Wintertide Madness

Good Morning Friends! I don’t have a ton to talk about this morning but I figured I would spin up another Path of Exile post. Last night I wrapped up Act 10 on my Inquisitor. I still have yet to transition to my final form, but in theory, I will be doing that as soon as I find a reasonable six link. The truth is I was able to breeze through Merciless Lab so I should be able to start running maps without a ton of hassle. The build that I am following is more or less this POB. However I never really evolved past the Wintertide brand phase and am still leaning heavily on that.
What happened along the way is I picked up this Unique, the Bitterdream Shadow Sceptre. My current version has the 3 links that I am using with Wintertide which are Wintertide Brand > Elemental Proliferation > Controlled Destruction. Then in addition to the two support gems, this unique item treats it as though I also have slotted in Bonechill, Hypothermia, Ice Bite, Cold Penetration, Cold Damage, and Inspiration. This adds up to a dumb stack of effects that I could likely never get working all at once. I am having a freaking blast running around and watching entire screens of enemies evaporate in a “cold disease” that spreads from target to target.
I’m also abusing a second unique called Gang’s Momentum which causes me to deal more damage to ignited enemies and also increases my chance of igniting them. So I run around casting Elemental Weakness that curses everything in the radius lowering their elemental resistance, then I drop a flame wall and spread my Wintertide brand and watch things just sort of disappear. I’ve yet to start on maps but I plan on doing some tonight and also trying to heists to see if I remain as tanky as I seem today. Even if I never turn this fully into Righteous Fire, I am pretty damned happy with it in its existing state. So long as there are no major nerfs that would impact this build for 3.19… it is extremely likely that I start the season as Inquisitor.
The last thing that I have been doing lately is listening to a series of lore videos about Path of Exile. There are a bunch of details that I missed while playing through the campaign twice and I appreciate Kitten Cat Noodle doing a deep dive into explaining the finer points of the story. Truth be told the lore behind this game and its gods are pretty interesting. If you are at all interested I suggest popping open this playlist and giving it a list. Each video is around 16 minutes in length and covers a single act at a time with some additional details thrown in as necessary to explain things. The post Wintertide Madness appeared first on Tales of the Aggronaut.

Sometimes You Gotta Dig

Hey Friends! I don’t have a ton to talk about this morning so I thought I would do a bit of a recap of my weekend. One of those games that I keep returning to no matter what is going on in my life is Minecraft. I’ve not felt the best over the last few weeks because of mystery-ailment-that-is-likely-not-covid. I can always retreat to Minecraft and my research into the NFTWorld fiasco sparked my desire to play the game. What do I usually do when I play Minecraft? Well, I burrow into the side of a mountain and dig one tunnel going up and one tunnel going down. This screenshot was from the beginning of my process of terraforming a mountain top. I’ve now since built a bit of a reasonable structure up top, and my incessant tunneling has served as material for building projects.
What consumed a truly inordinate amount of time is that in the process of digging down… I encountered an underground ocean. I mean I could, of course, have just blocked it off and continued along with my day but instead, I decided to use the particular properties of gates to hold back water… in order to give me access still to this resource if I happened to need it. Granted again I could have done this in a more simple manner with a door… but I set down this path so I trucked right along with this madness. The most quirky thing about this is that later on, I encountered another section of this cave network with the difference this one being mostly dry. My entire focus however became digging down to bedrock… which I accomplished yesterday and now have a ton of deep slate to build things with.
In other activities, I am still working on my Inquisitor in Path of Exile and have just started the final act. I am still running around with Wintertide Brand and have not transitioned my build over to Righteous Fire. I think I still need to finish cruel lab before I can do this thing, so I should probably set my mind to completing that before I finish Act Ten and take another resistance hit. I believe I am sitting at 70 just about to hit 71 so I have long since started getting lots and lots of map drops. My time with Path of Exile right now is more or less trying to figure out what I want to be when I grow up. What I mean by that is I am trying to figure out what I want my build to be for my first legit season open. I think a few of us are in this holding pattern of trying to click the gears in place because we know we are just about to do it all over again in mid-August.
Lastly, I am still spending time in Dragonflight alpha, and as such spending time poking around on an Evoker. I believe today is the cut-off for this phase of the alpha test and in theory, when I next play the game I will be able to access one of the expansion zones. I have a Deathknight ready to go and I will probably spend some time speccing out a Warrior and trying to build something I enjoy there as well. I am honestly looking forward to seeing the zones because I have heard good things about them. Evoker and Dracthyr are decidedly not my jam and I feel are right now negatively coloring my impression of the expansion so far. I’ve evolved to be able to play “finger wigglers” a bit more than I could in the past, but the Evoker is maybe a bit too on that spectrum for my tastes. I’ve never reconciled my ability to enjoy a Mage, but I dig the heck out of Demonology Warlock. The post Sometimes You Gotta Dig appeared first on Tales of the Aggronaut.

AggroChat #396 – Non-Fungible Immolation

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen
We are back!  Bel was sick last week from an unknown illness that is very likely, not Covid and as such we did not record.  Tonight we had a wealth of topics and in the end, made it through very few of them.  We start off by talking about one of Ash’s comfort games Okami and his recent experiences playing through it on the PlayStation 4.  From there we talk about Stray and how Bel and Grace have deeply mixed feelings about it and Tam loved it.  Since it is always fun to dunk on NFT projects, we talk about Microsoft decimating NFTWorld by declaring that there will be no NFT projects associated with Minecraft.  While this is a bit of an old topic we talk about the return of E3 and how Reed Pop will be running the show in 2023.  We also talk about what this might mean for a shift in the show from being largely industry-focused to more fan service.  Finally, a number of us have reached the end game of Path of Exile and we talk about those experiences.

Topics Discussed

  • Okami
  • Stray
  • NFTWorld Burns
  • Reed Pop and E3
  • Path of Exile Endgame
The post AggroChat #396 – Non-Fungible Immolation appeared first on Tales of the Aggronaut.

Dracthyr Initial Thoughts

Good Morning Friends! On the list of things that I thought I would be doing this week, I did not include “playing Dragonflight Alpha” but it seems fate has conspired to change that. While I have been in multiple alpha testing processes for World of Warcraft, I did not think I would be getting into this one. I’ve not exactly written the kindest posts about the game and Blizzard as a whole, but I have always tried to temper what I said because I still have several dozen friends who work for the company. I have had a lot of great years playing World of Warcraft, but before I talk about the alpha process there are a few caveats that I need to get out of the way. Firstly I have not actively played World of Warcraft in roughly eighteen months. I bounced pretty early in the Shadowlands cycle and never really looked back so I am out of touch with a lot of things about the game. Secondly, you need to know that I have no real attachment to dragons. I tried to read some of the novels but bounced off them as well. I know roughly the shape of the story arc of the dragons and how at the time of the dragon soul raid they gave up some of their powers to protect us. However, I am not nearly as engaged with WoW Lore as a lot of people are in the community. I used to play a game called Horizon Empire of Istaria, later rebranded to Istaria: Chronicles of the Gifted and it featured fully playable dragons. I had a friend or two who were super into this and stuck around playing a dead game for far longer than they probably should have, just because it fulfilled their player fantasy of getting to be a Dragon. I feel like the Dracthyr and the Dragon Isles, in general, are going to be heavily tailored to this player, the folks who love the dragon flights.
That said the dragons are really rather cool to build and I did my best to craft a character that makes visual sense. Essentially one of the things I have enjoyed about the dragons we have encountered is that when you see Alextrasza in “humanoid” form or in Dragon form… there is a visual sameness to it. You can absolutely see one turning into the other and still maintaining a certain number of visible traits, and this same design language carries through to ALL of the dragons we have encountered so far. So I was pleased that as I built my Dracthyr I was able to more or less carry this same concept forward. I do however wish that horn types for example were more similar between the dragon and humanoid forms. I went with something that matched about as close as I could but I would have liked little elements like that to carry over completely. As far as the Alpha goes, Blizzard seems to be going about it a little differently than in my past experiences. Generally speaking there is usually some sort of forum post asking testers to focus on specific things, or at least tell us which areas of the world are open for testing and which are unpopulated. This time around they seem to be doing focus testing where currently until July 25th we will have access to The Forbidden Reach, which is the Dracthyr starter zone. You can create other characters, but none of the quest hooks are in place to allow you to start the expansion content. I spent a good twenty minutes on my dragon… only to immediately get hit by a game-breaking bug that forced me to delete it and start over.
My second dragon was purely random in order to actually get into the action just in case it happened again. I played through the entirety of the Forbidden Reach zone and now have deleted that character and did my best to recreate my original look and am now in the process of playing through it again. My only real complaint with the starter experience is that the zone is really large, and objectives are spread out from each other. In theory, you have dragon flight in order to get you between the destinations, but this is on a 5-minute cooldown timer. This means that if for some reason you are moving faster than five minutes between objectives… you are going to be spending a good deal of time walking around which feels bad. My theory is that there should be some sort of zone-wide aura that lets the Dracthyr use their dragon flight as often as they want. This would allow for players to spend a bit more time getting used to the mechanics because right now it feels like you pretty much have to nail it immediately or suffer the experience of running everywhere. The other thing that I have noticed is that I feel very weak as a Dracthyr. There are several mob types on the island that are just a bit overturned for my character. I am very much used to starter experiences being something that you can pretty much sleepwalk through, and so far this island requires me to spend a lot of time healing myself.
The other thing that is somewhat awkward is the Evoker class itself. It has been announced as a hybrid between a caster DPS and a healer, and it does in fact do both things. However, remember how awkward druids are for the first twenty levels or so? That is how Evoker feels to me right now. You have a bunch of different abilities that do different things, but there doesn’t really seem to be much synergy between most of them. Living Flame for example is both your primary nuke and primary heal, and it is fine at both of them. Disintegrate is your standard channeled ability that slightly slows things as they head towards you. The most interesting ability you get early on is Fire Breath, which allows you to charge the ability before releasing it… and it deals more damage the longer you charge it. However to get the maximum amount of benefit you need to charge it for quite a while, and it has a 30-second cooldown… so it mostly just feels bad to use. Then there are a handful of arguably melee abilities with Azure Strike and Tail Swipe, that doesn’t really seem to fit in terribly well into the kit. Sure you can rapidly hit multiple targets in front of you with Azure Strike but you are dealing so much less damage than you would if you were casting a spell. Tail Swipe serves as a knock-up… but everything recovers so quickly that it doesn’t really do much to buy you enough time to cast something in the meantime. The lack of active dodge in World of Warcraft also limits its usefulness as well, because I could see hitting it and then rolling out of the way in a game like Guild Wars 2. Similarly, Wing Buffet can be used to knock a target away, but it is on a 1.5-minute cooldown means it is a one-shot ability. I think the problem with coming up with a new class this late in the life cycle of the game is that essentially everything I am seeing from the Evoker is done better in another class that feels more focused.
The real highlight for me however is seeing the early functionality of the new UI. I think over the course of the alpha and beta we will see more of this roll in, but right now we have a new cast bar and the ability to edit hotbars. Currently, I have a layout with one large Hotbar, with two small ones stacked across the top of it, and then to 3 column wide blocks on the right side. Admittedly MOST of why I continued to use mods in World of Warcraft is because I could not stand the default hotbars. Another huge reason why I installed addons is that I prefer a single large bag as compared to multiple small bags, and that is now also just in the default UI as something you can configure.
The other thing that I am interested in is the new talent system. Like I said I rolled a Death Knight and while I can not actually start the new campaign, I did spend some time playing around with talents. I really like that the tree is split between having a more generic class-specific tree that everyone has access to, and a tree specifically for your specialization. More than this I like that they have seemingly put abilities that you would want in both trees, some of which previously defined a specialization like Icy Talons being in the general tree. I think the purpose of a Talent tree is to leave you with the feeling that you wish you had more talents because you could not take everything you wanted. This means there is a reason to ACTUALLY run multiple specs for different reasons and will make it a bit harder for the “one true spec” to arise. I need to create a Warrior and play around with those talents since I miss the days of hybrid tank specs that spend most of their points in fury or arms rather than just everything in protection. Some final thoughts about my experience. I did not get into it as much as I thought I might. Sure there is some nostalgia for World of Warcraft, but it just feels like a really old game design at this point. It might be that I have spent so much time lately playing more action-oriented games, but essentially mentally I am lumping it in the same mind space as I keep Everquest. What I find interesting is that Final Fantasy XIV does not feel nearly as old of a design to me, and I think the key difference is that everything in that game feels tightly designed to work together. Whereas World of Warcraft has always felt like making the best of a bad situation. All of that said after bouncing off both Battle for Azeroth and Shadowlands, I am curious if the campaign will ultimately pull me in when we get to test that. The post Dracthyr Initial Thoughts appeared first on Tales of the Aggronaut.