Witch Doctor Set Mastery

I’m still slowly moving forward with the goal of mastering all of the set dungeons in Diablo 3. So far I’ve finished the Demon Hunter, Wizard, and Crusader ones. Next I decided to work on the Witch Doctor mastery, since I play that class fairly often and had all of the sets laying around. Sadly even with all of the time I spent with the class, I had only mastered one dungeon so I still had plenty of work to do. At least the pennant reward for this mastery looks neat!

Witch Doctor Set Mastery

The set dungeon I had already completed was the Jade Harvester’s. I decided to try it again for this project just to remind myself what it was like so I could record it here. The objectives are to harvest 15 enemies (x10) and kill a total of 100 enemies while they’re affected by both haunt and locust swarm. I got it on my first attempt. It definitely helped that this is the set I’m most comfortable with and I had plenty of choices for legendaries to make it work. I suspect the biggest issue with this one would normally be clearing everything within the timer since the map is fairly large and convoluted.  I used Shukrani’s Triumph in the cube which let me spirit walk until I attacked or found an enemy, which made for a speedy, easy run.

Next up was the Helltooth Harness set dungeon. The first objective here is easy. “Do not take any poison damage” can be utterly trivialized by cubing Mara’s Kaleidoscope. I’m sure it is possible to do without this item but why bother if you have one available? The second objective is to kill 20 enemies with a single wall of death (x4). This was the sort of objective that gives me trouble. First, you have to be able to 1-shot the small enemies with your wall, which hopefully shouldn’t be too hard. I used a Jeram’s Bracers to increase damage to make sure of this. More importantly though, you actually have to find or make groups of 20 enemies. It was tricky to do since the dungeon has a lot of little pockets and pillars that make it hard to find and group up the mobs. I had no trouble running through and killing everything in time, but it took me 5 or 6 tries to meet this objective. If RNG is kind and you get good pack placement this one should be easy.

After that I worked on the Arachyr’s Mantle dungeon. The easier objective here was to let your hex toad lick 30 enemies. On my first attempt I was so eager to get this done that I botched the other objective. Killing all of the elites while they are both webbed and piranha’d was tricky simply because they got accidentally killed by other things first. On the plus side there aren’t that many enemies and the layout is fairly straightforward so eventually I just ran through to find the elites first and then let the toad mop up for my 30 licks. The other good thing about this one is it didn’t require much in the way of specialized legendaries other than the set itself. It took a few tries to get the hang of what I needed to do but was definitely easier than the Helltooth dungeon.

The last of the Witch Doctor dungeons was Zunimassa’s. This one asks  you to grip 150 enemies in grasp of the dead, and to avoid getting into melee range with anything. That second requirement really slows you down, because you can never risk running ahead and getting too close to an enemy. With reasonable gear things should die quickly to your swarm of pets before they get to you though. I managed to 1-shot this one without even looking at the map ahead of time, so I’d call this one very easy.

Overall these were way easier than I expected them to be. Since I already had all the gear I needed I managed to knock all of them out in a single evening. I’m getting close to my goal but the next two classes are ones I’ve never played so there will be some down time while I level and farm gear for them. Still, I’m getting close enough that those awesome wings look like an achievable goal now!

 

 

 

 


Witch Doctor Set Mastery

Crusader set dungeons

I guess I’m following through on this nonsense mission to try to master all of the set dungeons in Diablo 3, because cosmetics are the true endgame and the wings you get as a reward are so very sweet. Having finished off the Demon Hunter and the Wizard dungeons for Season 10’s conquest waay back in April, I decided to step out of my comfort zone for the next one. So I leveled a crusader, a class which I’ve never really played any farther than leveling to 70. I don’t really love playing melee in Diablo games, I’m not sure why. Mostly I suspect that it is far outside of my “player fantasy” idea. I want to be smart and precise and out of harm’s way, not wading into the thick of things. Even so, the crusader is survivable and has enough shiny tricks to be entertaining.

Crusader set dungeonsI did the dungeons in order of what gear I happened to collect, so the Invoker dungeon was up first. This might have been the easiest set dungeon out of any of the ones I’ve tried. The objectives are to get hit by the goatmen’s spears, and to kill the elites while both consecration and iron skin are active. The enemies are easy and the dungeon layout is very straightforward without a lot of twists or dead ends. I looked up the map before I started, and I completed the mastery on my first try with almost 30 seconds to spare. My weapons and armor (other than the Invoker set) were a random collection of whatever I had laying around, including some yellows. Seriously easy. If you’re struggling with mastering a set dungeon for the season journey, I would highly recommend this one.

Next up was the Light’s set dungeon. The objectives are to use falling sword 3 times within 15 seconds (x3) and to not get hit by any of the enemies’ mortar attacks. You’ll want the weapon Cam’s Rebuttal for this one, since it will let you cast falling sword more often. The layout of the dungeon is a very simple series of T intersections, and wasn’t bad at all to finish. The main thing holding me back on this one was my time to kill the elites, since that both made it harder to kill everything in the time limit and made me have to dodge more mortar attacks. With some slightly better gear this one would be a breeze.

The third crusader set dungeon I attempted was Roland’s. I struggled with this one until I got the exact right gear for it. Namely, the Flail of the Charge/Shield of the Steed combo for faster movement, and Golden Flense (2H flail) for wrath restoration. Without the steed charge boost I couldn’t clear fast enough, and without the Flense I couldn’t meet one of the objectives at all. The first objective is to hit 12 enemies with a single sweep attack (x7). There are multiple points on the map with big groups of enemies so this wasn’t too bad, especially with Illusory Boots in the cube to allow easy positioning. Like many similar set dungeon objectives this one is a matter of holding off until you have a promising pack and being prepared to restart if you get bad RNG on group spawns. The other objective is to spend 300 wrath within 10 seconds (x5). That is what I really struggled with until I could cube a Flense. It was still difficult to spam enough within 10 seconds but I got it done. This dungeon was not as bad as some of the RNG-heavy ones from other classes but it was incredibly gear-dependent.

The last crusader dungeon I completed was Akkhan’s. This one’s objectives were to use condemn on 10 different enemies (x10), and to kill 150 enemies while under the effect of Akarat’s Champion. The steed charge weapon/shield combo I farmed for the Roland’s dungeon also worked great here. In fact it felt almost mandatory, because my biggest challenge with this set dungeon was clearing all the required enemies in time. Raw power also seemed to matter again in this one, and like in the Light’s set dungeon, much of the time I wasted was spent trying to take down the elites. Rounding up tons of enemies with steed charge + illusory boots was simple and the small enemies died quick enough from condemn at least. Of all the crusader dungeons this one took me the most tries. My failures were all either by dying like an idiot, or to the timer running out with a handful of enemies left.

Overall these weren’t too bad. The Invoker’s is by far the easiest, not just of the crusader dungeons but including the wizard and demon hunter ones as well. Considering I had never really played a crusader much before attempting these, I was pretty pleased at my success. Even without really knowing what I was doing this series was easier than the wizard ones. Now to figure out which class to work on next!

 


Crusader set dungeons

Rise of the Necromancer

Yesterday saw the launch of the new Necromancer class in Diablo 3. If you’ve been around this blog a while you know I’m a huge D3 fan, so it was a no-brainer for me to spend $14.99 to pick up the new goodies. I spent most of my evening yesterday checking out the class and some of the other offerings that came along with the newest patch, and came away very pleased.

The first thing I tried when I booted up D3 last night was the new Challenge Rift system. Okay I lied the first thing I did was run to my stash and rearrange things to take advantage of the 2 new stash tabs I got with my necromancer purchase. But after that the next thing I did was try a challenge rift! The system took me a minute to figure out. Namely, to get to the challenge rift, you have to select a character, but before you log into a new game you must go to the game settings. Challenge rift will be a new option for your game type (beside the old story and adventure modes). Selecting this will assign you the character for the randomly-selected greater rift run of the week. When you zone in you’re in a new mini-area where you can learn about challenge rifts, check out your assigned skills and gear, and practice on some demons they keep laying around for that purpose. It was fun to see someone else’s build and try to make it work. This week’s rift was a demon hunter with an impale build. The fact that it was randomly selected means sometimes you end up with strange choices, for instance this person had a cubed ability that boosted fan of knives…but they were not using that skill. In any case I managed to get through the rift in about half the time of the original run so I made it work just fine. I really enjoyed this concept and my main hope is that they either make it more rewarding (the crafting mats were nice but not exciting), or update the offerings more frequently. I can see myself trying it out once every week but I’m not that interested in trying to climb the leaderboards or anything. The real joy of it is just seeing what random build they give you and making the most of it.

Anyway after the challenge rift was conquered I finally made my brand new necromancer. I decided to level via the story since it has been quite a while since I played all the way through it. Like I sometimes do with single-player games, I made things super easy for myself so I could play around and focus on the narrative instead of the gameplay. That meant normal mode and a gem of ease, so enemies just fell over when they so much as looked at me until I got above level 60. I ended up setting on a build that I’m sure will not be remotely functional at endgame but has been keeping me very entertained. I’ve got 1 generator, 1 movement ability, and the rest of my abilities all summon minions of one flavor or other. I had a blast running around and turning the corpses of my enemies into part of my rolling death swarm. By the end of the night I had made it into Act V so tonight I’ll finish up and switch to adventure mode. Hopefully I can get some set pieces and start figuring out a viable build for running rifts.

I expect I’ll be heading back to FFXIV before the end of the weekend, both because all my friends are still deeply entrenched there and because I don’t want to burn out on D3 before the start of the new season next month. Still, I’d say I’ve already gotten my money’s worth out of this content pack. The cosmetic stuff is nice, the stash space is amazing for this pack rat, and the new class has been great fun. I am already looking forward to playing as a necromancer next season!


Rise of the Necromancer

Army of Bone

Army of Bone

As I said yesterday morning I took a break from Final Fantasy XIV and the trial that has a good number of us completely high center on finishing the game.  For those unaware Diablo 3 released its first in what I hope is a series of smaller addon packs that infuse the game with a little new blood…  or skeletons in this case.  While not really an expansion pack, Rise of the Necromancer adds the much wanted class to Diablo 3 and it is implemented in a way so that it blends seamlessly with the rest of the game.  I will talk a bit more about that later, but here is functionally what you get for your $14.99…  which is amusingly easily within the bounds of converting a single WoW Token to Blizzard Balance.

  • Non-Combat Pet – disgusting half baked flesh golem thing
  • A Pair of Cosmetic Wings – you can see me rocking them in the above screenshot
  • Necromancer Themed Banner Shape, Sigil and Accent
  • Necromancer Portrait Frame
  • Pennant – looks similarly Necromancery
  • Two additional character slots – which I was apparently close to being out of
  • Two additional bank stash tabs

Lets be honest… I probably would have paid $15 for two more bank tabs but as far as I am concerned that is plenty of goodness for the price.  The Necromancer itself is insanely fun and most of last night I went around being followed by an army of undead minions.  I cheated a bit in that I crafted a full set of Cain set gear and hung on to my Leoric’s Crown which had a 95% multiplier on it…  for the Flawless Royal Ruby that I slotted in it…  giving me 130% bonus experience and 112 bonus experience per kill.  Now in my travels I have never leveled a Gem of Ease, which was the route that my friend Grace took to leveling significantly faster than me.  Regardless the experience is flying and last night I managed to make it to level 56.

The key difference this time as compared to my normal seasonal characters is that I opted to play through the original game story as is to try and catch any changes that were put in place for the necromancer.  I have been pleasantly surprised at just how well this new class blends with the original experience because they have shimmed in Necromancer specific responses from NPCs and Companions alike.  This is the first time I have actually run the game with the scoundrel as my companion and he regularly makes comments about not needing any more empty skulls following us around.  There was an event in Act II where I encountered a Necromancer out in the desert… which I greeted as a long lost friend rather than a strange traveler.  Sure it feels a little weird to have the Paladin accept you as a friend… when you functionally defile the dead and bind them into your service…  but whatever if you can manage a minor bit of hand waving what is left is a really enjoyable experience.  The other thing that was awesome… is that it has been years since I last saw these cinematic and I was impressed with just how well they still hold up.  I have so much love for Diablo 3 and it is the game that I am always rooting for good things to happen to… and small content packs like this one definitely seem like a viable way to continue growing the game.  I am more than willing to keep plunking down this $15 price point to get new classes and assorted stuff to go with it.

I am really hoping this means we might see the Druid or Amazon as a result.  Even more than rehashing characters from Diablo’s past… I would love to see them branch out and start giving us brand new concepts for characters.  What about giving us a redeemed demon, or a fallen angel to control for ourselves.  I just feel like there is a lot of life left in this game and I want to see them keep moving forward with expanding it.  What I think is cool is that functionally this expansion pack was split into two halves… the first being the content listed above… and the rest being simply patch 2.6.0 which adds three new areas to the game for everyone regardless if they purchase the pack or not.  Something called Challenge Rifts also went into the game as well as the usual number of tweaks and balances preparing us for the next season.  I like this idea of expanding both the free content at the same time as giving us an additional way to keep spending money with the game and supporting its development.  This is a weird balancing act that all of these “buy once, play forever” type of games seems to struggle with…  as in what is content that should just be free because you bought the game, and what is content that is reasonable to charge an extra fee for.  I feel like this balance with Diablo 3 seems about right and I think at this stage in the game it probably works far better than releasing a full expansion with a complete new act and 10 more levels to grind through each time you start a new character.  I would love to hear my readers thoughts on this one.  I for one am a happy camper, but I would be curious to hear some dissenting opinions.