• Tag Archives Third Person Perspective
  • Grim Dawn: FANGS of ASTERKARN

    The third and final expansion for Grim Dawn was finally released recently, and I’ve been somewhat busy getting three Berserker characters up to Ultimate.

    While the new enemy and location content isn’t as aesthetically unique as it was for the previous ones, the game makes up for it with the new potion system and Ascension difficulty/modifiers/upgrades. You can add all sorts of different effects to your potions now while also choosing how they’re used (e.g. long cooldown and multiple charges, or one charge and a short cooldown). I haven’t played around with the Ascension mechanics yet but the ability to further upgrade your gear alone is well worth it, while the loot modifiers will be a godsend if they work as advertised.

    There’s also plenty of new lore, several quests with multiple options, and a ton of hidden and semi-hidden areas to find (including a hidden smith that can upgrade certain epics into legendaries). While most of it works well, the main complaint I have is that the Ice Walls really need a map indicator like the existing Dynamite and bridge-building ones to tell you that a Magma Orb is required to pass. Also… the NPC that gives you the faction quest in Kruu’Sul Crags should probably mention how to make them.

    Now for the builds:

    The first ended up as a bone-themed Veilwalker which didn’t end up playing all that differently from a Cadence build. It’s currently sitting at the end of Normal since I got distracted by the other two builds. A Wereraven Runekeeper was the next I went with and it plays like a particularly tanky spell-spammer with no notable issues all through Elite. Though do note that the Messenger’s Repeater is required until you can get an Awakened Interrogator.

    For the third character I ended up with a Zealot with rather high resistances, and so decided to make this one a Hardcore character to justify prioritizing defense. Despite that, it had even less trouble killing things than the Runekeeper and was able to facetank right through most of Elite (skipped around a bit and quit for Ultimate once I hit level 70). This one is by far my favorite of the three and I think I’ll try taking it through Ultimate before going back to that Veilwalker.


  • Granblue Fantasy: Relink

    Only being familiar with the Granblue franchise from having seen the Anime adaptation a while back, I wasn’t sure what to expect from Relink.

    Not helping is that it starts off a bit overwhelming, storyline-wise, promptly dumping a fully-formed and established crew on you. The mechanics are introduced much more gradually however and when you eventually get to town the optional Fate segments do a decent job of filling in the blanks with the characters’ relationships. Speaking of mechanics, I can’t say I like how Mastery points aren’t character-specific and the various sources of stat-boosting really should’ve been streamlined.

    Having recently played Solo Leveling Arise: Overdrive it wasn’t hard to get into the combat here, which is quite similar. It’s exactly the kind of party-based action implementation I prefer, with the NPCs holding their own in combat with no babying required. It also helps that there’s a decent variety of characters available to choose from and you’re not forced to control the protagonist if one of them looks more interesting.

    The exploration elements are a more mixed bag. There are hidden items and jumping puzzles… but all chests and collection points in an area are also clearly shown on your map. You also don’t seem to be able to return to places you’ve been (which means it’s rather easy to miss items), although that’s offset by the Quest Guild which let’s you (re-)fight time-limited scenarios for sizable rewards.

    The weakest part of the game so far, at the start of Chapter 4, are the plot developments. They’re pretty bad and laden with battle shounen stereotypes; annoying mascot character, forced losses, sudden reversals, ‘this-isn’t-even-my-final-form’, and fluctuating power-levels. So much so that I’m strongly considering dropping it here.


  • Solo Leveling: ARISE OverdrivE – Midgame

    So I’ve now cleared all of the game‘s 1-5 star Gate/Encore missions and 1-2 star Repeat missions for chapters 5 and below.

    I tried to clear each chapter’s star-levels fully up to my level before advancing the story, and that appears to have been a mistake. The optimal path looks to be running each mission once at 1-star for the XP boost while rushing to the Chapter 5 story mission to quickly unlock the various Shadow Energy drops. Because you’re going to need a ton of that to upgrade your shadows and then you can go back and clear the highest levels possible to automatically clear the lower levels. Gold isn’t an issue so long as you sell any Hunter Reports you acquire and you’ll get more than enough hunter coins to recruit everyone just by clearing maps, playing minigames, and doing dispatches.

    The second chapter introduces Encore battles, which allow you to play as a group of three hunters you’ve recruited. These are a lot of fun and provide some much needed variety. Then the fourth chapter introduces the Strike Team, which is basically just a bonus source of cosmetics, hunter coins, and Designs. I’d suggest focusing on raising Management and Capacity while getting the Bounty option to C and ignoring Network completely. And of course the fifth introduces shadow summoning and your Shadow Monarch form while the sixth provides two more shadows to summon (add them to your party on the Party Formation screen).

    Thanks to the hunter team battles I think I’m actually going to end up playing this to the end.

    Current stats:

    Level 47 (Agi/Per 100, Vit/Int 52, Str 25) wielding Knight Killer dagger and Black Falcon II gun, with left-side Assassin & Ruler skills and dagger tree mostly maxed out. Ruler Overdrive with Dawn of Rule special skill and the rest of the special points in physique. Artifacts are Black Lion armor and a 2/2 mix of Behemoth and Gate jewelry, all rank 4-5.

    Ingris shadow is at Elite 9 with full rank II growth while Iron and Tank have full rank I growth at Common 1. Strike Squad is at D, A, C, S and all hunters are recruited.

    My support hunter party (full rank II growth, all skills at 4, best weapons that don’t require Advanced Manadium) consists of Bora, Chae-Young, and Esil. The solo hunter party (same skill and weapon level as support party but growth is at the first level of rank III) meanwhile is Emma, Hae-In, and Joohee. All other hunters are equipped with at least the second weapon of the type their unique is and everyone’s fully equipped with artifacts (with the exception of two bracelets).


  • Solo Leveling: ARISE OverdrivE

    This game is basically your standard beat-em-up action game (think along the lines of Darksiders) with an assortment of RPG systems acting as modifiers layered on top of it.

    At base level you can dodge, block, perform basic attack combos, switch between your two weapons, use three active skills (two character and one weapon-related), and have a sort of limit break attack. On top of that you then have attributes, armor and accessories, a variety of passive skills divided into three separate skill systems, and even recruitable NPCs who provide various effects.

    The main focus of the game, as you might expect, is grinding for XP and materials while improving your scenario clear ranks; the storyline is very rushed and you shouldn’t expect anything from it if you’re not already familiar with the series via either the Anime, novels, or maybe comic (which this is based on). As a result I’m not sure whether I’ll play much longer since I’m both not very good at action games (my clears tend to be A-rank at the highest) and not particularly fond of re-playing the same scenario multiple times.

    Around Chapter 4 is apparently where it opens up with the ability to send out hunter teams, so I guess I’ll try to reach that point and then see how I feel about continuing.


  • FINAL FANTASY VII: REBIRTH

    After being disappointed with the prequel I pretty much avoided this game until recently when events conspired to give me an excess of free time.

    The opening chapter is decent enough apart from some incredibly annoying time-wasting segments which have no business in what’s effectively a tutorial, and the presentation of the first town is well done. The game then opens up nicely afterward with the various quests and exploration points. Unfortunately… while there are indeed no fate ghosts, which is a major plus, ultimately I just don’t like the combat system in any respect.

    If I want to play an action game I’ll play a soulslike where I only have to worry about a single PC; if I’m playing a party-based RPG I want something slower. It’s tolerable here for fighting random enemies on the world map, but for boss fights it’s a giant pain in the ass to have to keep track of three separate characters’ resource pools in real time.


  • 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.


  • 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.


  • 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).


  • 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.