than one. Firstly, we get to "see" the devs once again. Last time round, they got stuck in the middle of the Sea of Moving Ice. No matter how hard you tried, they just couldn't be bailed out. This time round, they survived the Sea of Moving Ice, only to find themselves in Kabal's backyard for reasons unknown.

Apart from "seeing" the devs doing a Kenny McCormick, another sense of déjà vu lies in doing a Super Mario. You have to jump from platform to platform, the only problem lies in the various flamethrowers deployed at the left-hand side. You're promptly reminded of that crazy Stagtona race to Nostura's fortress where that damn animal is always moving slower than your 70 yr old ah-kong (or ah-ma for that matter). Not only that, the flamethrowers reminded you of Lukan's flamethrower in the Illusionist's Gambit (basically the best skirmish so far in the game, even more so than Prophecy of Madness and Throne of the Dwarven Gods).

Thankfully, running and jumping around the stage like Super Mario and his BFF Yoshi isn't that scary. In fact, you shouldn't have a problem with it if you're actually good enough to do a Stagtona. Let me be frank here. My first try ended up in a fatality, but that's partially (or totally depending on how you perceive the situation) due me messing around. I wasn't serious in trying to survive the first try since it's just a game, not a real-life Game of Thrones where you either die or win the Khaleesi's favor.

After dying once, the game was very clear to me. Either you dodge or dash. If you're an oathbound paladin or guardian fighter, don't bother pressing shift. Just walk through the gauntlet like a boss, but please analyze the pattern of the flamethrowers so that you can time your walk properly (read: knowing when to press forward without pausing). It's far easier than the Stagtona. That bloody animal took me 3-4 tries at least to get through, so doing the platform jump wasn't much of a big deal after the first respawn.

In the first stage, there are several switches placed in between the platforms. Once you switch them off, the flamethrowers will be deactivated. Not all of them, though. If you're running this on solo, then it's not important since you'll end up reaching the next respawn point before reaching the switches. If you're running this as a group, however, it's very important for the first person to switch off the flamethrowers. This is to ensure no accidents will happen in the process. Once the fire gets you, you'll be shoved off the platform like how Ashara Dayne threw herself off the cliff last time round. It may sound funny, but I'm sure there are those who got it from Kabal in the process of platform jumping. Just don't ask me whether there's a female human devoted cleric toon named Ashara Dayne.

Take note that the final lap of flamethrowers does NOT have any switch. In other words, you'll have to time your walk like a boss. Any attempt to dodge will most likely end up in failure since I'm sure the fire will just ignore the dodge invincibility. At the same time, the angle is quite weird. Very weird tbh. Not the normal horizontal direction, but rather diagonally towards you. On this front, you have three cannons in a row. Once you get past the first cannon, do NOT stop. Just keep going unless your toon is a female human devoted cleric named Ashara Dayne.

Taking on the mob
Unlike Nostura who prefers distributing her forces, Kabal enjoys placing all his guards at the gate. If you're to ask me, the only problematic guy is that dreadnought with a flaming head. At the same time, please try to stay around the center of the platform. Some of Kabal's minions will just self-detonate upon being killed, with certain Kabalites (i.e. Kabal's minions) more than capable of blowing up the surrounding area even before they die. What this means is very simple: Stay too near the edge and the explosion will just throw you off the platform.

This is basically the kind of fight where you really have to end it asap. If you can do that to Kabal's flaming dreadnought, it shouldn't be an issue since that damned dullahan would always pull off its Sherman Scorched Special. Just make sure you adopt a hit and run approach unless you're confident enough to survive its 3 hit combo.

Taking on the Kabal
Disclaimer: I got myself killed early in the fight because my reconnaissance tactic during any fight involves messing around without taking the fight seriously. As such, some/most of the things I say below are either speculative or something the devs will try pulling off in the future since they're officially in the business of reviewing the difficulty level ever since mod 7. Either way, I'm sure my analysis should be at least theoretically right on a tactical scale.

That's where most gamers start complaining while their minority counterparts mock their whining. The terrain is that of an arena. Sounds simple enough? There are two ways to court outright fatality. The first is taking to the center stage when Kabal starts filling it with magma. In this instance, stay at the edge. If you're within the detonation knockback zone in case any Kabalite self-detonates, don't face your back towards the center. This will be a tactical fight where most likely 60-70% of the action will take place along the edge. By comparison, fighting Nostura is much more straightforward since you only need to survive her Death Star attack while taking out the blue flames. You may need a few respawns to get things right, but once you get the hang of it, the fight should be relatively easy.

If Kabal moves to the center, don't follow him. Just bait him to the edge where it's pretty much the safe zone. If you're running this fight as a trickster rogue, use ranged at-wills like Cloud of Steel and Disheartening Strike to bait him. If you're a great weapon fighter/guardian fighter, just take him on, taunt him, and pull him back to the edge. If you're a combat HR, just go ranged stance and do the standard ranged baiting. The only problem lies in the scenario where you're an oathbound paladin choosing the Oath of Devotion. That's where your taunting game is deemed nigh non-existent at best, the square root of sod all at worst.

The key aspect of Kabal's fighting style is his super armor. More specifically, I'm referring to the fact that he's quite literally damage proof 90% of the time. Why I say 90% instead of 100% is very simple. Thanks to the members of my guild alliance, I've gleaned a couple of useful info.

1. Detonating Kabal's golems will ensure his super armor temporarily gone. Please note that for this to work, Kabal has to be in the self-detonation AoE. This is basically the tank approach where all you need to do is to take Kabal head-on, super armor or no super armor.

2. If you get caught by one of Kabal's chains, don't stay put. It will pull you towards a fireball facing your sorry karchng. Once the fireball explodes, it's one shot fatality and #respawnlol in every sense of the statement. However, moving towards Kabal in an act of defiance against the law of physics (since the chain will really pull you towards the opposite direction) will reward you with a Kabal tasting his own medicine. Just make sure the fireball gets his karchng instead of yours. Credit goes to Malakut (aka the tankiest control wizard) for this tip.

Note: More oft than not, there will be a higher number of gamers doing lfg requests for Kabal and Gyrion fights. While I've yet to try taking on Gyrion, I find that party raiding Kabal's base can be very easy once the super armor goes down. Unless you're game for a challenge, please look out for such requests in the zone chat.

Vital tip: If possible at all, use a movement food/potion buff unless you can move fast enough to avoid death by a flaming morningstar. Period.

P.S: Originally, I intended this post to be much longer since I do have the tendency to go OCDP mode in everything I do, if not most. However, I need to start disciplining myself for the sake of my future. Last thing I ever want is my super mignonne stickwoman worrying over my wellbeing.

Wednesday, 19 April 2017

SOS

2nd of May, one day after May Day. This will be when the new mod says hi. Interestingly enough, SOS seems to be pointing towards a new direction. Namely, 1 mod=1 story instead of 2 mods=1 story. Funnily enough, there seems to be that ex-lovebirds link between The Cloaked Ascendancy and Shroud Of Souls.

In The Cloaked Ascendancy, there is a background link with the Spellplague. And when we talk about that nearest thing to a global apocalypse, Mystra "faking" her "death" is the spotlight.

In Shroud Of Souls, Lukan's stunt took place in a Kelemvorite crypt. As a result, plenty of stuff got blown up out of proportion. Sounds a bit like how Criminal Minds Beyond Borders spoofed/screwed up the Singaporean justice system. As for me? Sorry, I don't give a damn. But I need mention that moment where the Ministry of Manpower was mentioned. If you think the kind of reaction like "that sounds Orwellian..." sounds bad, let me relate to you something utterly hilarious a few years ago. That was at the mailroom office of my workplace (i.e. SGH) where one of the staff misheard Ministry of Manpower.

Kakak A: Huh? Ministry of Main Bawah?

Because I'm born a cat unlike what a PRC insinuated about me last time round, I decided to find out for myself what is the meaning of the word. I asked the storeman (let's call him Pak A) working in the DDR. Only then did I fully realize the full extent of hilarity behind the Ministry of Main Bawah. Don't understand what is Main Bawah? Never mind, it's better for you not to know the dark side of Bahasa Melayu. Hopefully, my super mignonne stickwoman doesn't know the meaning of that term.

Wait... what if she got Malay friends? What if one of her Malay friends is a girl? Mampus sial...

Don't understand pergi mampus/mampos? Well, in Trump speak it means "you're fired". Please note that the Trump speak translation is not the literal/proper translation.

What you'll see in this post
Basically, this will be my first impression on the upcoming mod plus some side rambling so as to speak. Because not much is being outed from the info closet, I can only write this much. Which is a good thing anyway since my prefrontal cortex function is anything but normal. Pretty sure my super mignonne stickwoman knows about this since day 1.
I have mixed feelings about this. On one hand, I cannot discount the situation where the devs have too many complaints and too little time (let alone any free time). To rectify the bugs and glitches, corrective programming is required. In other words, one little screw up in a single line of coding text can create the programming equivalent of the MOAB. Come to think of it, was I guilty of acting like an impatient jackass all the while?

Which now comes to the other end of the issue. How would the community think? I don't represent the entire community, neither am I hired as Cryptic's PR defense attorney. The general consensus has always been a case more negativity and less positivity. No one in the studio can bail out of that, no matter what, how, and why.

I can only hope that this statement of clarification won't blow up like the worst case scenario in the RL version of 한반도 (and no, I doubt Kim Pyongyang is actually getting any more real in his threats than the stereotypical South Korean. Believe it or not, I wrote up an analysis on the staring competition on my FB profile).

An interesting add-on to the Stronghold aspect of the gameplay. One of the most understated questions so far in the game is whether it's high time for the devs to add something to the guild stronghold maps. While I've yet play through the entire 20 levels' worth of guild story quests, I think it's safe to assume that there's plenty of stories left untold. Okay, maybe not that plenty. But enough to warrant at least another 10 levels of guild hall upgrading? The implied presence of the drow is still left unexplained. The presence of Underdark and Maze Engine campaigns means surely there is more space for story telling in this part of the map. I'll admit that Cryptic's storytelling style in the game is a bit too black and white for my taste, even a wee bit politically charged at times. But because I tend to reserve a higher standard of storytelling for myself, I don't mind it at all. The studio has to race against time more oft than not.

Imagine this: 2 mods in a year! From last year, I think it has gotten up till 3 mods per year! Only an idiot will expect a story with the kind of standard boasted by Sakaguchi "will I get sued for calling my 3rd studio Moonwalker?" Hironobu under such circumstances (ironically, any plan to do a Neverwinter Six saga series with Sakaguchi-san is still theoretically possible).

I'll be covering all 3 temporary buildings listed here.

On the masterwork profession vendors, I have mixed feelings here. On one hand, I'm glad that there will be vendors selling components for the masterwork professions. Problem with doing masterwork missions is very simple: You don't have enough components to finish the second round. The thing with masterwork professions is this: To make whatever stuff worth your time and effort, you'll need a Gondhammer of at least a legendary rank. Even then, getting past the first round is already difficult enough with one legendary tool generated from the artifact and 3-4 other epic tools. While I don't expect the temp vendors to sell stuff like soft/hard aberrant leather and lined/lacquered aberrant leather, I really hope stuff like cashmere yarn and adamant rings. In other words, not everybody has the kind of free time to max out two professions at the same time (apart from Leadership and Black Ice Shaping for obvious reasons. And let's not talk about potential complications arising from the super slow levelling speed and equally super lucrative end level stuff where Leadership profession is concerned). If things go as well as I hope for, it means two things.

1. It's easier to craft masterwork gear so long you have the Gondhammer.

2. What this possibly means is a lower bidding price on the auction house for masterwork gear and a higher bidding price for the Gondhammer. After all, the so-called recommended standard will always be done by the devs according to how the in-game economy goes. If you think that's dictatorship, it means you don't understand how your country's economy work.

As for buying basic crafting materials en masse via guild marks, I have my own worries. On one hand, it's good that you don't have to go out into either Caer-Konig or Protector's Enclave for some much-needed shopping. However, the tricky part lies in the definition of buying in bulk. Under the current limitation, the maximum amount of basic crafting materials is capped at 100. To make the whole temporary vendors useful, the max cap should be upped. At least to 200 if I say so myself. This is because compared to farming guild marks, it's so much easier to farm money. If you have a Radiant enchantment slotted into a utility slot, the kaching will just keep... well, going kaching. Try imagining how much a rank 7 Radiant can fetch you in terms of cold hard cash earned. Neverwinter has always been about cash-light, assets heavy. If you still don't know this by now, it means you're dumber than an idiotic cleric who can't even heal the tank properly (i.e. worshipping the god of failure).

On the second type of temp vendors, this will most likely be the staple choice of every guild. This is because such vendors can easily hasten your guild hall progress. Even more so if your guild is of the smaller size instead of the bigger players like Gutbusters Brigade, Hungarian Lords, Win Or Lose We Booze, and Greycloaks If you belong to the latter category, however, I think it's better to discuss whether to hire the temp professions vendors instead.

As for the third type... erm the description "guilds with astral diamonds to spare" sounds like how the tooltip always work in the game. Ambiguous at best, outright pointless at worst. Unless it means astral diamonds voucher and astral diamonds quite literally. Apparently, however, this indicates a case of RNG. I'm very intrigued by the manner of rare items stated. Will coalescent ward be part of the RNG menu? Ultimately, I don't care much about the aesthetics because I tend to think like Archer instead of Lancer.


Note: Due to the presence of the second type of temp vendor, it's quite likely we'll see an increase in maximum guild hall level coming up soon.

The devs must have done something so terribly right with The Cloaked Ascendancy, they actually decided to ship a key aspect of this current mod into the next. In the Illusionist's Gambit skirmish, you can opt to go for the next round if your party survives the current one (up till 3 rounds in total). I won't be surprised if the Stronghold Marauders event also works the same. At least 3 rounds in total if you're to ask me. This may easily be the highlight of SOS. After all, too much Dragonflight fights can feel terribly banal (thankfully, DF fights range from occasional to some form of rarity where my guild alliance is concerned. Either that or the S'porean timezone doesn't work well with the American/European timezones).

My hope for this event is very simple. To make the SM fight feel like another IG, only more hardcore (read: more challenging). If it's any enemy type you've faced in the SH map, then that enemy type should be fair game and 100% legit.

Is there anything I should add here? You may be surprised to hear me say a resounding no. The reason why? I actually mentioned loadouts way before the devs outed their plans, believe it or not.

Note: Is it too much for me to request a Transcendent Vorpal and a Transcendent Negation as a form of appreciation cum remuneration?

Different ways of putting it, same thing actually. I truly doubt Cryptic will depart from the intro quest system which served the game so well. The line separating bold and reckless can be very clear at times. This is one of those clear-cut moments. There's nothing much for me to say, so might as well I put on my tactical thinking cap.

Firstly, I won't be surprised if you'll get to fight demons again. The reason why being Orcus' name being bandied around like some major gimmick here. The dev blog only intro'd two kinds of enemies so far, but only a moron will expect only this much (at least I don't recall anyone mentioning many a stag party organized by dryads at the behest of Nostura before they unleashed The Cloaked Ascendancy).

Secondly, how would I perceive the correct strategy? Because non-boss enemies are never control-immune (from my best of understanding, that is), the slow effect can be very useful. If it's grasping roots (either weak or strong, but definitely the stronger the better), then you're most likely halfway to the victory lap. For the teleporting wraiths, the only way for them to jailbreak is to teleport like Azazel. Even then, such a move is never spammable. If you still don't know how Valindra Shadowmantle fights in her tower, it means you're dumber than a tank who can't even tank a normal Demogorgon properly (let alone an epic one).

As for the chasing after shadows, it's quite interesting to see that they're far more of a glass cannon than the wraiths. A possible reason why may be down to the wraith's life draining being a form of life leeching (read: using your HP to heal its own HP). In other words, the amount of damage transformed into the HP healed may easily be a case of much higher percentage. So what may possibly pan out is a shadow being able to one-shot a lower level toon in any day (or night for that matter). Is there any way to avoid the assassination attempt? The answer is yes.

In Neverwinter, item level is important. This is due to minimal requirements for the end-game raiding. At the same time, your character's item level also serves as a gauge on which campaign area you're able to run and survive. In this sense, your choice of gear and total item level are equally important (read; neither being more important than the other when it comes to the true blue end-game content). More than gear level and type, however, is your tactical awareness. Willy from my guild alliance once said in the alliance chat that dps gamers mostly rely on muscle and mindless button spamming. Which is true. Most of my 7 characters are dps. In fact, Arylos is considered a dps class even though he's more of the tactician in raid instances. If whatever little info being outed is spot on, it means movement will be of utmost importance.

It's very easy to understand this tbh. To minimize the risk of getting assassinated by a shadow, you'll need to move about. Once you hear the tell-tale screech (most likely something similar to the sound made by a soul puppet whenever your scourge warlock conjures her BFF by my own guess), it's time to move. If you're a tank, healadin, great weapon fighter, or even a devoted cleric minus the Anointed Armor class feature, I won't be surprised if a one-shot attack won't kill you. If you're someone like a control wizard, scourge warlock, or even a combat hunter ranger/scoundrel trickster rogue, then you better start thinking on your feet. Period. Because the mob layout system in the game is very straightforward (i.e. there's only this much mob combination any map can throw at you), chances are that you'll have to deal with many a mob comprising of shadows and wraiths.

Sunday, 2 April 2017

Edgar Allan PoE (plus why you should/shouldn't be playing this as a SingTel subscriber)

Good grief. A bloody good grief. Recently, I tried my hand in the gaming equivalent of Edgar Allan Poe. Namely, PoE. Simply put, Path of Exile. Yes, I know it's a very lame joke.

How I met your Exile
It's basically an accident waiting to happen. Despite what a certain PRC scholar may imply, I think more like a cat. In other words, it is down to the marriage union of curiosity and whims. I accidentally came across an article listing the top 50 F2P games of the year. Path of Exile happened to be one of them (together with Neverwinter). While Neverwinter got a 7/10 score from Steam (which is a 0.5 score improvement compared to last time round if I recall correctly), Path of Exile got a 9/10. So yeah, Steam got me sold on this one.

Steeper learning curve (plus why you should/shouldn't be playing this as a SingTel subscriber)
My first impression on the game is that it has a steep learning curve compared to the other two games I've played before (namely, Marvel Heroes and Neverwinter). Firstly, be mentally prepared to spend like 2-3 days finishing a quest if you're a casual gamer. The reason why being that navigation in PoE is anything but idiot proof. In fact, the interface can be seen as anti-idiot proof (then again, you can just hop onto the wiki here).

When we talk about navigation, there's no map for you (well, you can press tab, but that will only highlight the areas covered). You have to run around killing stuff (or getting yourself killed for that matter) if you want to truly appreciate the game. In certain stages, there is a waypoint. However, you'll need to find it to unlock that waypoint. At the same time, please remember to left click once you stand on top of it. That thing won't activate itself like some auto-sensor mechanism. Once you unlock the waypoint, you'll be able to instant-teleport from the respective stage to Lioneye's Watch (apparently, I'm still stuck at Act 1). Otherwise, you'll need to use a portal scroll.

Note: Above section was done earlier than today. Apparently, I'm now at Forest Encampment.

On the Singtel part, it depends on your choice. If there's anything I've found out, it'd be that Singtel is good for casual browsing, not so good for online gaming. In Neverwinter, you can get away with lag so as to speak. This is due to any lag resulting in a delay in the animation being executed. For PoE, lag means your moves won't come out. Period. I suspect this has got something to do with the quality of the instance servers where the presence of lag is concerned. The issue may lie in data processing where the difference between Neverwinter and PoE is that of delay versus a literal non-response.

Note: Come to think of it, I have to thank SingTel for honing my tactical senses via the fact that you'll need at least a Starhub connection to game online without lag death.

Masters Everywhere!
It's quite hilarious when I invented the title above. Period.

If there's anything I've learnt, it'd be not to log off after taking on a Master's mission when they first popped up. If you decide to take the mission, please finish it. Period. This is to ensure that Master would appear in the respective town. So far so good, I've unlocked Elreon, Tora, and Catarina in order of appearance. Hopefully, I can unlock Vorici once Faustean reaches Sarn. I've gotten Elreon at level 3 with Catarina at level 2. Once Tora reaches level 2 as well, it means the Library hideout won't feel so boring. That plus Purity of Elements. Period.

Note: Hopefully, I can up a post on my current experience with Masters so far.

Zerg and anti-zerg
The trademark of any mob in this game is the process of zerging. This can get quite sticky in stages like Prison (for Act I) and... well, basically any stage in Act II. Therefore, it's only right to devise an anti-zerging strategy (especially so if you're a Shadow since the key stats are Intelligence and Dexterity, neither giving you an increment in Life). Anti-zerging can be broadly classified into three categories.

Cat I:
This involves the synergy of aggro-grab and smash, something which tanks and off tanks are known to do in any MMO. There are three types of Warcry skills: Abyssal Cry, Enduring Cry, and Rallying Cry. Basically, this is the aggro-grabbing part. As for the smashing part, go for skills like Molten Strike, Blade Flurry, and Molten Shell. As for support gems, go for Melee Splash.

Examples of beneficiaries from Cat I: Marauders (basically any one of them), dps-based Templars (preferably with Abyssal Cry and plenty of direct damage skills), and Strength-based Duelists (only with sufficient Armour rating)

Cat II:
This involves a core AoE move and a high damage attack. While this can be very tank-friendly, it's more suited for damage dealing builds relying on evasion more oft than not. The AoE aspect is there to soften up the mob, after which the high damage attack will be responsible for taking them out. The former aspect is quite straightforward, the latter aspect requires a one-two synergy between the default attack and a staple direct attack skill. For support gems, go for the added damage types.

Examples of beneficiaries from Cat II: Marauders (mainly for the Str-Dex build), Witches (basically any of them), Rangers (same as their gender BFF), Duelists (same as their gender opposite paramours), and Dexterity-based Shadows (because the best offence is their best defence)

Cat III:
No, this doesn't involve Hong Kong. Rather, Cat III is all about pure anti-zerging. By that, I mean each and every single move (apart from default attack) being 100% AoE-centric. Not only that, Cat III is all about pure AoE direct damage. Also, Melee Splash.

Examples of beneficiaries from Cat III: Basically every manner of Shadow and Witches choosing the dps route.

Oriath and Wraeclast+Catalans and Germans=Tinkering
Have to say the progression was a case of hitting the slow burner. The map system is done in such a way that you'll need to cover ground. Not every inch of it per se, but the map system is done in such a way that it will only register the parts of terrain which you've been to. Interestingly, it seems that levelling up in Act I may be far easier (and faster) compared to levelling up in Act II and onward. At this point of time, levelling up has slowed down. In Act I, I actually hit like around 20 levels. In Act II, the pace slowed down to more than half (i.e. around 8 levels up). In other words, it's very likely that Act I is meant to get the players used to the overall difficulty in Normal mode. Which now comes to an interesting question: Should the monster level denote anything significant?

Firstly, it must be stated that the monster level should be seen as the median standard. You don't expect to fight a level 12 Brutus in Act I: Prison Break just because the prison zone has a monster level of 12. Secondly, the monster level is more likely an indication of challenge directed towards the hardcore gamers. In other words, do not assume your current zone is reserved for casual gamers of X level just because the monster level is of the same value. Because I'm very sure it's not.

Gameplay in Path of Exile is all about two things: Resistance and passive skills. The former is more towards the gear while the latter is about Life and damage. My personal recommendation would be selecting your choice of gear based on resistance as the first priority. As for the passive skill tree, try to get Power whenever possible (this is due to plenty of zerging in the game). Otherwise, either you focus on Intelligence (only for Witches) or Dexterity (Shadows and Duelists). Another thing of note is slowing down. If you think elemental attacks are bad... well, you're actually right. Try fighting the squid queen and Shelob. The former wasn't that bad (unless you're dumb enough to ditch the movement buff flask), the latter means you'll have to be luckier than Frodo Baggins because not even that fat Sam can save you from absolute death once she webs you (again, this is proof that you need that movement buff flask).

Act I is very important both plot-wise and gameplay-wise. Plot-wise because I won't be surprised if the likes of Tarkleigh, Bestel, and that oh-so-beautiful Nessa will appear in the next mod where Oriath will do its own downfall of Rome. Gameplay wise because you only have this much of a time to get used to the zerging and unique boss fights. Act II is where the actual battle starts, so please make sure you have your fighting style down pat. Or at least knowing what you should be doing. If there's anything outstanding about this game, it'd be that planning your character build is far less a hassle than MMO cynics otherwise thought. You only need to know three things: The manner of your dps (pure Power, Power-Dex, or pure spell spam), which stats you want to focus on, and whether you prefer a single stat build or dual stat build.

Once you know what you want in terms of stats, the hard part comes. That is dealing with the fights. In order to do so correctly, you'll need to decide whether you want to be a brave idiot (read: stand and fight build) or an intelligent coward (read: hit and run build). At the same time, there are moments where infinite respawn happens. This is particularly true in any boss fights where reinforcements will arrive in fixed intervals after you got rid of the current wave. What this means is that an effective mob clearing approach is a must where asap becomes the magic word.

On the move set, you need to decide clearly what to use and when. At the same time, know your staple move and bread-butter approach. The former means pulling off your first move, the latter indicating what to do 7 times out of 10. Using default attack as the bread-butter may be recommended in early game, but it may not be that effective in mid or late game (more specifically, using default attack in this manner for mid or late game should never be recommended for Rangers. Duelists, and Shadows due to a piss poor defensive game which depends mostly on the Evasion rate).

The moveset is what got me sold apart from the passive skill tree. The customising factor is verily good. The passive skill tree is all about ease of usage (read: you only need to use this much of your brain to get things done right), the moveset is more testing on your actual intelligence. You can create all sorts of crazy builds, believe it or not. In other words, the only difference between a genius and a muppet lies in whether it works or not. In this sense, Path of Exile can be seen as quite anti-Singaporean. Don't believe me? Take my dare, think like a Singaporean when playing this game. The fact that you have an effective Marauder means sod all if my Shadow is tactically better than your Karui. After all, Pep is never a Singaporean botak in the same way Joachim is never a Singaporean Löwe. And let's not talk about the fact that Conte being a Singaporean tactical genius means a prolonged stay at the IMH.

Some issues with the game (because I suddenly feel like being Steve Jobs)
There are two main things I have a problem with. Namely, a gross lack of inventory space and the half-baked mapping system.

The former means you'll have to use portal scrolls more often than not. While portal scrolls do drop quite frequently, using them just because you need to offload a few stuff is nothing short of disruptive. Gaming experience hinges heavily on momentum. Tactically speaking, it's nothing. But the process of gaming is never just about the mind. It's also about the heart. Imagine feeling bummed just because you're on the roll and you have to use a portal scroll for an unwanted timeout. And let's not get me started on what happens if you slot in a Rampage Leaguestone ("I'm making a killing and now I need to do a port!!!!!").

If the former feels like a trifling, I can understand. The way the mapping system works means you're definitely screwed if you have to stop playing the game for the day without finding the exit. It's virtually a case of ground zero. There are those who don't mind this since they want to be the Wraeclast's Next Top Guts or Oriath's Next Top Kratos. Then there are those who only want the whole damn navigation over and done with (in particular, I'm born an idiot when it comes to navigation and getting disoriented). There's a reason why I am still wasting time running about in my bid to exit the Northern Forest stage.

At the same time, this game can be quite challenging on two fronts. First, it's the difficulty level. Secondly, you'll need to devote a certain amount of time to excel unlike the more casual friendly stuff like Neverwinter. In fact, I won't be surprised if Path of Exile requires around 2-3 hrs of daily gaming time for any given character to excel beyond Normal mode (okay, maybe only Merciless mode. Depends on how good a gamer you are, I guess). Depending on your gaming schedule, this may mean a great deal. And this is not to mention any end game content will involve enemies 12 levels above the maximum character level cap (read: their level 82 is higher than your level 70). On the flip side, however, it also means you won't have anything to do once you break the level 82 glass ceiling. *shrugs*

My advice to anyone interested in taking on this monster of a game is very simple. While the game won't force you to play a raiding party, this option helps a lot if you're not one to burn the midnight oil just to take down a boss in a stage where your level is higher than the monster level. However, it must be stated that if you want to join a guild (not necessary if you're only out to do the occasional party raid), please be mentally prepared to devote a certain amount of time to learn and game on a consistent basis (in particularly, joining a guild helps a megaton lot when it comes to doing any end game raids).

Immediate plans
I won't be ditching Neverwinter. After all, I've devoted too much time and resources to it for me to hand in a transfer request from Manchester United to Borussia Dortmund (so as to speak). As of now, I need to devote more gaming time in this context due to the double refinement event coming up two weeks later or so. I really need to rejig my gear where Arylos is concerned (read: maxing out a Greater Twined Rope of Dexterity and getting a mystic DC sigil). In fact, my HR main is far from end game level. For the time being, I'll need to allocate my gaming time in such a way that I don't have to burn the midnight oil for dumb reasons. Thankfully, Path of Exile doesn't require a daily grind to make things count (read: number of quests apart from the map fights aren't that a lot to start with).

List of Path of Exile characters (because I got nothing better to do)
List of protagonists:
(aka the Night Wolf)
(aka Lancer of the Songs)
(aka the Lost)
(aka The Saint)
(aka Jayne Doe)
(aka the Living Curse)
(aka the Noble One)

Who would have imagined such a day? The day where the line between fear and love first blurred, the day where Nessa made a leashed dog out of a wolf untamable. Tarkleigh could only give her his blessings. More than anyone else, he understood respect where the Night Wolf is concerned.

She detested him, she knew the manner of his birth. The dashing duelist could say all he want when it come to disowning his lineage. No semblance of self-justification would ever sate her anger towards the manner of Tolman's death. Yet, there seemed to be something in him. Something which reminded her of a love so cruelly robbed days ago.

Others could see the anger in a beast, she saw a purity in a soul. It was both pristine and crimson red, full of primal rage and surreal calm.

He hated those exiles. They were the reason why so much grief and many a tragedy happened to his tribe. He saw his betrothed raped and enslaved by Oak, her lovely figure never to be seen again. His father was burnt alive by Alira while that dastardly Kraityn plundered whatever little his kin has gleaned. As for that witch... she reminded him of the woman he loved. Foul sorcery afoot surely.

Wednesday, 15 March 2017

Forces say Hai (aka Faerûn's Next Top Guts)

My brain is currently bursting. Well sorta since the weather here in S'pore has always been humid and dodgy at times. At the same time, I need to clear quite a lot stuff in my FB profile. After all, it's never a great idea to have near 400 targets on your like list.

Note: Above statement was done two nights ago. I realised it's already post-midnight. Either way, this post title is never meant as a misogynistic answer to the Next Top Model franchise. Trust me when I say badassery is temporary, character is permanent.


Moral of the story? Behind every Guts is a human being of flesh and blood.

Learn to be great, live with your mistake
We all will end up doing stupid things in life. Thing is, what do we do with the mess we created? Recently, I burnt like near 300K astral diamonds buying an Enchanted Courser (which tbh wasn't a big deal since the auction house market is currently hitting a massive reform). The reason why being that I thought this beast can confer that insignia bonus known as Combatant's Maneuver. Wrong. Enchanted Courser confers either Artificer's Persuasion, Shepherd's Devotion, or Berserker's Rage.

Artificer's Persuasion is out of question because Arylos doesn't do artifact spam.
Ditto for Shepherd's Devotion as well because that one is no good for going solo.
Which means Berserker's Rage is the only option.

Firstly, I have to admit I could have chosen to place that magic horse into the stable. However, that'd be a waste of resources. If I must live with my mistake, why should I just stop at there? Therefore, I decided to test run Berserker's Rage.

To maximize this insignia bonus, you'll most likely want to choose boons like Elven Haste and Demonic Swiftness. Basically, stuff that gives either a direct AP boost or at least a recovery buff. The main problem here? Arylos opted for Feywild Fortitude and Demonic Endurance. To offset the handicap caused by this, I changed his final Dread Ring boon to Rampaging Madness (okay, that's a lie. The reason why I did that was because Endless Consumption has been proven a failure for any build with less than 20% lifesteal chance).

Basically, what happened was that I accidentally (and by accidentally, I mean it) created a power hitter with a Berserker's Rage bonus of 400+ power. Coupled with a Sigil of the Devoted and we may have gotten Faerûn's Next Top Guts.

Things to note if you want to emulate Arylos (or Guts if you like to)
You have to make a decision: Do you want to opt for an AP friendly build or a build high on power and damage? The former will proc Guts mode faster while the latter basically reduces the need to wear the Berserker Armor (in case you don't know what that thing looks like...).

Next, you'll need to set down strict requirements for daily power usage since this stunner will only proc at 100% AP. This is definitely the most difficult part. Period. Currently, I'm still trying to get the hang of this (mainly because I'm still too used to doing Forest Ghost 4 teh lolz instead of strictly as a jailbreak tactic). Unless there's an absolute need to, don't use your daily powers once every 1-2 minutes (Disruptive Shot is the exception to this rule due to its 25% AP usage instead of 50% and beyond).

Note: Another alternative strategy is using Berserker's Rage during a specific interval (i.e. either in the early, middle or later stage of any fight). I'd say this would be a more pragmatic approach since it's easier to manage your AP gauge this way.

Thirdly, don't (and I really mean DON'T) use neck slot items like Greater Cloak of Seldarine or Cloak of Valhalla. Don't opt for the AC option, opt for the AP increase ones like Amulet of Valindra's Favor and Amulet of Tiamat's Demise. If you can get a Lostmauth's Hoard Necklace, it's for the best due to the armor penetration stat.

Fourth, please ensure your build has a high survival game instead of just another hdps. The reason why I say that is very simple. Firstly, hdps builds tend to depend more on daily powers. Secondly, the survival dps build will definitely last long enough to proc the Berserker's Arm... erm, I mean Berserker's Rage.

Lastly, it's actually possible to do a Tenser with this one. All you need is maxing out your AP in a matter of minutes, after which you just use your daily power sparingly. Trust me, I happen to be one of those control wizard users who doesn't know what to do with a full AP gauge unless it's push coming to shove.

Momentum and AP building
Berserker's Rage is not about brainless bashing like your stereotypical machismo caveman. In Berserk, Guts proved himself through tactical awareness more often than we'd like to think otherwise. Yes, we all know his ability to do a mental shutdown in order to initiate a complete wipeout. However, you don't expect a dumb idiot like Adon Coborlwitz to hold the post of a raid commander.

In other words, you'll need to take note of how much AP you have in the tank before the fight. If it's near 100%, then you can afford to charge headlong into battle. Otherwise, you'll need to devise an efficient defensive strategy so that you can stage a mass wipeout asap (either that or you can just save your rage for the next round of unfortunate victims). Believe it or not, Berserker's Rage is far more tank friendly and less dps friendly than you'd like to think otherwise.

Also, please take careful note on which mob you're dealing with. Depending on the area (or the digsite rng for that matter), you'll have to fight the Nashers. This faction may read like "fighters in the fight club" logic, but I find Nashers to be the most problematic faction in-game (apart from any Kabal's mooks led by a flaming head dreadnought. Now I really hate that one).

Unlike the other factions, the Nashers have, by far, the most dangerous mages. In Ember Hollow, Kabal's casters are all evokers. Drifting backwards is nothing more than a minor inconvenience. In the Realm's Edge, it's teleporting and more teleporting from magic users who may have harbored twisted feelings for Ciri (after all, anyone associated with the Far Realm should be considered physically abnormal and mentally insane). That one is basically more of an annoyance than anything else. As for the Tainted Grove, the green chick holding a staff is all about summoning a stag party (stag party as in quite "literally" one). Which means you'll have to deal with the summoner instead of the summoned if you want the party to end prematurely.

For the Nasher mages, they're good at three things: Casting a silence spell (where you can only spam at-will powers and nothing else), doing a circular shockwave (those who have played through the Reclamation Rock will know what I'm talking about), and placing multiple minefields. The last part has the highest chance to happen. In fact, it will always happen. Against silence spells, it's not much of a problem so long you can narrow your focus to reading the situation. As for the shockwave, you can just either interrupt it or get away from the red zone. Against the AP drain, that's where the problem comes. Dodging the circles is nigh impossible, let alone staying put between the circles instead of within (unless it's through dumb luck or something insanely Japanese). This is not to say Berserker's Rage won't work against such a mob. Rather, you'll have to use daily powers whenever possible to take down the mages first. Fortunately, there will never be more than two mages per Nashers mob. The only catch? The aggro will follow you, no matter what, unless your companion is a non-augment type. In which this case, the companion will have a higher chance of getting the aggro. #2toomany

Note: Using the DC sigil before the fight also means proc'ing Guts mode right from the get go.

Add note: If you proc the DC sigil, the correct thing to do is to pull off a daily power first provided that power doesn't cost you a full AP gauge. Something which HR is known for. In fact, it's possible to pull off a 75% AP whopper if the AP gauge is at least half full. I'm not referring to Forest Meditation, but rather linking Disruptive Shot off Forest Ghost.

Basic demonstration (well, sorta)
For Arylos, defense is not an issue. This is due to three maxed out feats. Namely, Bloodletting, Wilds Medicine, and Battle Crazed. Bloodletting gives 5% lifesteal chance on melee stance. Add to it a rank 1 Dragon's Thirst and it's 8% lifesteal chance. For a melee HR, this is good enough so long you have that first line of defense. Namely deflection chance. This is where the combination of Wilds Medicine and Battle Crazed comes in.

The best thing about the reworked BC feat lies in taking away the original lifesteal property and giving a 3% deflection bonus per hit instead. Going by the maximum number of stacks and we're talking about a whopping 15% deflection bonus (and that's not taking into account melee damage increasing by the same percentage as well). The stupid thing about the melee HR before anema fixed the HR class was this: Unless you have Aspect of the Lone Wolf, your melee HR is most likely screwed. The lifesteal game was going nowhere after mod 5, it basically took Cryptic like 4 mods to do something about the whole damned skill tree.

To create a balance between the offensive and defensive, my current two final Tyranny of Dragon boons are Dragon's Fury and Dragon's Thirst. I decided to forgo Dragon's Grip because CC is no longer a top priority in the light of what I've observed in my first Nostura fight. As for my third final ToD boon, it should be a toss up between Dragon's Grip (because of Magistrate's Restraint) and Dragon's Revival (because of Arylos' strong incoming heal game). Most likely I'll take the latter since CC tends to affect the overall dps unless you have Combatant's Maneuver (and even then, you'll have to deal with an elite minority who are certified control immune).

In solo PvE, it's way harder to maintain Berserker's Rage than doing so in party instances. In fact, maintaining Guts mode is very easy in any fights involving not just you on the correct side. I've done the treasure ship BHE more than a few times with a full AP gauge intact for 90% of the fight (the remaining 10% being that moment where you'll have to deal with Kabal's flaming head boss. That plus fighting those AP leeching Nashers). The dps actually went better than I expected otherwise, believe it or not.

Note: Think I may want to do a post about Arylos' current build in the near future with the vital screengrabs.

Add note: Pretty sure Fey set would go well with Berserker's Rage due to the 10% AP gain per 30 secs. So much for being a living conduit of Feywild.

Special mention
Namely, the vorpal. When we talk about vorpal, a few words come to mind. Death is one of them. Which makes Kelemvor a patron deity somewhat associated with the vorpal. Recently, I sold a normal holy avenger enchantment for 3 million astral diamonds. What this means is very simple: I'm embarking on a risky venture where Cyrea is concerned.

Interestingly enough, vorpal enchantment can be quite good for a DC. This is due to the high crit severity game it offers. However, it doesn't have the mass buffing capability boasted by the holy avenger. Which means there has to be a sound strategy justifying such a decision.

When it comes to the AoE game, the DC is basically top tier. This helps a lot when it comes to the vorpal effect. Secondly, opting for Wis-Cha DC build may not be that dumb. Yes, Strength gives your DC additional crit chance. However, opting for a Wis-Str build means a lack of versatility due to lower recovery. To maximize the vorpal effect, chances are that you'll have to cast encounter powers on a consistent basis instead of just relying on at-will powers for the next 5 seconds or so. This is due to the DC encounter powers being the source of the AoE gameplay (not to mention as well a Wis-Cha DC is great for Hallowed Ground spammers).

To offset the disadvantage caused by the absence of defensive buff and incoming heal (not to mention as well adding a radiant damage buff on the allies), my personal recommendation would be using Astral Shield to provide defensive cover with Bastion of Health used as the main healing option. As for the third encounter power slot, I find Searing Light to be very good for any righteous DC (which Cyrea is one). The normal version is nothing to shout about, I'm not so impressed with the empowered version as well. The divinity version, however, is one of the best DC encounter powers usable. Not only will it heal allies around the target, it also damages surrounding enemies as well. If your righteous DC is all about stacking Burning Radiance with Engine Inspiration, then Searing Light should be the blue eyed boy (or girl depending on your personal creative preference). Alternatively, Forgemaster's Flame is also a nice option if you don't want to waste at least 2 seconds aiming at the correct target (not to mention as well enemies doing taunt will just mess things up at least a wee bit). Unlike Searing Light, Forgemaster's Flame is all about dealing the empowered version instead of the divinity one. Also, the normal version can chip in with the damage since it's counted as damage over time.

To use the vorpal enchantment properly for a DC, you'll need to decide which encounter power to use in divinity mode and which one to use in empowered mode. During divinity mode, cooldown for any encounter power is virtually nil. However, there will be moments where you'll get like 2-3 seconds of cooldown. What this means is very simple: You have 3 encounter powers slotted, reserve two for divinity mode and the third for empowered mode. Out of the former, designate 1 encounter power for your default divinity usage with the other placed in standby in case the cooldown hit home. If there is not enough in the divinity meter, try not to left click or right click unless someone (read: 1 person out of the rest) is dying or only the boss is left standing. The reason why being that vorpal is all about pulling off mass AoE powers in rapid succession more than a single target approach or using any AoE power with limited reach.

Note: Above part is only applicable to party warfare. If we're talking about solo... well, actually Cyrea with a vorpal did far better than I expected.

P.S: Ever wonder why Forces will always say Hai?


Okay, I know. That's a super lame joke. Pretty sure my super mignonne legal housebreaker and her BFFs won't find this funny.




Add P.S: Come to think of it, it's quite interesting to see that the lyrics of Forces I indicates the nature of Guts' relationship with Casca while Forces II took on a sinister turn via Guts' relationship with the Beast of Darkness. As for Hai Yo, the English translation "Oh Ashes" should be telling enough on Guts' life being synonymous with the harsh world he's living in.

Final P.S: Something crazy clicked in me days ago. Apparently, Kelemvor is the Skull Knight and Mystra is Flora while Arylos is Guts and Cyrea is Casca. Any literal connections shouldn't be drawn, however. Even more so for the last individual. I may be insane, but that doesn't mean I should demand the rest to be the same as well.

Sunday, 5 March 2017

Ascendancy, Ascend! [It was an accident, I swear!]

Last night, I went random Google modal 4 teh lolz. Then I realized I may have put my country in the global radar for the wrong reasonIt was an accident, I swear..

A/N: It feels absolutely surreal to see that one and only hit from the United Kingdom whenever I upped something in The Skald and His Goddess. Not to mention that very hit appearing at times for Tueur de roi and My girlfriend born in 1986. I'm not gonna speculate whether it's the same person, let alone entertaining stupid questions like this. It's not always fun and games to be mentally unhinged, be it Lovecraft, van Gogh, or just me.

Add A/N: On an unrelated note, I was too ill to focus on Boro's match against Stoke less than halfway through.  A good thing as well because we played like a Championship team against a Premiership team. Think I'm gonna avoid Facebook as much as possible until Boro starts winning matches instead of just a match. Also, it means I may have done this for nothing.

Final A/N: This entire post took me like a few days to edit and finish. Not because I was born to be meticulous, but because I was born this way below.



I need this song above to turn my mental screw back to normal. Period.

Okay, enough about my paranoia and a Cthulhu imagined
This post is all about how I may be planning the whole artifact weapons set allocation. Before I start, let me just say a few things concerning some of my observations so far.

Something about Throne of the Dwarven Gods and Prophecy of Madness first
Just now, I've had a go at both skirmishes. This was due to me wanting to cash in on the 2 x shards of power event that will run until next Monday (S'pore timezone). So far, I've only run the Corruption of the Throne (for Throne) and Demonic Incursion. My first impression is very simple. The devs seemed to have done something to the phase timer so that it felt as if it's running faster than usual. Which is nonsense of course since we're not talking about impressing the khaleesi by destroying the rival(s) to her three kids (unless the devs did something which I've yet to witness, the 10 second rule behind taking down Tiamat still applies. Also, someone mentioned it's NOT a bug unlike what others say).

Basically, this means either or both below.

1. The score meter is progressing at a slower rate while depleting at a faster rate.
2. AI has just gotten tougher.

Corruption of the Throne, in particular, seems to be a baiting game. In the early to mid stage of the first phase, the mob wave is quite okay. Nothing to make noise about. Once you reach the late stage of the first phase, that's where the mindflayers and their duergar BFFs start popping up at a faster rate.

On the Demonic Incursion, it seems that the only way to get gold is to have 4, if not all, party members to open the rifts. In round two, opening purple rifts 70% of the time will no longer work. I think only 3 party members or so of my team were in charge of opening the rifts. On the flip side, however, the demons now hit you at a lower dps. At least for now since we should already know that the devs have implemented a difficulty level review system (quite contrary to the common opinion that it's only been done recently, it has already been in place since mod 7).

Making legendary dragon keys 100% relevant?
It's a no-brainer that the lockbox keys made up of 90% of the in-game economy. Plenty of stuff purchased from the zen store can be sold at the auction house. The most in-demand stuff, however, were the lockbox keys. This is due to all the highest end rewards coming from there. Not to mention as well that the lockbox content is the only source of Tarmalune trade bars available (iirc it used to be worse, though. When I first played the game at mod 4, they actually put the trade bars in the zen store).

Suffice to say, this was not an effective business model. The reason why being that those who with good technique and equally exceptional tactical sense can make do without a legendary mount. On the other hand, Cryptic couldn't push the players' buttons by forcing us to get a legendary mount. Yes, the active power is a great bonus. But still, you can't deny the fact that an epic mount is all you need to gimp enemies of the highest end.

This current mod highlights a radical change in the business model. Yes, the lockbox keys are still very annoying when it comes to the rng. But rewards in the second chest of any instances have a higher chance to drop much better stuff. At the same time, normal instances with only one chest also have a chance to drop Waters of Elah'zad, Aurora's Whole Realms Catalogue, or Lantern of Revelation. Yesterday, I actually scored an Apprentice Healer via Prophecy of Madness via a chest drop. Just now, I got a Lantern of Revelation via the Dread Legion skirmish.

Basically, the current mod is all about encouraging players to focus on more than just a specific range of party instances. At the same time, the devs are also out to make the legendary dragon keys relevant. Note that I never say "more relevant" because those keys are basically useless elephants in white prior to this mod.

So yes, the lockbox keys are still an integral part of the money making scheme. On top of that, we have the legendary dragon keys as well. However, it must also be stated that The Cloaked Ascendancy is 100% F2P. Which means there's nothing there related to the zen store. What this means is very simple: The gamers are no longer forced to throw a D20 in the vain hope of rolling a 20. Instead, we're now given another option. Namely another set of keys which have a higher rng when it comes to the better/best loot. Please note, however, that some of the better/best loot are bind to account or even bind on pickup. Julee happened to be one of such moments.

It remains to be seen how the new business model direction will pan out, but at least it's heartening to see Cryptic doing something drastic to address an otherwise problematic business model. Not that they're gonna take away their pay-to-win, though.

A wee bit on Baphomet
[The Prince of Beasts was deceptively fast, his attacks consisting only of simple thrusts and crude slashes. Yet, a cunning unmistakably true showed its hand. Baphomet exploited his greatest strengths. Bestial constitution, unholy strength, and the agility of a cat. No matter how hard Drizzt Do'Urden and Arylos tried, they could never cripple such a monstrous foe. As for the humming Maze Engine, it just kept churning out phenomena both natural and otherwise.]

Okay, I think it's official. Baphomet has gotten faster and hit faster. At the same time, Baphomet also hit harder. Which means Baphomet has gotten harder.

Currently, the Prince of Beasts has got two melee attacks on top of whatever abracadabra being done through the Maze Engine. Basically, it's just a simple thrust and a powerful slash. The former is used to either push back a melee opponent or as the primary tactic against ranged opposition. The later is all about high damage, high execution speed, and only a brief startup animation.

At the same time, Baphomet is now able to take it more while dishing out plenty more.

Apart from all of the above, however, I don't think the devs did much to up his challenge level. Whether it means a decent rise in the challenge level, you'll have to fight that thing yourself.

Note: One of, if not the most effective way to kill Baphomet is to have an effective damage over time game. It always works, trust me.

Add note: In case you're too dumb to realize what the first paragraph is all about, it means Baphomet's mobility has gotten a Korean treatment. If it doesn't look like a big deal to you, it means you need to start thinking like a play-to-win tactician instead of a pay-to-win gamer. Also, no offense intended to any Korean.
Pretty sure no plastic surgery was involved in the process of pwnage

And now on the main topic...
Let me just get the plain and simple out of the way first. Below are my current choices of Ascendancy weapons set for Arylos, Cyrea, and Myrreas.

Arylos: Fey
Cyrea Durothil: Lifeforged
Myrreas: Aboleth

Fey weapons set:
[The laughter resonating in Arylos' mind was anything but diabolical. It was the opposite of Nostura's mirth, one which defied the cruel barbs loosed by reality. It represented an innocence lost, the kind of joy separating the Or-tel-quessir from others. Something taken for granted by those around him, the very luxury he could never afford. Yet, he now held a power better suited for him than for Nostura. A force of nature which might provide answers to his future. Not what he should have been, for he already knew the answer to that. Rather, it was who he would eventually be.]

On the first glance, people would call me stupid and barking mad for making such a retarded decision. After all, the Fey set is for healers, right? Wrong. Yes, the 6% outgoing heal bonus is quite a big deal, but it's not the biggest deal. Let me first hammer home the fact that...

1. Aboleth set gives you +4% damage buff on top of its rng property.
2. Lifeforged won't give you any damage buff. Instead, it just adds a flat bonus to your power based on your defense rating.
3. Both Mirage and Fey sets give you +3% damage buff on top of their respective bonuses.
4. Unlike the other three, Fey set has three aspects of buffing instead of two.

The reason why the Fey set has three buffing aspects instead of two lies in the fact that the overcharge bonus for the Lightender set is nothing to shout about for healers. And that includes healadins on top of all the DC healers. In short, the Fey set is the only one out of the four Ascendancy sets having actual strategic value in the long run.

So does that mean anything for other builds? The most important aspect of the Fey set has got nothing to do with the 6% outgoing heal bonus. In fact, there's a reason why the devs gave Fey set three buffs instead of just two. It is to give every player the freedom to decide whether the 10% AP gain per second is worth it.

Because every Ascendancy set effect lasts for 10 seconds, what this means for the Fey set users is that the AP gain by end of effect would have hit 100% (albeit that's not considering any AP drain effect). Unless there's another way to calculate the mathematics, such AP buff is outright insane (then again, every Ascendancy set bonus is certified insane, which is why the devs have to give a lower-than-expected item level of 140-160. No pun intended towards the Far Realm btw).

What this means for Arylos (and pretty much every melee HR) is less to zero reliance on Marauder's Rush. So long there's a hantu slotted in your daily powers tray, you don't have to worry much about closing in. Yes, the great weapon fight will still be faster than you. But the AP increase should make your life easier, if not better.

As a result, I'm now weaning off Marauder's Rush in party instances. The reason why being that I'd want to get myself used to killing stuff without burning 1 encounter power slot for Marauder's Rush. After all, usage for MR is extremely limited. At the same time, Oak Skin can be a very useful encounter to use as it gives bonus defense on top of healing over time. And because Oak Skin is HoT effect, it means you can just execute it to proc Feytouched (i.e. the Fey set effect, not the epic enchantment) without compromising the healing aspect. And yes, I know the dps would be compromised. You think I'm really that stupid like those Fujiwara wannabes?

At the end of the day, using the HR is all about positioning and reading the situation in front of you. As such, a melee HR can be surprisingly good in assassinating a red wizard (that is provided there's no trickster rogue in the party). Not that it will be a one-shot fatality, but definitely good enough to prevent that Thayan baldhead from casting fireballs and nukes.

Add info: Using the Fey set for the 100% AP boost also means one thing. Namely, a two-hit combo involving Forest Ghost and Disruptive Shot. Don't trust me, try it out yourself. I don't profess to be a god of tactics and strategy, though.

Lifeforged set:
[A sudden warmth roared inside Cyrea, the Ar-tel-quessir taken aback by the sudden surge. Images of Ilyath's death and her family's callousness towards the dead invoked an inner fire unquenchable. Kavatos may have poured scorn on the master-apprentice romance between Kabal and Braga, but there was nothing worthy of scorn for a woman who was never forced to spend the remaining embers of her life in solitude. Some people have that second chance in life, but surely not all. Braga was right, that Cyrea was far more blessed than her.]

Lifeforged is definitely every tank's dream come true. In fact, I won't be surprised if Lifeforged is to be every oathbound paladin's BFF (not to mention the so-called off-tank guardian fighter build). However, it is also very useful for devoted clerics in an overall sense. If the Fey set is for the virtuous and faithful DCs, then Lifeforged is for every DC.

The thing with healers is this: Not only is healing important, surviving is even more important. Which means the impact of the Lifeforged set should not be ignored. For a righteous DC, this is even more important as this is a paragon tree focusing on offensive buffs and debuffs more than healing (read: both virtuous and faithful DCs have a better healing game than a righteous DC unless the Tiamat set bonus is being accounted for).

If you're out to play a dps DC (which means you're surely going to the right side), then you're better off using a Mirage set. If you're more of an all-rounder righteous DC, then go for Lifeforged.

Add info: DCs tend to rely more heavily on power than other classes. This is due to the power state affecting heals as well. And we all know Lifeforged effect increases power as well according to the defense rating. Not as good compared to healadins and tanks, but that's why I say it's more for righteous DCs.

Aboleth set:
[A sense of ominous purpose assaulted Myrreas' senses, the intent to annihilate every obstacle telling the Dalelander that it's the right thing to do. Only a strong will prevented that damning voice from dominating him. Drizzt Do'Urden once mentioned the debilitating impact of Baphomet's lingering influence concerning Arylos' emotional state. How ironic that such information was only leaked after Bruenor Battlehammer declared a day of feast and merrymaking in remembrance of a seemingly great victory over a demon lord. Then out of the nowhere, a name of an infamous figure whispered itself before the human rogue. It was a name countless years ago, yet it was also one he heard of during his years as a Harper. Minsc once mentioned that person before, it now seemed that Jon Irenicus was never truly dead.]

It's official. I respec'd Myrreas into an executioner TR. The reason why being that...

1. I wanted to experiment with a dps option rather than a defensive CC build. In this sense, I believe scoring goals win you games more than a goal or none conceded.

2. I don't profess to be some kind of tactical genius, but I like to mess around every once in a while.

First thing I did is to do away with Impossible to Catch because trying to do an executioner spec with that encounter power being slotted reads something like #IMPOSSIBRU for the most obvious reason (read; if you're going executioner, it means you're more likely to dodge 2-3 times in a row depending on the situation and your stamina). Secondly.... well, the aforementioned statement is considered moot since we should be talking about the Aboleth set.

Now the good thing about Aboleth set lies in the 4% damage bonus for the next 10 secs upon proc. Not only that, you'll also get to proc a rng. Either you get 2500 lifesteal bonus (which translates to slightly over 6% bonus lifesteal chance), a damage over time effect (which is the best option for any dps build), or making suicide bombers out of the dead (very good for any hdps build, best for any executioner TR). As such, it goes without saying that Aboleth set is my ideal choice for Myrreas. Or just about any executioner TR or thaumaturge control wizard for that matter.

Add info: Actually, Myrreas is currently only counted as mid-dps level due to a lack of level 140 gear. Once I get that part out of the way, it's possible that using the Seldarine set and a Ring of Vanishing Presence +4 may be nothing more than a moot issue. After all, this combination can easily reduce reliance on dodge while adding a stand-and-fight dimension to the dps.

P.S: I know I may have made the whole post sound a wee bit like some advertisement for feminism. After all, it seems that Cyrea is the mentally/emotionally strongest out of the three listed. Let it be known to every feminist that I do think like a conservative when it comes to certain things. However, this doesn't include endorsing Brock "the slammer is for grown-up idiots instead of 12 yr old idiots fyi" Turner and M.C Babi.