• Tag Archives Third Person Perspective
  • DIABLO IV – Season 11 End

    All seasonal challenges now complete except Monster Mash and killing T4 Lilith. I’m 2k short of the former and see no reason to bother with the latter, since it would probably require grinding paragon node levels (mine are at level 50, which is plenty for the rest of T4).

    For the Rogue build I ended up going with:

    • Skills
      • Rank 1 Fundamental Heartseeker, Subverting Concealment, Countering Dark Shroud, Mixed Cold Imbuement
      • Rank 5 Supreme Rain of Arrows
      • Rank 1 Rapid Gambits, Shadow Crash, Deadly Venom, Precision
      • Rank 3 Sturdy, Weapon Mastery, Unstable Elixers, Trick Attacks, Balestra, Agile, Evasive, Exploit, Malice, Alchemical Advantage, Debilitating Toxin, Frigid Finesse, Deadeye, Alchemist’s Fortune, Impetus, Unto Dawn
    • Power: Inner Sight
    • Companions: Raheir + Varyana
    • Paragon: Efficacy, Exploit Weakness/Canny, Eldritch Bounty/Versatility, Danse Macabre/Ranger, No Witnesses/Devious
    • Equipment
      • Harlequin Crest Head (YulVex), Shroud of False Death Chest (Emerald), Grasp of Shadow Hands, Flickerstep Feet, Orphan Maker Crossbow (NeoQax), Word of Hakan Necklace (Skull)
      • Ancestral Legs (Emerald & Crowded Sage), Swords (Emerald, Vehement Brawler & True Sight)
      • Ancestral Rings (Diamond, Arrow Storms & Vengeful)

    Much more fun than my previous Druid build. Just a constant Rain of Arrows every which way. And I got pretty lucky with ideal boot and necklace drops, although I had terrible luck with the crossbow. Took a half hour to burn through a little over 600 bloods in T4 and only got two ancestral versions (both with the same lackluster stats, *Exploit and only 260% Reload). Incredibly annoying.

    Before clearing Pit level 75 to wrap up the season though I got sidetracked by wanting to make a Druid build to grab the Vulnerable Lightning Kills achievement. So I headed over to see what Maxroll Lightning Storm build was available and was promptly disappointed. The build itself is oddly busy and the ratings certainly didn’t inspire confidence.

    It did have a number of elements I liked enough to modify it a bit though:

    • Skills
      • Rank 1 Earth Spike, Innate Blood Howl, Wolves, Poison Creeper
      • Rank 5 Raging Lightning Storm, Cyclone Armor, Supreme Grizzly Rage
      • Rank 1 Heart of the Wild, Neurotoxin, Circle of Life, Perfect Storm
      • Rank 3 Wild Impulses, Backlash, Ancestral Fortitude, Vigilance, Feral Aptitude, Clarity, Nature’s Reach, Envenom, Toxic Claws, Quickshift, Catastrophe, Defiance, Natural Disaster, Resonance
    • Spirits: Stag 2, Eagle 2 & 4, Wolf 4, Snake 4
    • Companions: Raheir + Varyana
    • Paragon: Fang&Claw, Constricting Tendrils/Werewolf, Lust for Carnage/Dominate, Thunderstruck/Earth&Sky, Heightened Malice/Spirit
    • Equipment
      • Ring of Starless Skies (Diamond), Tempest Roar Head (NaguXal), Mad Wolf’s Glee Chest (Sapphire), Unsung Ascetic’s Wraps Hands, Tibault’s Will Legs (Sapphire), Hunter’s Zenith Ring (Diamond)
      • Ancestral Boots (Dire Wolf), Polearm (LithKry, Rampaging Werebeast), Amulet (Skull, Rabid Beast)

    Earth Spike is ignored once you become self-sufficient with resource usage, while Wolves and Creeper are mainly just there to ramp Quickshift and trigger the NaguXal runeword. Playstyle is to simply blast Lightning Storm 24/7, Howl whenever its effects are about to run out, and use Rage & Creeper on cooldown.

    Just blazes through T4 in general and the Pit level 75 specifically (at 240 paragon with level 50 nodes) with the only issues being a relatively low health pool and not much in the way of evasion to handle the massive amount of bullshit ‘on death’ AOEs this season seems to have added. Infernal Hordes in particular is a land of extremes; either stand in the middle of the arena and everything on-screen instantly dies without issue, or you have to constantly run from 10+ homing AOEs.

    Plans for next season are a poison-based Spiritborn that makes use of Andariel’s Visage and Shattered Vow and… some kind of Sorcerer. No ideas just yet since I don’t want to do the standard Hydra or Crackling Energy thing. Will have to play around with the character builder.


  • DIABLO IV – Season 11

    Diablo IV‘s eleventh season changes various things up:

    • Map rewards have been folded into seasonal rewards and an equipment affix.
    • Seasonal ranks have been decoupled from the individual challenges (you now only need to complete certain dungeons and hit Pit level 75 to get all account-related rewards).
    • The Pit’s been seasonally overhauled to be notably more hectic and always have you facing off against Belial.
    • Equipment now has four random affixes and can have a single non-random temper affix added to it.
    • Tempers are no longer limited and can roll a greater affix.
    • Physical and elemental resistances have been made more complicated (but are no longer hard-capped).
    • A season-specific equipment enhancer was added that turns every item into a unique (meaning you can’t modify it afterward).

    There are also minor changes like a new world and undercity boss, Helltide blood maidens getting replaced with Duriel, and masterworking getting condensed. As for the seasonal storyline, all that’s there this time around is a short paladin-related quest and Azmodan showing up in the last capstone dungeon.

    At the start of Torment 4 right now at Paragon 180 with three of my five nodes at 46, and didn’t have any trouble getting here. I had planned on making a wolf-focused Druid as my first character this season and nothing in the patch notes altered that plan:

    • Skills
      • Rank 1 Claw & Innate Blood Howl
      • Rank 5 Primal Shred, Ferocious Wolf Pack, Brutal Ravens, & Supreme Lacerate
      • Rank 1 Heart of the Wild, Neurotoxin, & One With Nature
      • Rank 3 Wild Impulses, Digitigrade Gait, Predatory Instinct, Backlash, Ancestral Fortitude, Vigilence, Feral Aptitude, Call of the Wild, Clarity, Envenom, Defensive Posture, & Quickshift
    • Spirits: Stag 3, Eagle 1 & 4, Wolf 1, Snake 3
    • Companions: Raheir + Varyana
    • Paragon: Territorial, Lust for Carnage/Fang&Claw, Ancestral Guidance/Wilds, Untamed/Shapeshifter, Heightened Malice/Spirit
    • Equipment
      • Doombringer Sword, Mad Wolf’s Glee Chest (NaguOhm), Storm’s Companion Legs (Sapphire)
      • Ancestral Helm (IgniWat & Spirit Bond), Gloves (Stampede), Boots (Metamorphosis)
      • Ancestral Totem (Emerald, Moonrage), Amulet (Skull, Shepherd’s), Rings (Diamond, Alpha & Unsatiated)

    Originally the idea was to claw things and then use the Ravens/Wolves whenever they came off cooldown… but with the wolf spirit bonus neither of them ever go on cooldown to begin with. So for general area clearing I ended up with a playstyle of casting Ravens twice, Shred to return to werewolf form and refresh Quickshift’s bonus, then back to Ravens. Tossing out a Wolf whenever I run across an Elite or particularly dense monster pack. For lair bosses the play is Lacerate (immediately cancel) -> Howl -> Ravens -> Wolves -> Shred, then alternate between Wolves and Shred/Howl.

    This character is basically done now, so after getting the other paragon nodes to legendary I’ll move on to making my second character this season (a Hakan Rogue). Once they’re also up to T4 I’ll figure out which one I want to clear the 75th Pit level with (probably the Rogue).


  • CLAIRE OBSCUR: EXPEDITION 33 – First Impressions

    I’ve heard nothing but good things about this game, so when I saw it available on GOG it was pretty much an instant buy. At the moment I’m just past the Flying Waters area after having gone back to kill the optional Abbest Cave boss (at level 11).

    So, mechanically speaking it’s got a nice mix of attributes. Equipment-wise you have both weapon and… I guess you could say enchantment selection, with the ability to permanently learn the passive skills attached to those enchantments by winning battles while they’re equipped (much like the skills in FFIX or Vandal Hearts II). Development-wise there’s both attributes and unique active skill trees for each character, which provide a decent amount of freedom in regards to how they can be built, while respec items fortunately seem to be fairly common.

    Combat is a mix of turn-based and real time in that each character/enemy gets their own turn, but you can react to attacks as they occur by using the dodge, parry (a more restrictive dodge that can counterattack), and jump functions. Like Ys: Lacrimosa of Dana this means that with enough skill you can completely nullify any damaging attack (certain enemies have non-damaging attacks that can’t be avoided), which interestingly makes Vitality and Defense kind of lackluster as attributes.

    As far as story and dialog goes, at this point I certainly have no complaints; the world is interesting and the characters act and interact believably. Nor do I have any issue with the two major themes that look like they’ll be a through-line from the Prologue all the way to the ending choice: ‘Dealing with Grief’ and ‘Personal Agency’. There’s both a lot of death and variously expressed coping mechanisms, along with assorted examples of children/individuals/created rejecting the expectations of their parents/society/god.


  • WARHAMMER 40,000: Rogue Trader – End

    Finally got around to finishing this game after a recent patch fixed the achievements on GOG.

    The ending is pretty solid, the fights in the final area aren’t especially annoying or numerous, and there are a ton of ending slides… perhaps too many in fact. Nothing much else to say about it really as if you’ve gotten that far into the game you’ll already be quite familiar with its mix of combat and minor exploration elements. There are no last minute surprises or shake-ups.

    I will however mention that my earlier issues with the Pyromancer Tactician build promptly vanished once I picked up Molten Ray. It really seems like an ability you should prioritize grabbing the moment it becomes available, as it just deletes both single targets and entire rows of enemies.

    Future plans include chipping away at a Grim Darkness run I started some time ago, as a Dogmatic Noble Officer planning to go the Overseer Servo-Skull route and which is currently close to the end of the first chapter. If I ever finish that it will be on to a Heretic Melee Pyromancer to wrap things up, probably some time after the next set of DLC drop.


  • Dragon Age: THE VEILGUARD – Act I End

    Not well. The game does not develop well at all.

    From the seemingly never-ending number of inexplicably blocked/barred passages, to getting arbitrarily locked out of areas, to getting forcibly removed from areas, to the patented DA II encounter style of enemies appearing from thin air… the first act of this game has what should be a drop-worthy number of maluses. And yet, even so, I ended up starting up a second character to see how the big choice mid-act played out from the other side.

    The thing about this choice is that the two available options are in no way equal. Which on the one hand is admirable (few AAA games are willing to actually force you to live with your choices), but on the other rather annoying.

    If you pick Treviso:

    • The opening sequence is new and fairly nonsensical.
    • Dock Town’s map remains almost entirely the same, with only the Shadow Dragon base changing.
    • Several of Dock Town’s merchants are removed.
      • The north market’s blacksmith & artwork merchants, the bridge cheese merchant, the south docks Imperial Weave merchant, and the northeast bar merchant remain.
    • Neve temporarily leaves the party, has reduced relationship gain, and cannot use her healing ability.

    If you pick Dock Town:

    • The opening sequence is a repeat of the prologue and abruptly ends with things half-finished.
    • Treviso’s map gets heavily altered and even some of its enemy types change.
    • All but two Treviso merchants are removed.
      • The Pure Ore vendor and the leatherworker who sells armor appearances remain.
    • Lucanis temporarily leaves the party and cannot be romanced or use his healing ability.

    So the clear ‘best’ option is to pick Treviso, as not only do you lose a mere handful of merchants, but the Shadow Dragon vendor is the only one of the two you can raise to max rank at this point in the game (there’s not enough rare valuables to get the Crow vendor above third). If you do so however the whole thing feels kind of cheap and lackluster since Dock Town doesn’t really change post-attack.

    This highlights the act’s main issue, which is that while the over-arching storyline is decent-to-good it falls flat on its face when it comes to the details. Consider the climax for example. A castle siege! Sounds like a great set-piece right? Wrong. Not only does it kick off by inexplicably introducing a child character who idiotically follows along through a war zone, but it progresses by having you haphazardly stumble from one bizarrely placed roadblock to another while constantly shouting “There must be another path through!”. It’s such a wasted opportunity.

    And yet.

    Yet, I cannot confidently say it’s a worse game than DA II or Andromeda. While it certainly features horrific traits from both, mechanically it’s not bad and as mentioned the direction of the plot as a whole (with the elves’ history being revealed) is actually somewhat interesting. I’m torn on whether or not to continue and be subjected to what I highly suspect will be a botched finale.


  • Dragon Age: THE VEILGUARD – First Impressions

    Although I had been greatly involved with Origins & Inquisition, and even played through II multiple times despite its flaws, for some reason I had no interest in Veilguard. Didn’t even know it existed until fairly long after its release.

    Finally got around to playing it earlier today and have just gotten past what appears to be the prologue/tutorial:

    Gameplay feels like a middle-ground between Mass Effect II and Inquisition, which I consider a step backward. I suspect they moved away from the open-worldish nature of the latter because a corridor-shooter framework better supports the tighter narrative (assuming, that is, they simply didn’t lack the necessary funds/time). Plot developments and dialog meanwhile appear to be on par with Andromeda (i.e. bad) while the character design is atrocious.

    The characters look like nothing found in any of the earlier ME or DA games. My best guess as to how this abomination came about is that someone looked at Inquisition and said to themselves: “Sera is clearly the best character here, and the only reason she had a divisive reception’s because the art style wasn’t goofy/cartoonish enough”.

    Decided to play as a mage and was immediately confronted by the game’s assumption that I was a fighter; both the opening bar fight sequence and all your party members up to the point of reaching the Crossroads being rogues and mages seem to support this. Which is odd but, at least on normal difficulty, not a big issue. The strange structure of the leveling web is a larger one. Why would I have to learn Wall of Fire or Chain Lightning if I want to become a Spellblade? Why is the Spellblade-ish counterattack ability placed behind the former? Because both are offensive defensive abilities maybe? Bizarre.

    A good chunk of the upgrade placement, on the lower half of the web anyway, is similarly head-scratching. Like why is the one that gives a bonus against enemies suffering from Necrosis on the complete opposite side of the web from the Death Caller specialty? It’s almost as if they wanted to make leveling-up a puzzle in and of itself… which doesn’t really work unless there’s a clear logic to how everything’s arrayed. Which there does not seem to be. Looking up the max level shows an apparent endgame pool of 65 points, so perhaps it’s structured like this solely to force you to use them up crisscrossing it.

    Guess we’ll see how things develop.


  • DIABLO IV – Secondary Characters, Necro & Barb

    Ended up trying both Necromancer minion variations and the Bone one came out on top. There’s just too little synergy between Overpower and the other minions to recommend using the Blood Lance version (that it would be useless post-season also played a role).

    Bone Minion Necro

    • Abilities
      • Rank 1 Enhanced Reap, Dreadful Bone Prison, & Plagued Corpse Tendrils
      • Rank 5 Paranormal Bone Spear, Abhorant Decrepify, & Supreme Bone Storm
      • Rank 1 Hewed Flesh, Grim Harvest, Necrotic Carapace, & Kalan’s Edict
      • Rank 2 Necrotic Fortitude
      • Rank 3 Fueled By Death, Titan’s Fall, Skeleton Warrior Mastery, Amplify Damage, Death’s Embrace, Death’s Approach, Skeletal Mage Mastery
        Coalesced Blood, Golem Mastery, Finality, Inspiring Leader, & Hellbent Commander
    • Paragon
      • Gravekeeper, Cult Leader/Deadraiser, Hulking Monstrosity/Warrior, Scent of Death/Golem, Bone Graft/Mage
    • Minions: Skirmishers 2, Bone Mages 1, Bone Golem 2
    • Mercenaries: Rahier (Resistances) & Any
    • Seasonal Powers: Alter the Balance, Grim Reapers, Unstable Power, Crazy Brew
    • Equipment
      • Chaos Ring of Mendeln Head (NeoOhm), Hardened Bones Chest (Topaz), Grasping Veins Gloves, Blood Moon Breeches (Topaz), Chaos Lidless Wall Boots, Reanimation 2H Scythe (NaguVex), Occult Dominion Necklace (Skull), Conceited & Damned Rings (Diamond)

    Main issues are that getting the minions to target what you want them to is incredibly difficult (although Corpse Tendrils with the extended area Temper helps with that), and having to constantly replenish the supply of Skeleton Mages is annoying.

    Post-season changes would be to replace the head with Occult Dominion, the boots with Metamorphosis, the weapon with a 1H Vehement Brawler scythe and Lidless Wall, the conceited ring with a Ring of Mendeln, and swap the amulet affix to Reanimation. Also, the chest slot is meant to be a Shroud of False Death, but I’m currently both 1 rune and 1 Spark short.

    After that build was finalized I moved on toward making a new Barbarian in the mold of that Deathblow one, which turned out more fun to play.

    Arsenal Barbarian

    • Abilities
      • Rank 1 Combat Frenzy, Strategic Rallying Cry, Fighter’s Rupture (2H Slash), Fighter’s Mighty Throw (2H Blunt)
      • Rank 5 Violent Double Swing, Power War Cry, Supreme Wrath of the Berserker
      • Rank 1 Pressure Point, Raid Leader, Thick Skin, Concussion, & Unbridled Rage
      • Rank 3 Warpath, Imposing Presence, Martial Vigor, Guttural Yell, Aggressive Resistance, Pit Fighter, Slaying Strike, Defensive Stance, Counteroffensive, Wallop, Invigorating Fury
    • Paragon
      • Dominate, Decimator/Ambidextrous, Blood Rage/Ire, Bone Breaker/Crusher, Carnage/Seething
    • Expertise: 2H Axe
    • Mercenaries: Raheir (Slow, Iron Wolf’s Call) & Varyana (Whirlwind)
    • Seasonal Powers: A Beast Cornered, Accelerating Chaos, Deafening Chorus, Marred Guard
    • Equipment
      • Harlequin Crest Head (Ruby), Chaos Battle Trance Chest (Ruby), Twin Strikes Gloves, Undying Pants (Ruby), Yen’s Blessing Boots, Limitless Rage 2H Blunt (IgniWat), Vehement Brawler’s 1H Mace & Sabre of Tsasgal (Sapphire), Fields of Crimson 2H Slash (TamVex), Edgemaster’s Amulet (Diamond), Starlight & Vocalized Empowerment Rings (Diamond)
    • Now, you may notice this build does not actually use Walking Arsenal. It meant too, but Unbridled Rage just ended up flat-out better with the benefits of A Beast Cornered. Gameplay is simple yet engaging; Wrath -> Mighty Throw -> Rupture -> spam Double Swing. It slices things up nicely and doesn’t have any notable survivability problems thanks to the barrier and life gain.

      Post-season changes would be to swap in a Deflecting Barrier chestpiece and swap out Unbridled Rage for Walking Arsenal, then switch Rupture to Fighter’s and reduce Frenzy to Enhanced while getting rid of Raid Leader to put two points in Booming Voice. Might also have to swap out the +Skill runeword for a +Resources one since the Shouts won’t have constant uptime.


  • DIABLO IV – Season 10 Secondary Characters

    Wanting to grab the various Barbarian and Necromancer challenges I was missing without respeccing my existing characters first lead me to creating a Deathblow Barbarian. While at the start this seemed rather powerful, by the end (although it certainly wasn’t weak) it felt both more fragile and weaker than the cobbled-together Shadowblight build. Even having all the required gear besides the Mythic.

    Somewhat disappointed, as I was really hoping for a boss-killer that could finish off Lilith, I moved on to trying to create a Necromancer minion build. This failed miserably. It was barely capable of handling basic T3 content. While it’s possible that may have been a result of the mere level 8 masterwork and level 15 paragon glyphs, not being interested in putting much leveling effort into a build I planned to soon delete, it was more likely a lack of focus; there was Bone Storm, and Blood Lance, and all three minion types.

    Extremely disappointed at this point I decided to check out Maxroll and Icy Veins‘ Shadowblight builds to see if my ‘finished’ build was missing anything obvious. Putting aside the whole Alter the Balance setup, which I dislike as it feels like an exploit and will be useless post-season, it turns out I was: Blighted Corpse Explosion. Taking the extra points out of Blight, 1 point from Necrotic Carapace, and dropping Sever (which was only there for Reaper’s Pursuit) let me take both that and put 3 points into Fueled By Death. Now having a consumption power, I was also able to swap the Bloodbath paragon board for Flesh-Eater.

    This resulted in a pretty massive damage upgrade allowing a brute force victory over T4 Lilith, helped out a bit by having gotten better at dodging her Death From Above (the trick it seems is to keep running around the inner edge of the arena while she’s in the air) and finally finding the last Rune I needed for the Mythic greatsword.

    Since that turned out so well, next up was looking at some endgame Minion builds hoping for similar inspiration. This turned out to be a wash. For whatever reason they’re focused on a single minion type, and if I’m going to be playing minions I want all the minions. Also, while I can understand focusing solely on Skeletal Mages if you’re using Hand of Naz and Service/Sacrifice, I’m deeply suspicious of the claim that sacrificing the Mages will result in more damage for the Reaping Warrior build than keeping them.

    So I’m now split between two potential paths:

    1) A bone-centric Reap build that uses Skirmishers 1, Bone Mages 1, and Bone Golem 2 supported by Corpse Tendrils, Bone Prison, and Bone Storm. Chaos powers being Alter the Balance, Grim Reapers, Unstable Power, & Crazy Brew with the intent being to just have bone shards flying everywhere and critting everything.

    2) Based solely on having a 3-star Ancestral ring with Overpower damage just drop, keeping the Reaper theme but switching to a blood skill focus. I’m hesitant to try to re-tread that path though after the earlier Blood Lance debacle and none of the Mage minion options have any synergy.


  • DIABLO IV – Season 10 Conclusion

    While I wasn’t able to defeat T4 Lilith, as I just simply don’t have the reflexes to avoid her triangular Death From Above attack (out of twenty or so attempts only 3 managed to get outside the triangle before she dropped and only 1 of those managed to make it back in before the waves hit), or get The Grandfather Mythic greatsword I wanted (still 2 runes short), everything else is done and there’s basically no reason to keep playing this character.

    Final stats:

    • Necromancer Paragon 230
      • Amplify 80 -> Scent of Death/Control 70 -> Bloodbath/Essence 70 -> Wither/Abyssal 70 & Frailty/Gravekeeper 70.
    • Skeletal Skirmishers sacrificed, Cold Skeletal Mages sacrificed, & Bone Golem sacrificed.
    • A Beast Cornered, Accelerating Chaos, Erupting Chaos, & Marred Guard
    • Bloodless Scream Chaos Helm with NeoGar, The Unmaker Chaos Chest with TamLum, Ebonpiercer with a Diamond, and Ancestrals with Topazes, Emeralds, and Skulls.
      • Sacrificial, Torturous, Cursed Aura, Decay, Blighted, Accelerating
    • Elixir of Fortitude II, Spiral Morning (to be replaced by Sage’s Whisper if the Mythic is acquired), Reddamine Buzz, & Soothing Spices.
    • Varyana (Attack Speed) & Aldkin (Field of Languish)
    • Abilities
      • Rank 1 Reap, Decompose, Sever, & Abhorrent Iron Maiden
      • Rank 5 Supernatural Blight, Abhorrent Decrepify, & Supreme Soulrift
      • Rank 1 Crippling Darkness & Shadowblight
      • Rank 3 Hewed Flesh, Necrotic Fortitude, Titan’s Fall, Death’s Embrace, Amplify Damage, Precision Decay, Necrotic Carapace, Reaper’s Pursuit, Gloom, Terror, Finality, Memento Mori, Stand Alone, & Inspiring Leader

    It utterly destroys Undercity (to the point I don’t even need to use Soulrift) and Infernal Horde and can clear Pit 80 easily enough, while all the Echoes get crushed in short order so long as you’re capable of dodging their phase 1 attacks (as mentioned I suck at Lilith’s and I’m not great at avoiding Harbinger’s mirror dash either). The only real issue is survivability since if the barrier doesn’t trigger (which can happen against bosses) you’re going to have to constantly chug potions.

    So… what to do now. I think I’ll go back to the Thorns Barbarian in Eternal and 100% the map, then clear the couple Barb-specific challenges I missed. After that maybe make a new Necromancer in Seasonal to grab the couple of Necro challenges this one isn’t equipped for (yes I could just use the Armory and respec but that’s less interesting).


  • DIABLO IV – Season 10 Update

    Turns out my build had a crippling flaw: Minion and mercenary damage do not contribute to the Shadowblight passive. I have no idea why I thought they did since the tooltip clearly omits them.

    Changes to address that were:

    • Skeletal Mages switched to Cold and sacrificed.
    • Aldkin and Varyana swapped for Varyana (Attack Speed) and Raheir (Unstoppable on Impairment)
    • Greaves of the Empty Tomb swapped for Ebonpiercer and Empowering Reaper swapped for Conceited.
    • NaguVex runeword swapped for NeoGar.
    • 6 points taken out of the Sever tree and added to Stand Alone and Memento Mori.
    • 3 points out of Imperfectly Balanced and into Hewed Flesh, Necrotic Carapace, and Blight.
    • 1 point removed from Enhanced Reap and added to Decompose.
    • Control, Scent of Death/Darkness, and Bloodbath/Territorial swapped for Abyssal, Scent of Death/Control, and Bloodbath/Darkness.
    • Chaos Unleashed & Decimating Desecration swapped to A Beast Cornered & Marred Guard.

    My damage has now shot into the stratosphere while the playstyle has remained the same (just spamming Blight instead of Sever) and all challenges except the “Kill Lilith in T4 difficulty” have been cleared. Not sure if I’m going to stick with A Beast Cornered though since I don’t like having to keep using potions when there aren’t any trash mobs around to leech off of.