Reading Challenge #86: The Codex Alera Series by Jim Butcher

I’m back with yet another installment in my reading challenge series. This time we’re discussing #86, The Codex Alera Series by Jim Butcher. According to the all-knowing internet, there are 6 books in this series. For this challenge I read the first one, “Furies of Calderon”, published in 2004.

The story has multiple threads, but the main ones follow Amara, a Cursor (a sort of combination courier-spy), and Tavi, an apprentice shepherd. This book is quite action-packed even from the start, when Amara uncovers the scope of a plot to overthrow the First Lord and the treachery of her teacher, Cursor Fidelias. Amara escapes the enemy camp and after reporting to the First Lord is sent to the Calderon region, where she meets Tavi. The boy had seen enemy  scouts, which Amara recognizes are likely part of the larger plot against her Lord. The rest of the story follows them as they both try to warn enough people to mount a defense, and find and report evidence of who is behind the coup attempt.

Their stories take place in a world where almost every person controls furies,  elementals that help them serve various roles depending on which element they can control. So people with wind furies can fly and speed up their attacks, earth furies can raise stone walls from the ground and sense where people are walking, and water furies can help people sense emotions and heal wounds. I think the cool part of this idea isn’t exactly what the furies can do, it’s that everyone in the kingdom has access to this power to some degree. Everyone except Tavi. He can’t do something as simple as turning on a lamp, because he has no control of the tiny fire fury inside.

I think it is quite interesting that supposedly this series is the result of a bet that Jim Butcher couldn’t write a good book based on a lame idea. The world-building seemed really fun. I enjoyed the idea of the furies, and the thoughts about what a world where all people had their own elemental familiars would look like. The plot on the other hand, was merely adequate. The foreshadowing of some plot points felt very heavy-handed, and made the later “surprise” reveals not surprising at all. Actually the biggest surprise to me was that they did not reveal Tavi as the lost grandson of the First Lord. A quick glance at the internet tells me this happens in a later book. It feels a bit bad to have something telegraphed so loudly and yet not pay off until a different novel. Still, the characters and the world were engaging, and the story zipped along in a way that kept me engrossed. I read this one start to finish in just two sittings so it must have done something right!

TL;DR: Come for the cool world-building, stay for the action and epic battles.

The Codex Alera Series by Jim Butcher

Rating: 4/5 stars

Verdict: A fast-paced fantasy tale and well worth a read.

Next up: Anathem by Neal Stephenson


Reading Challenge #86: The Codex Alera Series by Jim Butcher

Faction Rally: FWC Edition

Last night I went to bed at 7:30 pm…  and wound up sleeping the entire night other than a brief bit of time at 3 am when I had to struggle a bit to get back to sleep.  This is almost supernatural for me because traditionally I struggle to get six hours of contiguous sleep…  let alone ten hours.  The difference here is that myself and my wife have apparently been coming down with something.  I’ve felt like crap for a few days now, and last night I found out that my wife has all of the same symptoms.  In theory we have some sort of a bug that has been floating around, but regardless when she said that she could go to bed at 7:30…  I put away my Destiny 2 and decided to join her.  It was probably a good call since sleep tends to heal, or at least makes it seem like your body is sorting out the defense properly while you aren’t diverting system resources to other activities.  Right now in Destiny 2 an event called the Faction Rally is taking place where you can earn favor with the classic factions from the first game…  Dead Orbit, Future War Cult and New Monarchy.  My allegiance went to the house that had more weapons that I wanted from the loot packages… and quite frankly Future War Cult has the best weapons.  This morning I thought I would have a little show and tell…  since I have collected all four weapons available.

Faction Rally: FWC Edition

I won’t lie.. this is the primary reason why I chose Future War Cult.  I absolutely love the Uriel’s Gift energy auto rifle, and this is effectively its higher stability cousin.  You gain that additional stability at the cost of the having high-caliber rounds all of the time.  For PVP purposes this is probably not a great tradeoff, but you do at least have high-impact reserves which is the d2 equivalent of glass half full.  I do however love the fact that this gun has ricochet rounds, which makes fire fights in closed spaces a little more deadly.  I will likely stick with Uriel, but I do still love this gun and will be breaking it out every now and then.

Faction Rally: FWC Edition

Another gun I was super pumped about was this scout rifle, which is a cousin to my favorite scout in the game…  Manannan SR4.  Once again it is a situational choice because you are giving up explosive rounds which are insanely good for fights with lightweight swarms of mobs like thralls.  What you are gaining in its place however is Rampage which gives you a stacking damage boost for each kill that you make with the gun and stacks to three.  If you are in a situation where there are phases where several minion type mobs come out at once…  you can easily oneshot them with precision shots with this weapon and then use your rampage stacks on the boss.  I’ve been playing with this on the captain packs on the rig, and taking down several dregs before just shredding the captain and it works nicely.  Again however this is all situational… the two guns are very similar and you might need to carry around both depending on which you actually need.

Faction Rally: FWC Edition

This is effectively a high damage lower stability version of the Better Devils hand cannon that I already loved.  What makes this gun special however is the Timed Payload perk, that causes an explosion a second after hitting the target that knocks it back or at least flinches it and does additional damage.  You will find yourself doing silly things like hitting dregs in the body just to watch the following explosion kill them as their corpse gets thrown a bit.  While the gun is lower stability than Better Devils… I really didn’t find much difference between the two and keeping them on target while pouring a lot of precision rounds into a boss.  In truth there is rarely an occasion where I would not choose this over Better Devils…  largely because if someone is hiding behind a corner these rounds will end up causing at least a little splash damage on the target if you shoot the wall.  The only real weak point is the 11 shot magazine, as opposed to the 13 of Better Devils.

Faction Rally: FWC Edition

This one I have not really used because I never liked Sniper Rifles much in Destiny 1… and I like them even less when it means I have to give up using a weapon I do like in Destiny 2.  Overall the gun is a little low impact for my tastes, but I remember Omolon snipers being really stable and fun to use in Destiny 1 so I imagine this will also be the same.  This is essentially a version of The Mornin’ Comes but you are sacrificing Outlaw and Ricochet Rounds for Field Prep and Steady Rounds.  In truth its a toss up…  because if you are in a situation where you can crouch while firing this weapon you are going to have significantly faster reload time and deeper ammo reserves.  Steady rounds is just going to tamp down the recoil a bit and make it easier to hold on target…  so for a camper this is going to be the better weapon.  I am not one of those people so it is likely going to collect dust in my vault.

Faction Rally: FWC Edition

Lastly I wanted to show this off.  The raid apparently had a repeat performance and cleared the Leviathan in one night this time, so huge gratz to the TQMB raid team!  As a result I had an engram waiting for me this morning on Hawthorne and wound up getting the weapon I really wanted to play with.  I have heard great things about the raid auto rifle, now I just need to find something to infuse into it.  Essentially the Raid and Trials engrams provide a weapon that is either 10 power or 15 power…  and in this case I lucked out and got one with a legendary mod already slotted into it making life easier when it comes to infusing.  I am sure at some point in the near future I will talk about my results with this weapon, but just taking a look at it initially it reminds me a bit of the overall stats of my Year 2 Haakon’s Hatchet.

How I Should Have Done It

How I Should Have Done It

This is a post I had planned on making for awhile, and now that we are a little less than a month away from the PC launch…  I figure the timing works fairly well.  At this point I have leveled and geared three characters through Destiny 2 on the PS4 and during that time I have sorted out some of the things that work and some of the things that don’t.  My first trip through any game is a meandery mess as I let myself get distracted by every little bauble that comes across my path.  Quite honestly…  this is fine because I enjoy the hell out of that first trip.  If you also like to sometimes revel in being inefficient…  then by all means please ignore anything I am about to write.  However more than anything this is my game plan for how I intend on leveling during the PC release and how I intend to claw my way back to the relative positive I currently am on the PS4.  This is going to be a much different experience for me than someone starting out in Destiny 2 for the first time.  Not only did I have the experience of playing over 500 hours of the first game… I also now have this bundle of experience playing on the PS4 which I have sorta used like a beta test environment.  When I pulled up my Warlock and Hunter I tested out some of these methods, and have reached a point where I think I am good with a clear path going forward.

How I Should Have Done It

The natural path through the game is to follow the main story quest and then add in as much side content as you can along the way.  My first trip through the game I did all of this and dinged 20 well before finishing the main story arc.  My friends however focused on only the main story and wound up beating the game around level 15 leading them to do a bunch of grinding to open up the end game.  Firstly you have to understand that grinds are more or less fun for me… and Destiny 2 has a grind that is better than any I have seen in a long time in the form of the Heroic Public Events.  Public Events spawn at regular intervals and as you open a planet up you are going to notice that at least one is up at pretty much all times.  Titan the second planet you reach seems to have the best public event grind available, largely because Titan as a whole is very small surface area wise…  but has a bunch of added complexity in the form of overlapping Z axis areas.  There are three public event areas that spawn in the planet…  One in Sirens Watch and two in the sections known as The Rig.  These are either going to be Fallen Weapons Exchange… aka Fallen Walkers or Witches’ Ritual.  Both of these are extremely easy to convert from a normal Public Event to a Heroic, and I highly suggest you check out the guide I posted some days back on how to convert each event.  In addition to public events there are five or six high value target spawns that appear in this relatively small area as well as countless chests and harvestables making Titan an amazingly compact farming destination.

How I Should Have Done It

So my goal come Destiny 2 PC release is to push my way through the European Dead Zone as fast as I can, and then get to Titan.  After a mission or two the planet opens up completely and instead of following the main story…  I am going to farm my little heart out on Titan until I hit level 20.  Now I just did this method on my Hunter that I leveled on Saturday, and through level 10 I was managing to get a full level off of each Heroic Public Event.  From 10 to 20 it took roughly two events per level, but considering you are able to hop back and forth between the events easily this went fast as well.  During the bits of downtime I hunted chests and high value targets…  basically anything that I thought might give me some blue gear drops, glimmer or experience.  Now the reason why I grind to 20 on Titan is that it is extremely fast, but also pushes me into endgame power levels as quick as possible.  I noticed while playing the main story content, that these missions seem to drop a significant number of pieces of gear…  considerably more than just wandering around the open world.  Ultimately the name of the game is trying to get to 260 power as soon as humanly possible from blue drops.  Putting my leveling in on Titan lets me start doing this as I work my way through the rest of the story quest.  The other benefit of this process is that it gives you a nice stack of faction tokens that you can cash in once you actually hit 260…  in order to boost you to 265.

How I Should Have Done It

From there we start to enter the dark territory of the slow endgame grind.  The primary means of jumping over this is going to be utilizing the “powerful gear” quests that are available once a week and give you luminous engrams.  The other primary means of defeating this curve are to find pieces of gear that have legendary mods installed in them.  Hoard these like they are the most precious thing in the universe, because until you get to 280 power your only means of getting them is going to be pure dumb luck from either a random legendary gear drop… or from turning in weapon parts to get packages from Banshee.  Once you have a full set of items with legendary mods… you can begin to start infusing your way to the next goal which is 270.  It is my intent not to turn in any luminous engrams until I have reached 270 on my first character.  This is likely going to mean a bunch of grinding to get items with legendary mods in them, but ultimately I am trying to get as high of power as I can in that first week… and there are limited number of luminous engrams that I can get per character.  You can get one for each of the following activities…

  • Crucible Call to Arms – This has taken between 8 and 10 Crucible matches on average for me.
  • Clan XP – Get 5000 xp… if you follow this method the first one will be a gimme since all of the story missions will count towards this.
  • Flashpoint – Do 3 Heroic Events on the weekly planet…  or 6 regular events or a combination of them.
  • Nightfall – This is not always the easiest of engrams but if you have a group capable worth doing.
  • Raid – This again requires a full team of six players, and is just a bonus to the actual reward which is raid loot.

How I Should Have Done It

The other part of my plan…  is to push up my Hunter and Warlock as quickly as possible… potentially before I even start decoding Luminous Engrams on the Titan.  I would love to be able to keep all three classes at roughly the same gear level so that I functionally get three times the engrams each week.  With the PS4/Xbox One launch there were a bunch of players doing a thing where they created three of exactly the same class so that every piece of gear could transfer to the new character and keep pushing the total power levels higher.  That trick has been officially broken by Bungie because their intent is for us to play individual classes instead of duplicates.  However in my experience after running Titan, Warlock and Hunter together is that the luminous engrams seem to benefit all three.  Sure the armor pieces won’t transfer over, but the weapons absolutely will…  which will allow you to start getting higher gear to drop…  which will allow you to start slowly infusing up the gear you already had on that character.  In truth, once I hit 265ish on the Titan I plan on starting the Warlock and pushing it to 20 as soon as possible then handing over the weapons I have been using on the Titan to help push up the new characters power level faster.  Once again when I get the Warlock to 265…  I plan on doing the same to the Hunter and then and only then once I have a trio of characters…  do I intend to start decoding those luminous engrams.  The piece of knowledge that we have learned since the launch of the PS4 is that you can let those engrams sit on the vendors up to the point of the reset…. and then instead of losing them the game just automatically decodes them for you.  Basically you are at no risk of running into issues by letting them sit there, and waste potential power levels if you decode them too early.

How I Should Have Done It

Ultimately my goal is to exit that first week of Destiny 2 on the PC with a Titan, Warlock and Hunter completely leveled and farm up three sets of luminous engrams.  This might be insane and it might be a hell of a lot of work…  but considering how fast the Warlock and Hunter went…  that initial character seems to be the challenge.  The other benefit I have going into the PC release is that I already know which weapons I like and need to hold onto… and which ones I can shard because I just don’t enjoy whatever it is that weapon is doing.  Similarly I know which pieces of gear I should probably go after on each class, and what talent trees I favor to unlock first.  I carry into this new release a bunch of ancestral knowledge that is going to hopefully make the transition path smoother.  Now everything I said today…  I ultimately suggest you ignore on your first time through the game.  I had this amazing voyage of discovery when I first set forth into the new areas of Destiny 2, and I don’t want to rob anyone else of that experience.  That said…  I have had that moment and I just want to push up characters so I can be ready for everything that the PC release is going to offer.  I’ve had my moment of wandering around in awe of everything… and am ready to buckle down and push like mad to get where I want to be.  My goal is to break the 280 light barrier in that first week, which is going to depend on a lot of luck.  Considering four weeks into the game I am just in the mid 290s…  it is probably going to be a challenge to get there again but one I am ready for.

 

 

 

 

Set Mastery Wrap-Up

Set Mastery Wrap-UpI finally finished my goal of getting some sweet wings by mastering all of the (pre-necromancer) set dungeons in Diablo 3. When set dungeons were first announced and they previewed those wings, I knew I had to have them. Unfortunately when set dungeons actually launched I did not enjoy them at all. There’s been a set dungeon requirement in every season since they debuted in early 2016, and it has always been one of the season journey tasks I’ve dreaded. I think that completing the full season journey in season 10 gave me the confidence and drive I needed to dust off this goal and get moving on it.

Working on set dungeon mastery made me realize that I needed to adjust my outlook and playstyle drastically in order to succeed. In a strange way the set dungeons remind me of PvP in MMOs, because you are playing the game in a different way than you are used to, and because you have to make your peace with the fact that you’re going to die a lot but dying is only a temporary setback. Making it all the way through a dungeon only to realize that you never found enough big groups to finish one of your objectives feels bad, but eventually you learn to weigh your success after the first minute of the dungeon or so, and just start over if you got an unlucky spawn. Also like PvP, knowing the map ahead of time and using it to your advantage will make life far easier. I generally tried to run each dungeon blind on my first attempt, but after that I looked up a map and planned out my route.

Having the right gear and builds is a huge part of this process, but I also found that, with a few exceptions, you shouldn’t let perfect be the enemy of good. You need your set pieces to unlock the dungeon, and there are often 1 or 2 key legendaries that really make the objectives possible. Anything after that will make your clears easier, but is probably not required. There were several times when I had looked up the gear list* for a particular build and spent hours trying to farm specific items, then finally gave up and just ran with whatever I had laying around and it worked fine.

Set Mastery Wrap-Up

Speaking of gear, I got very good at farming during this project. Unless you’re aiming for a set mastery conquest, I would highly suggest using non-seasonal characters. On some classes, like my witch doctor, I already had almost everything I needed in my stash, and it was just a matter of running a few rifts with her to get the last few pieces. For monk and barbarian, which I had barely leveled to 70 before and had no clue how to play, farming everything was a more daunting proposition. My method was to primarily use my demon hunter to fill up to capacity on blood shards, then swap to the other class and take my chances with Kadala. If you had a buddy willing to carry you around, farming T13 on the correct class would be optimal. I used a combination of solo greater rifts, so I could get shards quickly and level up gems, and T13 farming with random strangers so I could also pick up plenty of death’s breaths. Just like farming on a fresh seasonal character, I used Kadala for armor and upgraded rare items in the cube for weapons and jewelry. Doing it non-seasonal meant that I had plenty of mats for hellfire amulets, and staples like focus/restraint laying around which saved me a lot of time.

This was a huge project and honestly at this point I’m very glad that it is over. It was occasionally fun, and sometimes frustrating. On average it was more entertaining than I expected it to be but I’m in no hurry to go through this again. On the plus side it did force me to try out almost all of the different classes and playstyles in the game. Only the necromancer is left, and I’m curious whether I will ever bother to master those dungeons since there’s no pretty wings to get. For now I’m going to savor this accomplishment and take a much-needed break from set dungeons.

 

*I used a bunch of sources to help me choose gear and skills along the way, but I want to give a special shout-out to Team BRG which was the most useful, clear, and organized. Most importantly, they included maps with optimal clear paths. I could have finished my mastery without their guides, but it would have been a much more painful process.


Collected posts for each class:

Demon Hunter: Easiest – Natalya’s; Hardest – Marauder’s

Wizard: Easiest – Delsere’s; Hardest – Vyr’s

Crusader: Easiest – Invoker’s; Hardest – Akkhan’s

Witch Doctor: Easiest – Zunimassa’s; Hardest – Helltooth

Monk: Easiest – Sunwuko’s; Hardest – Inna’s

Barbarian: Easiest – Immortal King’s Call; Hardest – Wrath of the Wastes


Set Mastery Wrap-Up