Yarmilla - Standard
Mods - Monsters do extra fire damage, no life or mana regeneration
Quantity: +42%
Currency Expended:
1 Transmutation
Currency Gained:
1 Transmutation
4 Alteration
1 Augmentation
4 Chromatic
2 Chance
3 Scrap
1 Whetstone
1 Chisel
Maps Gained:
Dried Lake Map L66
Thicket Map L67
This was my first stasis map, and while initially painful, it was a good learning experience. The first thing I learned, which in hindsight should have been obvious, was that Clarity is useless on stasis maps. I had swapped gems around so that I could use Mana Leech with Arc. However, the slightest amount of firing Arc into too few monsters and I was out of mana. The second thing was that one mana flasks were not enough. Three may have been overkill, but there were times when after a large fight I needed to restock on zombies. In those cases being able to burn through my existing mana then get it all back with a chug on the potion bottle worked very well to keep my undead army fully staffed.
Once I had mana management down, I could even throw down a Summon Skeletons totem down at the start of a fight and have all my mana back by the end of the fight. One of the things I mentioned earlier was not firing Arc into a small group of monsters. Three seemed to be the magic number where I would leech more mana back than I spent. It makes me wonder if I should swap gems around so that I could use mana leech all the time and run a second aura. I would lose some DPS by either giving up Faster Casting or the + to gem level from my wand, but I realized during this map run that the zombies dish out some pretty serious damage at this point.
I did suffer one death on this map, but I wasn't paying attention and stood on some burning ground for too long. By the time I realized it and took evasive manuvers I was at the point where I could easily be one shotted, and I was. I also burned up some of my currency that I could have gained on this map by crafting mana flasks on the fly. However, getting two map drops, with one being a higher level map, makes up for any mistakes like that in my book. Even though I died once, I was able to level during this run. I've got one more energy shield node to pick up, then I can grab some more minion and lightning damage nodes. The other thing I could do would be to run down to pick up Ghost Reaver and use a Life Leech gem. While that would greatly enhance my survivability, it's 5-6 nodes away, so I feel like I can get more bang for my buck by leveling things that immediately boost either my or my minions DPS.
Sunday, September 21, 2014
Thursday, September 18, 2014
9.12.2014 Molten Dunes Map of Temporal Chains
Yarmilla - Standard
Mods - Monsters have increased cold resistance, player movement and attack speed reduced
Quantity: +35%
Currency Expended:
1 Transmutation
1 Augmentation
Currency Gained:
4 Transmutation
7 Alteration
1 Fusing
3 Chromatic
1 Chance
1 Alchemy
1 Scrap
1 Blessed
Maps Gained:
Cemetery Map L67
Running a temporal chains map is always a slow process, but with my army of minions dealing damage wasn't a problem. In fact, the temporal chains slowed the casting speed of Arc down to the point where I didn't run out of mana. However, running from one side of the map to the other to do a quest for a Forsaken Master wasn't much fun. Nevertheless, this was a fairly easy run. The gearing changes I made to get to 4K ES make a big difference in terms of the panic factor that can occur if something does get past the army of minions to target Yarmilla herself.
The only problem I had was that I didn't go into an easy zone or use my Desecrate gem to raise a full pack of zombies before I started the map. I had to run around like a fool until my skeleton totems could do enough damage that I could get a few zombies raised.
Once again, I'm convinced that I'm not going to be running a dunes map with a non CI character any time soon. That just makes dealing with the putrid army of zombies the map boss summons from the sands a non factor instead of becoming a major obstacle. The map mod of increased cold resistance wasn't a problem either. I don't do any cold damage with this character.
I would have liked it if this had been a two map run with the relatively large item quantity bonus Temporal Chains gives, but I had never seen a Cemetery Map drop before, so that's pretty cool. I meant do do a look at the "economics of mapping run one run back, which would have been my 25th map run. Since I didn't do that, I think I'll comment on my map pool after two more runs. I've found 28 level 66 maps in Sarn or the last part of Act II Merciless. For example, one time the Vaal Oversoul dropped a map. That would be enough runs to exhaust my map pool if I didn't have a single map drop on any run.
Mods - Monsters have increased cold resistance, player movement and attack speed reduced
Quantity: +35%
Currency Expended:
1 Transmutation
1 Augmentation
Currency Gained:
4 Transmutation
7 Alteration
1 Fusing
3 Chromatic
1 Chance
1 Alchemy
1 Scrap
1 Blessed
Maps Gained:
Cemetery Map L67
Running a temporal chains map is always a slow process, but with my army of minions dealing damage wasn't a problem. In fact, the temporal chains slowed the casting speed of Arc down to the point where I didn't run out of mana. However, running from one side of the map to the other to do a quest for a Forsaken Master wasn't much fun. Nevertheless, this was a fairly easy run. The gearing changes I made to get to 4K ES make a big difference in terms of the panic factor that can occur if something does get past the army of minions to target Yarmilla herself.
The only problem I had was that I didn't go into an easy zone or use my Desecrate gem to raise a full pack of zombies before I started the map. I had to run around like a fool until my skeleton totems could do enough damage that I could get a few zombies raised.
Once again, I'm convinced that I'm not going to be running a dunes map with a non CI character any time soon. That just makes dealing with the putrid army of zombies the map boss summons from the sands a non factor instead of becoming a major obstacle. The map mod of increased cold resistance wasn't a problem either. I don't do any cold damage with this character.
I would have liked it if this had been a two map run with the relatively large item quantity bonus Temporal Chains gives, but I had never seen a Cemetery Map drop before, so that's pretty cool. I meant do do a look at the "economics of mapping run one run back, which would have been my 25th map run. Since I didn't do that, I think I'll comment on my map pool after two more runs. I've found 28 level 66 maps in Sarn or the last part of Act II Merciless. For example, one time the Vaal Oversoul dropped a map. That would be enough runs to exhaust my map pool if I didn't have a single map drop on any run.
Saturday, September 6, 2014
9.3.2014 Feral Grotto Map of Exposure
Yarmilla - Standard
Mods - More animals, player maximum resistances reduced
Quantity: +42%
Currency Expended:
1 Transmutation
1 Augmentation
Currency Gained:
2 Transmutation
4 Alteration
3 Augmentation
9 Jewlers
2 Fusing
4 Chromatic
8 Scrap
4 Whetstone
1 Baubble
1 Chisel
Maps Gained:
Wharf Map L67
I crafted this map back before I had characters strong enough to run maps. I waited a while to run it, but I decided to give it a try with Yarmilla after taking advantage of the Forsakem Masters respec. I gained a bit of energy shield and I also, without realizing it, picked up one more pack of additional minions than I had before. I can really summon a crowd now, 8 zombies and 12 skeletons plus the 2 spectres any summoner needs. I lost a little mana regen though. I can't keep up a steady stream of Arc blasts going into the monsters, so upping my mana regen will be what I concentrate on as I level up a bit and continue to look for gear. If I have enough mana to level clarity again, that would help too.
Once again, Grotto maps strike me as the easiest to run. The boss doesn't do anything scary and the mobs are all pretty straightforward to deal with. I should probably use Yarmilla to run the rest of the Dunes maps I have in my stash. I stuck with Chaos Inoculation when I respeced, and I got my Energy Shield up to 4K by replacing some gear. She's probably the best character I have for dealing with the hundreds of rotting zombies that get summoned by the boss of that map.
It didn't feel especially profitible when I ran it because of the lack of any Alchemy of Chaos orbs dropping. For that matter, not even a chance orb dropped. However, I got much more than what I spent modding the map back, and I got a level 67 map also. With the relatively high item quantity, more than one map drop would have been nice, but I guess every run can't drop multiple maps. It was a higher level map, so that was nice.
Mods - More animals, player maximum resistances reduced
Quantity: +42%
Currency Expended:
1 Transmutation
1 Augmentation
Currency Gained:
2 Transmutation
4 Alteration
3 Augmentation
9 Jewlers
2 Fusing
4 Chromatic
8 Scrap
4 Whetstone
1 Baubble
1 Chisel
Maps Gained:
Wharf Map L67
I crafted this map back before I had characters strong enough to run maps. I waited a while to run it, but I decided to give it a try with Yarmilla after taking advantage of the Forsakem Masters respec. I gained a bit of energy shield and I also, without realizing it, picked up one more pack of additional minions than I had before. I can really summon a crowd now, 8 zombies and 12 skeletons plus the 2 spectres any summoner needs. I lost a little mana regen though. I can't keep up a steady stream of Arc blasts going into the monsters, so upping my mana regen will be what I concentrate on as I level up a bit and continue to look for gear. If I have enough mana to level clarity again, that would help too.
Once again, Grotto maps strike me as the easiest to run. The boss doesn't do anything scary and the mobs are all pretty straightforward to deal with. I should probably use Yarmilla to run the rest of the Dunes maps I have in my stash. I stuck with Chaos Inoculation when I respeced, and I got my Energy Shield up to 4K by replacing some gear. She's probably the best character I have for dealing with the hundreds of rotting zombies that get summoned by the boss of that map.
It didn't feel especially profitible when I ran it because of the lack of any Alchemy of Chaos orbs dropping. For that matter, not even a chance orb dropped. However, I got much more than what I spent modding the map back, and I got a level 67 map also. With the relatively high item quantity, more than one map drop would have been nice, but I guess every run can't drop multiple maps. It was a higher level map, so that was nice.
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