• the Serpent & the WINGS of NIGHT & Reborn in Blood #1-2

    Carissa Broadbent‘s first Crowns of Nyaxia novel starts out quite good and remains so for most of the first third despite a couple questionably forced events. During the second trial however the protagonist suddenly transmorphs into a suicidal bleeding heart for no discernable reason (immediately after coldly dispatching an acquaintance no less), which was offputting enough for me to drop it right there.

    Originally having avoided April Conrad‘s Reborn in Blood series due to the somewhat alarming subtitle (Reincarnated As My Hot Vampire Alt), I eventually decided to give it a chance in a fit of boredom. The first book at least ends up decent enough; while there’s a persistent sense of wrongness about how events play out, with things like the central romance feeling forced and early events not quite coming across as natural, it reminded me enough of series like Leadale and Eve of Destruction to push on into the second hoping it would improve.

    It does not improve. The second book in the series in fact gets far worse in a number of ways extremely quickly.


  • Diablo IV – Hardcore

    With the Sorcerer effectively done it seemed like a good time to get working on clearing those 0% Hardcore challenges. As of now I’ve got a Necromancer, Sorcerer, and Rogue all at T6 or higher (with level 25-30 glyphs, no ancestral weapons, and missing a bunch of other things) at Paragon 183.

    First off was Necromancer, and for this I decided I liked the look of Maxroll’s Army of the Dead build for the most part. Being a bit concerned with the “Negatives: Squishy” note though I swapped the runewords to CirVex and NaguMot. So far I’m quite happy with it and amazed that Army of the Dead is finally a good skill. I’m notably still missing the Heir of Perdition, both ancestral uniques, and the Heavenly Strength affix however.

    Next up was Sorcerer Mk.II, which after some thought I decided to make a homebrew Crackling Energy build after hearing so much about it. The remarkably impressive result was:

    Harlequin Crest (CirVex), Ancestral Great Storm (NaguYom), Ancestral Piercing Static
    Ancestral Dominance (Diamond), Ancestral Shredding Blades, Ancestral Overwhelming Currents (Topaz)
    Melted Heart of Selig (Skull), Ancestral Armageddon & Storm Splitter’s (Amethyst, Ruby)

    Spark 6 (Crackling, Additional Hits, Overcharged), Charged Bolts (Weaken, Surging), Chain Lightning (Additional Chains, Crit Chance, Power Flux), Flame Shield (Overpower), Teleport (Movement, Crackling, Wormhole), Ice Armor (Cooldown, Permafrost), Familiar 15 (Charge, Bonus, Lightning), Lightning Spear 15 (Speed, Damage, Reverse), Ball Lightning (Multiple, Crackling, Orbital), Unstable Currents 15 (Ferocity, Damage, Boundless)

    Exploit -> Enchantment Master/Tactician -> Static Surge/Electrocute -> Frigid Fate/Warding -> Ceaseless Conduit/Destruction

    Enchantments: Lightning Spear, Flame Shield
    Mercs: Rahier (Guard, Lure), Varyana (Bloodthirst)

    Just pop Unstable Currents and spam Familiar and everything dies. Soloed world bosses included… though they actually last for up to a minute currently (no ancestral staff or rings, also missing Dominance affix). I’m not consistency at 100% uptime, but pretty much never have to wait more than 10 seconds to recast it.

    Last for the moment was a Rogue after hearing about someone mentioning they were having trouble finding good builds. Since my non-HC Rogue is a Hakan build that was out, as was poison since the non-HC Sorcerer has turned me off DoT damage entirely. Ultimately I went with the old standbye of ‘Spin to Win’:

    Heir of Perdition (NeoMot), Ancestral Debilitating Toxins (AhuQue), Fists of Fate, Death’s Pavane (Ruby, Topaz)
    Ancestral Prepared Assailant’s, Ancestral Imitated Imbuement, Ancestral Alchemical Advantage, Condemnation
    Ancestral Bitter Infection (Skull), Ring of Starless Skies (Ruby), Ancestral Toxic Alchemist’s (Topaz)

    Puncture (Crowd, Overpower, Three), Dance of Knives 15 (Energy, Lucky, Star), Dash (Weaken, Resolve, Shadow), Dark Shroud 15 (Movement, Consume, Shadow), Smoke Grenade (Duration, Silhouette), Shadow Imbuement 15 (Vulnerable, Overpower, Endemic), Shadow Clone 15 (Unstoppable, Cooldown, Awakening)

    Canny -> Cunning Stratagem/Efficiency -> Eldritch Bounty/Fluidity -> Danse Macabre/Assassin -> Exploit Weakness/Nightstalker

    Specialization: Combo Points
    Mercs: Rahier (Guard, Lure), Aldkin (Languish)

    Basically for most content you just Puncture enough to trigger Overpower, Dash to trigger Fluidity and get some Resolve stacks, then hold down Dance of Knives while occasionally tapping Shadow Imbuement until the map is cleared. For bosses it’s a bit more involved since you’ll have to use Smoke Grenade to refresh the Imbuement instead of that happening automatically (which is why Condemnation is used, since 3 punctures between Grenades is unrealistic). For runewords I’m not really sold on Que but have left it for both survivability and legacy reasons (pre-Starless Skies the Vulpine affix is key to 100% uptime).

    For the moment I’m missing a great many of its parts, having no ancestrals besides the Starless Skies Ring, a Death’s Pavane with subpar affixes as the only unique, the Toxic Alchemist affix alone, and no Ahu rune… yet it still crushes most of T6 (for lair bosses I need to drop back down to T5). I’m optimistic for its future prospects.


  • Neural Wraith 4 & Dungeon Diving 303

    The fourth of K.D. Robertson‘s Neural Wraith novels pretty much holds the line with more of the same. There are neither any surprises nor particular disappointments, and the only issue I had was that it occasionally gets a little preachy regarding forms of government.

    While I ended up enjoying Bruce Sentar‘s Dungeon Diving series despite my initial expectations, this eleventh installment is pretty much exactly what I’m not looking for. It picks up immediately from the tenth’s cliffhanger and then proceeds to essentially tread water for the majority of its pagecount. Sure the ‘hostile adventurer guild’ subplot is resolved, but most of the focus is on fighting dark elves (completely arbitrary and lacking any narrative weight, you’d be better off fighting naga) and the acquisition of a new harem member (painfully forced).


  • DIABLO IV – Season 13: End

    Ultimately, the DoT Sorcerer build ended up in Torment 9 at Paragon 201 with glyphs all at level 60. In theory I could make it to T10 if Fundamental Release gets fixed, find some ancestral Penitent’s Greaves, and I upgrade my gems to grand (they’re all at royal)… but any higher is probably out of the question without the new expansion content. Had to do some reworking though, as Heart of Selig does not mesh at all well with Incinerate. Not sure why I was so obsessed with it:

    Harlequin Crest (LithQue), Ancestral Disobedience (CirVex), Ancestral Shivering
    Iceheart Brais (Emerald, Sapphire), Penitent’s Greaves, Orsivane (Ruby), Ancestral Untarnished Blaze (Ruby)
    Ancestral Elemental Constellation (Skull), Tal Rasha’s Loop (Ruby), Ancestral Elemental Fate (Amethyst)

    Arc Lash (Stun, Inescapable Reach), Incinerate 15 (Healthy, Overpower, Flamethrower), Flame Shield (Duration, Scorch), Teleport (Movement Speed, Wormhole), Ice Armor (Duration, Permafrost), Frost Nova (Resource, Vulnerable), Ice Blades (Cooldown, Duration, Ice Crack), Blizzard 15 (Damage, Resource Gen, Hailstorm), Meteor (Immobilize, Overpower, Shooting Star), Firewall 15 (Damage, Weaken, Ring of Fire), Deep Freeze (Duration, Reduce Cooldown, Bonechill)

    Enchantments: Blizzard, Meteor
    Mercenaries: Subo, Aldkin

    Note that despite what some may claim, Incinerate does not noticeably benefit from attack speed (which is why Varyana is out). It ~might~ make the damaged bar deplete slightly faster, but it doesn’t actually increase the damage. Of course, maybe it should and that’s a bug. I’ve noticed a couple like ‘Gain Life on Hit’ apparently not working and the ‘Rare Rune Undercity Tribute’ not rewarding any runes if you add one of the optional weapon, armor, or jewelry modifiers.


  • DIABLO IV – Season 13: Update

    Up to T4 now at Paragon 86 with 2 uniques and no ancestrals with only 1 glyph at 15. The new T4 seems to be equivalent to the old T2 and mainly will be where you’ll see ancestrals start to drop. So some thoughts on the various changes made:

    – Lair Keys being condensed is a godsend
    – Silent Chests being opened directly with Obols has taken far too long
    – Elixirs and Incense being removed seems bad… less forgiving for less optimal builds
    – Allowing non-legendaries to drop as ancestrals feels like a busywork step
    – Masterworking is incredibly slow now
    – Being able to Temper uniques is nice
    – Uniques having randomized affixes that cannot be enchanted… less so

    As for my earlier build, I’ve currently settled on the following:

    Vision of the Firestorm (NeoLum), Ancestral Piercing Cold (CirVex), Ancestral Inner Calm
    Iceheart Brais (Topaz), Penitent Greaves, Orsivane (Ruby), Ancestral Shivering (Ruby)
    Melted Heart of Selig (Skull), Tal Rasha’s Loop (Ruby), Ancestral Writhing (Amethyst)

    Fire Bolt (Overpower), Incinerate 15 (Healthy, Overpower, Flamethrower), Flame Shield, Teleport (Movement Speed, Ferocity), Ice Armor (Resource Regen, Duration, Permafrost), Frost Nova (Resource Gen, Shatter), Ice Blades (Cooldown, Duration, Ice Crack), Blizzard 15 (Damage, Resource Gen, Hailstorm), Firewall 15 (Damage, Ring of Fire), Deep Freeze 10 (Duration, Reduce Cooldown, Bonechill)

    Enchantment: Blizzard, Firewall
    Mercenaries: Subo, Varyana

    Exploit -> Enchantment Master/Elementalist W-> Fundamental Release/Tactician
    Enchantment Master/Elementalist N -> Frigid Fate/Eliminator E-> Burning Instinct/Flamefeeder

    We’ll see how well it does in later difficulties.


  • Taellaneth #1-5

    Vanessa Nelson‘s Taellaneth series starts out a bit rough, with a noticeably awkward/stilted writing style. And while I’m fairly sure it’s intentional to mirror the protagonist’s state of mind… that doesn’t make it any easier to read.

    It picks up nicely as the series progresses though, eventually also introducing a tertiary romance subplot toward the end of the third book. Main issues would be that the world-building is rather unclear, making it difficult to tell at times if the series takes place in a pure fantasy land or some kind of alternate Earth, and the fifth book doesn’t make a great deal of sense. It’s in fact arguably more questionable than the first of the author’s Fractured Conclave novels.


  • DIABLO IV – Season 13

    Got a slightly late start here because I was replaying Skyrim of all things, but since I don’t plan to buy the new expansion until it goes on sale (probably at the start of next season based on past history) it doesn’t seem like I’m missing much. A good half of the season targets appear to be expansion-specific.

    I had wanted to run a homebrew Enlightenment Sorcerer originally, but with the rather heavy changes made to the skill tree and items to a lesser extent I had to do a bit of re-thinking. Not much as it turned out (although the key Fundamental Release ability appears to be currently broken). At Paragon 42 at the moment with the fourth challenge tier cleared with all of the free reliquary rewards claimed and haven’t really had any trouble: Ice Blades to trigger Vulnerable, Firebolt to trigger Overpower, and then spam Incinerate. Ring of Fire Firewall and Deep Freeze fit in in-between Firebolt and Incinerate for nastier enemies. Immobilizing Meteor for Scornful Aspect and Blizzard are my enchantments.

    That was all just playing things by ear though. Now I’ve got to fiddle with the character builder to work up a list of loot and aspects to target. I’m currently thinking Orisvane, Vision of the Firestorm or Harlequin Crest, Iceheart Brais, Penitent Greaves, Melted Heart of Selig, and Tal Rasha’s Iridescent Loop for mythics/uniques and Scornful, Conceited, Channeling, Piercing Cold, and Shivering for ancestrals. Enchantment Master, Fundamental Release when it’s fixed, Burning Instinct, and Frigid Fate will likely be the paragon board choices with Exploit, Elementalist, Flamefeeder, Tactician, and Eliminator for gylphs (likely not in that order).


  • Beesong Chronicles #1-3 & Mantles of Power #1-2

    Benjamin Medrano‘s Beesong Chronicles series is quite a bit different from their others. For one the protagonist isn’t particularly gifted, having the exact same abilities as any other member of her species, and she’s exceptionally cheerful/carefree. For another, the setting has a few gameworld aspects to it (e.g. levels, class abilities) while the only romance aspects in here are some brief mentions of two side characters getting together. It’s remarkably solid all-around and there’s very little I can complain about.

    Another series by the same author, the Mantles of Power trilogy is their weakest. The main issue is that pretty much everything about the central Heaven-based conspiracy strains credulity at the best of times (and goes past the breaking point on several occasions). Not helping matters is that it takes a sudden swerve in the second book much like the one that occurs at the end of the third Through the Fire novel, only worse because it also decides to switch over to a completely different protagonist who acts almost nothing like she did in the first novel.


  • MAHOUKENSHI

    Mahokenshi is an interesting deckbuilding roguelike along the lines of Slay the Spire with map and movement elements similar to a 4X game.

    Rather than being locked onto a single path with branching options you instead choose from a variety of missions, which then place you on a fully explored hex-based map populated by various enemies and semi-random upgrades. It’s then up to you whether you want to rush the mission objective, focus on bonus objectives, or instead simply wander around upgrading your abilities/deck. While I’m not thrilled that all the missions so far (up to unlocking the third character) have built-in turn limits, for the most part they haven’t been particularly punishing and the different characters at least seem to have fairly distinct playstyles.

    Not sure it will hold my interest much longer though if literally all the missions end up having turn limits.


  • Ancient Dreams #1-4 & Marin’s Codex: Stories of Ancient Dreams

    Benjamin Medrano‘s Ancient Dreams series consists of a main trilogy, an epilogue of sorts, and a sidestory novel.

    The main series is dark high fantasy with a heavy focus on corruption, secondary paranormal romance aspects, and minor dungeon core elements. It stands out mainly for not having a single protagonist (instead choosing to swap between various points of view across multiple factions) and for having an assortment of truly evil antagonists. The level of darkness is no joke either with there being a significant focus on the process of both inflicting and taking advantage of mental slavery (in notable comparison to the author’s Eve of Destruction series, which only deals with the aftermath).

    The first two novels are easily the high point with the third kind of getting lost in the weeds of the martial conflict while also introducing a rather large number of minor characters which sort of dilute the impact. The fourth novel continues from where the third left off but primarily centers on resolving the remaining issues surrounding the goddess; it’s not particularly dark and also leaves a few dangling story threads for potential later novels. Personally I thought it was on par with the first two, but if you’re not interested in the religious conflict it will probably end up quite boring.

    The sidestory novel, Marin’s Codex, is a bit difficult to pin down. It starts and ends with segments taking place after the main series, but the majority of it is a flashback to the end of Sistina’s mortal life millennia before the series began. It can be read as a stand-alone (if the darkness of the other novels is an issue) or as a prequel, but I think it works best if read after the third or fourth novel. In addition to that it also includes a pure-prequel novella-length telling of Sistina’s namesake’s encounter with the Nymph queen, which honestly doesn’t really add anything to the series and I’d actually suggest you skip it.