A Tale of Two Leagues

Good Morning Folks! Happy Monday after the starting weekend of the Necropolis League in Path of Exile. I figured this morning I would talk a bit about my impressions of the league so far. I will warn you there is going to be a heck of a lot of negatives in this discussion. I feel like I should throw out as a disclaimer that I am enjoying myself despite the negatives, but that there are a fair number of them. This is probably the worst-designed league I have played so far, full stop. I’ve been active for Sentinel, Lake of Kalandra, Forbidden Sanctum, Crucible, Trial of the Ancestors, Affliction, and now Necropolis. It is also important to separate the sandbox state of the game from the league mechanic because during Kalandra the thing that everyone was complaining about was the sandbox state of the game not necessarily the league mechanic itself. Necropolis has a fairly good sandbox state of the game, but a pretty shit league mechanic.

The Bad – The League Mechanic

I think the core problem with Necropolis is that you cannot skip the league mechanic. During Affliction League you could create some downright unplayable maps by juicing with wisps too hard… but that was a choice that you specifically made not something that was forced upon you. If you really cared about map completion you could just ignore the mechanic and the game played as though the league mechanic did not exist. For Necropolis, starting with the second map, you are having certain downsides thrust upon you that there is no real viable way of getting rid (at least not without investment in another league mechanic). This is what is causing Ruthless players and some Hardcore players to outright quit the league already.
I personally just don’t really engage in the mechanic at all. I never take a look at what the modifiers are or engage in the ability to swap them around… because the mechanic itself is largely uninteresting. It feels like there are downsides but I have not really seen equivalent “juicing” of my content in order to make up for it. In theory, you should be using these items that dropped called Allflames that replace or augment monsters on your maps in order to remove the modifiers that you don’t want to run. A lot of these add specific loot pools to the monsters, but these rarely if ever seem to pay out. I’ve added many of the “Pack Can Drop Omens” allflames and have yet to see a single Omen in this league. The side effect of doing this means I have to fight those awful chaos cultists from Affliction that cast the ability with the purple chaos flowers. I would say 99.9% of the time I don’t even notice that I have made a change to the map, but then that 0.1% something one-shots me from off-screen.
In theory, we are running all of these maps and fighting all of these haunted monsters in the chance of collecting bodies for our morgue, which we will then use for crafting “epic” items. What I was not expecting going into this league is how often bodies would drop, and how generally uninteresting the entire experience of collecting them feels. We can store 64 corpses in our morgue before needing to either incinerate, bury them for crafting, or extract the monster for external storage in our stash via an empty coffin. Empty Coffins can be purchased from Arimor the Gravekeeper for 1 Chaos Orb. Nothing about this crafting system so far makes me think it will ever be worth spending a chaos to itemize a corpse for sale on the market. So instead I spend a lot of time incinerating corpses when they fill up.
You are probably thinking “Bel, why are you even picking them up if they are not interesting”… that is another problem with this league. When a corpse drops it creates this giant UI element that blocks whatever might have dropped under it. There is no way to hide these corpse identifiers and as a result, you basically have to loot them if there is something that dropped and is being hidden underneath said UI element. This feels awful. I have no clue why these did not just drop as items for you to pick up. The whole mechanic of waiting for an animation to play out in zone as Arimor comes to collect the corpse looks cool the first time you see it… but after a point just needless animation cycles. By the time you have completed the campaign in an ARPG… the gameplay is about efficiency and not immersion. I feel bad that someone spent so much time lovingly animating this nonsense only to be the source of ire for players as it ubiquitously “gets in our way”.
So then you are thinking… but Bel, why don’t you just use the corpses to craft? The problem is that the crafting system feels bad too. My expectation was that corpse crafting would be something akin to Fossils where you choose the types of modifiers that you want on an item, and then craft the item with a heavy bias towards generating those affixes. Per Lolcohol which is a POE community crafting channel, you need to stack something akin over 2000% increased chance to come even close to guaranteeing a specific affix family. This morning I threw away some corpses on an example where I stacked 200% chance for cold damage and 500% chance for lightning, thinking I might at least create a baby tri-elemental bow for an alt. What I got instead was a corrupted bleed bow with cold damage on it, that I would not have even picked up had it dropped on the ground. The system feels “fine” while you are leveling because it is a rare item instead of a normal or magic item. However, it seems like you are better off just doing crafts off a single stat because the end result is going to likely be unusable so no point in investing much time in each craft.
The big problem with the entire system is that you can’t really choose your crafting base. You can assemble some corpses and say you are going to craft something for a specific slot, but you don’t really have much more control than that. For example, if you were going to play Explosive Arrow Ballista… you would specifically want a Short Bow or Thicket Bow for the attack speed. You could arrange twenty-some corpses with the ideal stat combinations for your bow… but wind up with an Ivory Bow instead and have a completely bricked craft as a result. Instead it feels like the best results are just throwing random shit at the wall and hoping something sticks. For example, these three items that I photoshopped over the crafting UI… were single corpse crafts, none of which actually got the stats that I included in the craft. It is chaos spam, but generating an item to go along with the random stats. The entire process is worse than having a random rare drop on a map, because at least then you can decide to pick it up based on the item base.

The Good – Sandbox Changes

So all of my complaints aside about the league mechanic… I am having a heck of a lot of fun and in large part, it is due to the Atlas and Scarab changes. Right now with my Atlas passives configured as I have them, I have an 80% chance to see Niko on every map and an 80% chance to see Jun. In practice, this feels like 100% of the time I have both Niko and Jun allowing me to progress Delve while also farming Betrayal enchants. There are one or two more Betrayal enchants that I want before I ultimately drop Jun entirely and start investing in some other league mechanic.
Because I have had such reliable access to Niko and as a result Sulphite, I’ve had the easiest progression into Delve that I have had in any league. Normally “breaking delve” is a bit of a pain in the ass as you keep farming little chunks of sulphite and making small amounts of progress over the course of many maps… because without a huge infusion of currency, you could not afford to buy Sulphite Scarabs in bulk. Instead of needing to rely on Scarabs the Atlas passives are all but guaranteeing that every map I am going to be filling my coffers so that I can get back down into the mines faster. I am currently sitting down around 100 Depth and found my first city last night before running out of juice. The whole map awhile, delve awhile cadence has been super enjoyable because it feels like I am making equal progress down both paths.
Similarly, the Scarabs themselves no longer feel like unobtainium. Generally speaking, I would not see large amounts of scarab drops until I had reached the point in the tree where I could start speccing into seeing Operative Strongboxes. Now instead Scarabs are just on the general loot pool and I started seeing them before I even finished the campaign. They feel fluid enough that I am spending them way more often because I know they are a relatively renewable resource. I’ve not seen a ton of the super rare scarabs, but I have picked up a few juicy ones like one that gives you a decent chance of duplicating drops. Right now I am mostly focused on map objective completion to build out my Atlas but as soon as I start running maps for fun and profit… I will likely be using way more scarabs than I did previously.
I’ve also had a fairly lucky league as a whole so that has helped with my mindset significantly in spite of the lackluster mechanic. I got my very first Divine Orb drop in Act 4, and then followed that up with another drop in Act 8, and another in Act 9. I was able to cash one of those in for an infusion of chaos orbs in order to buy some of the needed items to get my build up and running. Having some sort of liquid drop like that helps a ton when you are in a trade league economy. I am mostly sitting on the other two because the price of Divine Orbs to Chaos is still pretty low right now. Now that I am down at Delve I am generating enough raw Chaos drops to keep up with my assorted early needs. When Delve prices spike as crafting projects start to come online… I should be able to liquidate my resonators to get the rest of the things I need to finish out my build.
I am still running a four-link chest and just got a four-link helm and four-link gloves up and running. I am not even vaguely close to the final configuration of this build but it is humming along nicely. I made it through the campaign during the podcast on Saturday night, and then spent yesterday largely working on progressing my atlas and delve simultaneously. At this point, I have made it through 39 of 115 maps which seems like solid progress. I am a little bit behind where I was last league start as on the Monday after the start I was apparently sitting at 44 maps. However, I struggled to get engaged with Delve at all in the beginning so I was probably a bit more focused on mapping than I am right now with my attention being equally split between the two game modes. All in all, though I am much happier with where I am currently than where I was at that point with Boneshatter.
Even though the league mechanic is a bit of a shit show I am pretty happy with how things are going. I am hoping that we see some early patches that may tweak how things work a bit. I would love to see them make the mechanic optional and then change the way corpses drop and maybe change the weighting a bit for crafting purposes. There are still some interesting things that can happen during this league, namely with the “haunted modifiers”. While roaming around I crafted a low-level chest that wound up rolling “Gems Can Be Socketed In This Item Ignoring Socket Colour” which seemed really freaking strong. Basically, I am not giving up hope that after some tweaks this won’t be one of the better league mechanics at least for crafting purposes. So here I ask you. Did you start something for the Necropolis League? What are you playing? What are you thinking about the league mechanic so far? Was I overly harsh in my criticism? Drop me your thoughts below. The post A Tale of Two Leagues appeared first on Tales of the Aggronaut.

Necropolis League Start Plans

Good Morning Folks! At the time if writing this, the Necropolis League for Path of Exile is roughly six hours away. The start will happen at roughly 2 pm CDT and since I have the day off I plan on being there attempting to get in at the very beginning. The only question is whether or not I go through the hassle of trying to download the standalone client which always updates faster than Steam. I’ve not actually run the standalone client in previous leagues but this is the only true way to be in the queue before most of the folks are there. That said I honestly don’t care quite so much about starting exactly when the servers open as I am not planning on racing through the campaign. I thought I would talk a bit this morning about my plans for starting the league.
Shocking to no one who has read this blog for any length of time… I will be starting a Righteous Fire character, more specifically the chieftain variant that I played last league. Truth be told the leagues where I start Righteous Fire… are better experiences for me personally. I like the predictable nature of this build how it comes online, and how well it does at farming lower-level content and working my way through the Atlas of Worlds. Boneshatter last league was great, but it never felt quite as comfortable in Delve as Righteous Fire does. Lightning Arrow saw me zipping through the early maps super well, but struggling a bit when it came to the first two voidstone bosses. Ultimately even in its nerfed state, Righteous Fire feels reliable and stable and that is what I mostly crave for my first character of the league.
The first chaos that I spend in the league is likely going to be on acquiring these four uniques. Immortal Flesh is pretty much irreplaceable given how much value you get on a single belt. I will likely see one drop but what I am looking for specifically is one with high regeneration and -15% to all resistances which is the best roll you can get on that item. Rise of the Phoenix is equally important as it will give me +5 to maximum resistances, so I will be attempting to snipe one of those pretty early if I don’t see one drop. Berek’s Respite worked out extremely well last league and allows me to get some pseudo-proliferation before I can get a Fan the Flames cluster. Truth be told I just kept using the ring long after I replaced other items. For my chestpiece I am going to drop the Lightning Coil and try the more suggested Cloak of Flame this go around. I hate the idea of running an item without armor but the lack of the negative resistance penalty is pretty great as well as the lack of a life roll allowing me to use the 15% life mastery.
As far as later game items… I would love to figure out a way to work in a Defiance of Destiny amulet but I always wind up so dexterity-starved that I can never seem to make that happen. We will have to see if I can figure out a way to make it work. The one I took a screenshot of was the one I was using on my Boneshatter Juggernaut from last league and it added a ton of survival. I would also love to try and work in Legacy of Fury boots but I already have quite a few uniques which will make it a bit hard to make sure I am hitting maximum chaos resistance. I could see maybe swapping to these when I switch over to a Fan the Flames cluster. We also have no clue if these are going to be on the normal Maven drop pool or the Uber Maven drop pool… which will greatly impact their price.
Affliction League did some really screwball things with pricing on items making a number of previously really expensive things… dirt cheap. One of these was the Taste of Hate flask and depending upon the price this is going to be something that I pick up as one of my later acquisitions. It adds more defensive layers as I am converting additional physical damage to elemental where I will have 90% resistance. Last league I got to play with a Headhunter and a Mageblood and both were fine… but the chase item that I want to play with this time is Oriath’s End. This is going to be something that I stockpile divines in order to pick up this league, and I am hoping the changes in uber bosses make me hope the drop rates for this went up a bit. I would also love to pick up a Vaal Breach gem for bossing but that is probably unrealistic given how rare they are.
If you are wanting to follow in my footsteps with Righteous Fire Chieftain, I cannot recommend the guide from Pohx enough. He does a great service to the community by making sure there are viable versions of RF for Chieftain, Juggernaut, and Templar. In truth, ALL Marauder-based RF builds have essentially the same base tree with some tweaks here or there. I plan on mostly following what I did last league with some subtle changes from what Pohx suggests. Mostly Pohx does not go after Explosive Impact and I tend to path down into that area to pick it up. The more area of effect you can have with Righteous Fire, the more comfortable it feels but I tend to play a much slower RF than Pohx does. If you are just starting out though I would absolutely say follow his guide to the letter until you develop your own preferences for the build.
I look forward to getting my “burny boi” up and running today and starting the league back in trade. I think for the moment it looks like it is just going to be me and Kodra from the AggroChat podcast that are going to be playing. So I will like always be looking for things to make Hexblast work for him. I think most of the folks are going to give this league a skip which is a bit of a bummer, but won’t directly impact my enjoyment. I think I was pretty much the only person who really played much Crucible and that is maybe the league that I had the most fun with. I have a few other friends who are going to be either trying the game for the first time or coming back after a long absence, so it will be interesting to see how that all shakes out. As always there is a Path of Exile channel on my Super Dungeon Friends discord that we will likely be hanging out in. The post Necropolis League Start Plans appeared first on Tales of the Aggronaut.

Pumped for Necropolis

Morning Friends! I have to say I am getting pretty freaking pumped for the Necropolis League start on Friday. I’m off work on that day due to the Good Friday holiday and plan on starting things up when the servers go live. I will probably talk a bit about my league plans tomorrow, but I am way more excited about this league than I expected to be honest. I think part of that excitement comes from the sweeping changes that are happening in the end game, which are something that the average player may not fully understand. This morning I am going to talk a bit about these changes and how they are going to drastically shift how we interact with maps in general.
Good or bad, a large chunk of your end game in Path of Exile is going to involve running maps. By default without manipulation, a given map has the chance of containing content from some forty different leagues. However, not all builds are designed in a manner to support all league content efficiently. For example if you want to run Legion or Breach efficiently you want the ability to blow up entire screens worth of enemies at a time, so you might favor something along the lines of a Lightning Arrow build or previously a Tornado Shot build in order to clear lots of targets at once. If you instead want to focus on Delve you will need a character with strong defenses as things down in the depths hit rather hard. So much of ARPG gameplay centers around optimization and efficiency, so it becomes more efficient to try and run the content that works best for your builds.
You can utilize the Atlas Passive tree in order to stick your thumb on the scale, but the only truly efficient way of guaranteeing specific content appears on a specific map has been with Scarabs. Right now in their current state they have felt like a mandatory evil, and if you want to run a lot of a specific kind of content you are forced to engage with the trade economy because they simply do not drop often enough for you to be able to sustain them. For example I greatly enjoy Delve, which requires me to run missions for Niko to get sulphite in order to maintain my missions into the darkness. This has always required that I at a minimum buy large stacks of Rusted Sulphite Scarabs in order to guarantee that Niko appears on my maps. There were other techniques like the All Hands Atlas Notable, but the only 100% method was to make sure I was running a Sulphite scarab with every map.
All of this is changing with Necropolis. Essentially they have redesigned the entire Atlas Passive Tree along with all of the Scarabs and have completely removed another system that involved putting enchants on the four voidstones that you unlock with sextants. Previously points invested in Delve nodes on the passive tree increased the chance of Niko, but never let you modify the exact percentage chance of him appearing directly. Now by investing in every Niko chance node, I can reach a point where Niko will appear 104% of the time, making it guaranteed that every map that I run with this talent tree will produce sulphite. More than that we are now going to be able to unlock three different passive trees so that we can swap between different scenarios more easily. So you can set up several trees with complimentary league mechanics and swap between them based on what you need to run.
Removing the requirement of Scarabs being the only methodology of reliably influencing map content has freed up some design space to shift them into doing “interesting things”. Some of these are going to be really wild when it comes to running them and will be the sort of thing that you want to stack a bunch of interesting scarabs together to handcraft a pretty intense map. I am super interested in seeing how these interactions play out, and Scarabs as a whole have shifted from being something that can only drop under certain circumstances to being available from the general loot pool. So we should have way more access to scarabs in general and then they will also provide more interesting interactions when we use them. They also added a “Limit” that indicates that you can use more than one of the same scarab at a time. So for example, if you just really want a lot of strongboxes you can stack 4 Ambush Scarabs and get 20 additional strong boxes in a map. You can see the full list of all 109 Scarabs in this post on the GGG site.
More than that… it feels like there has been a changing of the guard when it comes to the future of Path of Exile 1. I don’t want this to come across as a Chris Wilson bad, Mark Roberts good tirade… but things certainly feel different. The above video is an interview that Mark Roberts did with Zizaran and included some pretty serious philosophical deep dives about changes that he would like to see in the future. Specifically towards the end of the discussion, Mark said “this is the age of questioning original philosophies”, and it certainly feels like a lot of the quality of life changes we are getting this league are a result of this. It is going to take awhile to remove some systems that have just been accepted as “good enough” but it seems like maybe there is the will to make Path of Exile at least in small measures a more approachable experience. There is a brilliant clip at the very end of this presentation assuring us all that Mark really does “give a shit”.
Mapping for maximum profit has never really been my jam. So part of why I am damned interested in this league is that it feels like I am going to have a lot more interesting options to run with maps. I like playing makes as they are rolled in an “alch and go” strategy, and I like that I will be able to use more scarabs more freely in order to just make the entire experience a bit more novel. All the while being able to run an Atlas that makes sure I am getting the maximum amount of sulphite with whatever the heck I am doing. Having three atlases also means I will be able to switch to doing other things when I am full on sulphite and am not quite in the mood to go burn it down again in Devle without feeling like I am wasting resources quite so much. Very much looking forward to seeing how all of these changes shake out in the end, and how they interact with the actual League mechanic for Necropolis which I have spent almost zero time thinking about. Anyways! I realize I ramble on about things that very few people actually care about, but I thank you greatly if you have survived this long in the post. I am contemplating streaming my league start tomorrow, so we will see if that actually happens. The post Pumped for Necropolis appeared first on Tales of the Aggronaut.

3.23 Builds in Review

Good Morning Folks! Yesterday was the official end of the Affliction League in Path of Exile and with it comes the quarterly job of shoving all of those “Remove Only” tabs under the bed. My strategy for the end of each league is to group all of those tabs into a folder named after that league so that I never have to deal with them again unless I am specifically fishing for an item. I do the same for the Guild Stash but unfortunately, it does not prevent me from having to log in on the day of a new league and set everything back up again. During Sanctum I started this tradition of talking about the various things that I built during a given league, and I have finally coalesced this into a blog feature that I will probably start doing for Last Epoch Cycles as well. This morning I will talk a bit about the happenings of the Affliction League.

Innaugural Bel League

With the start of the Affliction League, we decided to try something different. Up until this point I had participated in a few private league events, but had never really considered starting our own. Kodra and I were able to drum up enough support for the notion that we managed to have nine different people participating in the league, most of whom made it well into mapping before calling it quits. Quite honestly this is probably the ideal way to play this game. It allowed us to completely bypass what was apparently a pretty rough start to the league with bugs surrounding the goblin band mtx. We already are known for pooling our resources in the guild stash, but this took it to an entirely new level with folks actively hunting for build-required uniques for other folks. Unfortunately with the launch of the Necropolis League on Friday, it does not look like we have much support. It might even just be me playing, so we won’t be attempting another “Bel League” this time around but it was still a lot of fun. There were a few negatives, however. The first is that we made the league last 40 days… which was honestly way too long. The default 10-day time limit for a private league is probably ideal if we were to do this again. The second negative is that without access to trade, it really negatively impacted the power level we could realistically achieve in this “Semi-SSF” gameplay mode. I was however surprised at just how functional all of my builds were that I created during this league and that was a bit of a pride moment for me personally. I would absolutely do this again but most of the AggroChat crew is down on Path of Exile post launch of Last Epoch 1.0.

Boneshatter Juggernaut

Would you believe that this was my very first time playing Boneshatter in any form? With the severe damage to Righteous Fire that 3.23 caused… it left me reeling a bit trying to figure out a new build to main. Boneshatter has traditionally been one of the most tanky Juggernaut builds, and as such I decided to give it a spin after both Ash and Kodra seriously suggested I try it. I enjoyed it quite a bit but it also didn’t feel quite as sturdy as Righteous Fire did. This was especially true for Delve, my favorite game mode. I am sure there are things that I could have done to build this differently for Delve but without access to trade, I had to basically wing it with what I had access to at the time. Sadly I didn’t dump a POB at the time I recorded the above video, but when we merged the private league into trade, I ended up reworking the character and even putting on a Mageblood for shits and giggles since I could afford one. Personal Rating: S Tier

Volcanic Fissure of Snaking Chieftain

3.23 was the birth of the Transfigured Gem, and with it came a bunch of interesting-sounding options to play existing skills. The one that stood out the most for me was Volcanic Fissure of Snaking, which causes fissures to form in the ground and cause explosions that heat seal targets. As soon as I saw this… I had a MIGHTY NEED to try and create something with it. Sometimes… a build just does not work out the way you want it to. I really wanted to focus on Mace and Shield for some assorted defensive and offensive layers of “while shield is equipped” passive nodes, but in truth this seemed to either need some sort of stacking that I could not provide on SSF or a switch to a well-rolled Two-Handed Weapon. It was one heck of a fun build to level, and honestly, I wish I had recorded a video of the state of the build before pivoting away from it. Truth be told I just did not record anywhere near as many videos this league as I did during Ancestor League. It did a really good job of clearing maps but was painful to kill anything even slightly tanky like a boss. If I were to do this again I would probably pivot into armor stacking and go with some sort of setup that would allow me to convert that to damage. This just wasn’t something I could realistically do in the limited access environment of Bel League. If you are curious this is the state of the build before I tore it down to become something else. Personal Rating: C Tier

Lightning Arrow Champion

Originally this was going to be my second build of the league, but Snaking got in the way. I like having some sort of a map blaster to play around with and for the last two leagues that has been some sort of Lightning Arrow build. I’ve played this as Raider and Deadeye before, but by far my ascendancy of choice is Champion because it feels significantly more sturdy. I really do not like to die. Lightning Arrow just feels comfy and playing it with as many defensive layers as Champion feels even more comfy. This is the state of the build that I managed to get during Bel League, but once we merged into the trade league I upgraded it significantly even eventually taking it to a Magic Find build with a Headhunter. I never found a mirror like Kodra did, but had a lot of fun blowing up maps while juicing them. Personal Rating: A Tier

Righteous Fire Chieftain

Since Snaking was not working like intended, I wound up pivoting my Chieftain into Righteous Fire. I had given this build a few attempts during some of the limited-time events from last November and never really could get it into a comfortable place. The problem I think was that I kept trying to gear it like I was going to gear the Juggernaut variant. This time around I pivoted into 90% all res combined with converting as much physical damage to elemental damage as I could. Because of the juicing level of this league, we were getting Lightning Coils to drop like candy, so I colored and linked one of those to get RF up and running on it. I had to wildly overstack Fire Resistance to make up for the -60% Lightning Resistance penalty but it was worth it because damage conversion was the piece I had been missing in previous attempts. This is the state at which I got the build during the semi-SSF Bel League, but I later on upgraded pretty much every slot once we moved into trade. It was comfortable enough that I am very likely going to start this for Necropolis league on Friday. That said it is still nowhere near as good as the previous incarnation of Righteous Fire Juggernaut felt so I am downgrading my rating a bit. This time I am going to build with a Cloak of Flames and see if that improves my opinion at all. Personal Rating: A Tier

Penance Brand of Dissipation Inquisitor

Penance Brand of Inquisitor was absolutely cracked this league. There have been other wildly overpowered builds in other leagues, that I never really threw my hat in the ring on… and then ultimately later wished I had. I remember the broken state of the totem explode builds during Crucible and wished I had made an attempt at creating one while the “getting was good” as it were. I love brand builds, so when a brand build was wildly overpowered… you know I had to at least try it out. I had so much fun playing this build and I will mourn its loss, because it was just stupid amounts of fun to watch things evaporate. We all knew however that there was no way this build could last any longer than one league. This is the state of the build at which I recorded the above video, and this is the state I got it to at the end of the league. Penance Brand of Dissipation you will be missed. Personal Rating: S Tier +++

Cold Blade Vortex Elementalist

There are a handful of builds that I have always wanted to try, but never quite got around to building. Blade Vortex is one of these abilities and this wound up being the very last build I made during the league. By the time I set down this path I was already losing steam and as such I never really made it very far with this build, only managing to get to level 76 which for me is barely past the campaign. The playstyle was enjoyable with you essentially freezing entire chunks of the screen at once while your blade vortex rips them to pieces. The problem that I have with the gameplay style is it requires you to maintain stacks of Blade Vortex to be effective, which means every few seconds you are hitting a button to keep a buff up. While not necessarily a bad thing, and no different than repeatedly casting a primary attack… knowing that it was a buff that I was maintaining made it mentally feel like more of a chore. If I had given it the love and care of some of my other builds… and if they had not been quite as fun as they were… this might have been something. I would consider revisiting at a later date, but for the moment it satiated most of my curiosity. Personal Rating: B Tier

Affliction League

I feel like Affliction League is going to go down as one of the player-favorite leagues, in part just for the sheer amount of loot that it generated. I thought the forest mechanic was really interesting, but more than that I really enjoyed the three new meta ascendancies… though in the end I wound up swapping all of my characters over to the same one because it was very clearly the best option. I will greatly miss my Rucksack because having that little extra bit of swap space was just too damned good. Weirdly though it feels like I was nowhere near as active in this league as I have in previous ones. For Trial of the Ancestors I wound up building nine different characters, and in Crucible I played six different builds. During the entire league, I only recorded three videos which is also a bit off-pace for me. While this was the most manic league for most players… it felt like I checked out a bit earlier than I would have expected.
I am really hyped about the Necropolis league, but also a bit bummed because it seems like I am going to be going into it largely solo. Not that I really played much with my friends, but it was fun to be feeding them gear during the guild bank. Ultimately this will probably mean I just go harder on the trade league since I won’t be specifically saving anything for folks. I am also really interested in the scarab changes and the new crafting mechanic. I feel like combined those are going to lead to a wild league… but admittedly probably one a bit more austere than the previous few have been. I am legitimately okay with that because in truth I don’t really love magic find strategies that much. I would rather quietly toil away in the Delve mines to get my currency. Anyways! That is the last league and its builds in review. Did you enjoy Affliction league? Are you going to be playing Necropolis league? Drop me a line below. The post 3.23 Builds in Review appeared first on Tales of the Aggronaut.