Yarmilla - Standard
Mods - Monsters have extra fire resistance, More magic monsters
Quantity: +11%
Currency Expended:
None
Currency Gained:
1 Transmutation
1 Alteration
2 Augmentation
1 Fusing
2 Chromatic
1 Chance
2 Scrap
1 Whetstone
Maps Gained:
None
So, I blanked another run on maps, but I did gain the legendary item Geofri's Crest. The links need improvement, but it's a solid item in terms of providing all 4 resists and a boost to gems in it. Other than that, the loot gained this map was pretty feeble. I'm pretty sure this is the highest level legenday I've seen, so that's pretty cool even if it is a solid item and not a build changing one. I'm pretty sure I actually did use some currency to improve this map, but I did it back before I was keeping track. However, given how little currency I got from this run, I'm glad I don't know what I used to roll the mods on this map.
The only plus side to this map run was that it was a pretty easy. I didn't have any trouble with the large number of magic monsters on the map. In terms of how the map plays, it is similar to the imperial gardens from Act 3, but it's devided into two areas. The map boss was in a small area up a staircase.
This was the first time I had run an Orchard Map, so I didn't realize how small the second area would be. The boss fight spoiled the easy run with two deaths. However, once I realized that the wyrm I was fighting was the map boss, I was able to get to safety every time it hit me. The boss could two shot me easily, but once I realized how dangerous he was, I was able to finish the fight against him without additional deaths. Despite the two deaths, I still gained 4 bars to the next level.
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