Friday, May 22, 2015

RIP Lady Frankenstein

I regretfully have to record the end of my dual Arc totem summoner witch's time in the Hardcore league.  She died to me panicing under an unfortunate fact of life for summoners, you just don't have enough buttons to do everything you want.  I decided that I would try to kill Piety before switching back to my low life Witch.  Everything was going fine until I got to the bottem level of Lunaris.  I had just gotten started when a rough fight with Tentacle Miscreations had wiped out most of my zombies and spectres.  I switched action slots to revive more zombies when more Tentacle Miscreations attacked from the other direction.  When I tried to move out of the line of fire, I went nowhere because I foolishly used my move button as a temporary home the Raise Zombie skill.  Then I hesitated about what to do.  If I had immediately lightning Warped, or immediately gone for Alt-F4, I probably would have been fine.  Even summoning skeletons to use as cannon fodder might have given my a moment to collect myself.  By the time I settled on Alt-F4 it was too late, but probably not by much.  I thought I saw the Resurrect button, but I wasn't 100% sure until I restarted the game and saw my character listed in Standard League.

I'm really torn about what to do next.  I wanted to see how the character would do mapping.  While it wasn't a super strong build for leveling, I think it should start to do better as the minions come much more into their own at higher levels.  An idea occured to me while writing this which was to grind out a level in the docks, then try for a Piety kill again.  Assuming I survive that, move into mapping with the understanding that the character is going to be deleted if she dies again.  It sounds like there should be some substantial improvements for summoners in the POE 2.0, so I'm OK with trying a new summoner after that goes live.

Friday, May 15, 2015

Low Life is Amazing!

I killed Piety before I switched to low life, but I did have the two skill points from killing her in reserve.  I also a slightly leveled Blood Magic gem, so I decided to just see what combination of Auras was needed to qualify as low life since I hit level 35 in Lunaris and could equip the gem.  I was actually punching numbers into a calculator to make sure I didn't accidently kill myself by activating something that reserved too much life.  I very much reccomend the following calculator.

So, once I got onto low life without killing myself, I then started crafting my Redbeak swords to have three sockets each and Chroming them so that the sockets were useful.  I also needed to use the two points from Piety to get extra strength and Ghost Reaver.  Once I had done that, I felt compelled to try the build out, but wasn't confident in my survivability.  I went back to Act II and finished the Fellshrine quests.  Since I was one shotting everything in such low level content, I decided to run City of Sarn.  I was pretty much one or two shotting everything there also, so I decided to give Docks a try.  I wasn't one shotting things any longer, but I was usually getting one cast kills with Ball Lightning linked to Spell Echo.

I was clearing Docks so quickly, I ran it a few times to level to 37 so I could equip Zahndethus' Cassock.  That caused some further equipment and aura changes as I had more ES from my gear, but my elemental resistances were pretty much garbage.  I started running Purity of Elements instead of Discipline, which did cost me ES, but having the much improved chaos resistance gave me some piece of mind, but more on that later.  You can't mindlessly face tank, but you kill things quickly enough that you usually just have to dodge a little bit of damange before your foes are dead.

Since I handled Docks, I went into the Ebony Baracks, and killed Gravicius again.  It was really easy with as much damage as I do on low life.  Then I ran into the Imperial Gardan intending to just get the waypoint.  The Porcupine Goliaths were actually a bit scary when they died.  Getting hit with two sets of quills at once does three to four hundred points of damage, not fun.  However, retreating after firing a few Ball Lightning orbs into a pack seemed safe enough.

I really was going to quit after I got the Library Waypoint, but I found The Sceptre of God first, so I decided that Waypoint would work just as well.  However, I found the stairs to the Upper Sceptre before I found the Waypoint.  Along the way, I had devastated Caliga the Imperatrix with Lightning Tendrils linked in with Concentrated Effect.  Between that and Pain Attunement, when Lightning Tendrils leveled it went from 1100 DPS to 1600 DPS.  Even Act I bosses don't stand up to that kind of damage for long.  The listed DPS on Ball Lightning is about 250, but since I'm using Spell Echo, most monsters get zapped about four times per cast, so it's pretty punishing as well.

Anyway, I decided to keep going up.  You can guess what happened from here.  I made it to Dominus, and decided to see how the fight would go.  I breezed through the first set of three uniques.  I started the fight by dropping a Flame Strike in the area they start in, and that did a massive amount of damage before I really started fighting.

When the second wave of minibosses spawned, Kali went down almost instantaneously, but Alal almost killed me.  I had 59% chaos resistance, and needed every bit of it.  I'm not sure what tiny little bit of life I had when she died, but it's was probably less than 50, maybe even less than 20.  I probably hit a life potion just in time.  After that Orcus went down very easily.  I also had an easy time with Dominus.  Normally fighting his is a matter of patiently shaving off health, but every time I caught him with Ball Lightning or even better, Lightning Tendrils, he lost major chunks of health.  In his second form I did run through my portal once just because I didn't feel comfortable with the amount of ES I lost during a one of the bleed attacks.  I might have been able to regenerate it by leeching, but didn't want to risk it.  Once I had my flasks and ES refilled, I went back and quickly ended the fight with Lightning Tendrils.

A large portion of your safety in this build comes from killing things quickly.  I probably should have done the Dominus fight as hybrid life and ES because of the chaos damage coming from Alal.  However, other than that, the build feels pretty safe on low life otherwise.  Usually a single dodge is enough to stay out of trouble.  For example, the Rogue Exile witch with Minion Instability is usually a huge pain and very dangerous.  I killed myself a few times in standard before realizing that I was dealing with Minion Instability.  With this low life build, Ball Lightning kills the minions at a safe distance and the piercing nature of the spell means that I'm damaging the exile through her wall of minions.

Here's the skill tree I've got now.  My next goals are to get the nodes to boost elemental resistance at the same time picking up ES and Evasion.  I also want to transition over to Amathest rings so that my chaos resistance by the time I need to face the Weaver and Black Death in act II.  To that same end, I'll probably try to pick up 1% Life Regen so that if I do take a bit of chaos damage, it starts regenerating immediately.  I really haven't had this much fun in a while playing PoE, as the length of this post might suggest.

Skill Tree

Tuesday, May 12, 2015

Ran a Map with Lady Frankenstein Build

It was a Tropical Island map where monsters reflected physical damage and gained Frenzy Charges I believe.  Since I mostly do lightning damage, and it is coming from either totems or minions, that was a decent set of mods, but it took a while to get a set of map mods I liked.

I've cruised through Merciless on this build since the close call in level 3 of the Chamber of Sins.  This map was also straightforward.  I've had troublesome rogue exiles to deal with in that they wipe out my minions forcing me to retreat and summon new ones, but none of them have given me a cheating death experience while fighting them.

I didn't get a replacement map to drop on this run, but I got decent currency loot.  I was looking back at my notes where I would regard killing Piety and running a map as "graduation" for a character concept.  I guess I need to stick with this character a little while longer to go through the sewers to get to the Ebony Baracks and Lunaris Temple.  However, I've decided to start leveling my budget low life witch.  I actually started last night and finished Act I and the very early parts of Act II to hit level 16.  I'm going to try to get Sins done tonight and hit about level 20 or so.  I'm not running anything special yet on my new witch, just leveling with Lightning Tendrils and supporting that with a bit of Fire Trapping.

Friday, May 8, 2015

Into Merciless Act III

This build seems to be picking up steam.  Act III may cause me to reassess, but I rolled through act II.  The fight with the Vaal Oversoul was really easy.  My only brush with death came in Chamber of Sins Level 3 and not from Fidelitis.  It was a pack of blue Croaking Chimeral.  I had run ahead of my minions because I was feeling good about myself for killing The Black Death without noticing he was there until after he was already under half health.  I was probably down to four or five hundred health by the time I got out of harms way with no potions.  It was pretty skillless on my part.  I kept thinking I still was using a quartz flask instead of using lightning warp.  Altogether too close for comfort.

The weaver was a slow fight dealing with the mass of spiders that spawn in Merciless, but somewhat like The Black Death fight in reverse, I ended up finishing off the weaver without realizing it.  The joys of totems and minions.  Here's my skill tree at Level 61.  I'm close to leveling, so I'll probably run City of Sarn once or twice to get level 62.  I'm probably going to put off the sewers until later.  I'm not wild about the idea of facing potentially large amounts of Chaos damage until I make the switch to CI, and I'm going to need a lot more energy shield for that.  I did swap out a lot of gear after finishing Act II.  I probably should have done that ahead of time, but I didn't even realize I wasn't running around without max resistances.

Here's my current skill tree.  I've got about 1700 ES and 2000 life in my current gear.

Skill Tree

Tuesday, May 5, 2015

A Minor Setback

Thankfully it was minor, and not a RIP.  Merveil gave me problems again by spawning too many adds.  I used the same trick I did on Dominus by getting a new crop of minions and spectres, but between all the adds and the rain of ice AOE, I couldn't make progress.  In fact, she got me down to half health several times and sent me running for my portal.

So, I gave up on the fight and ran Coves a few times to level.  I found some boots that improved my overall resistance levels, so that should really help when I get back to Merveil.  I also swapped out Faster Casting for Lightning Pen on my Arc totem.  It makes the tool-tip damage go down, but I think it makes the overall damage go up more than faster casting because of the Less Casting Speed mod totems have.  So hopefully with an extra skill node and some modified totems, I'll have a better time with Merveil on my next attempt.

UPDATE:

The 2nd try at taking down Merveil went much better than the 1st.  I'm not sure it was the Lightning Penetration gem or not, but the fight just went smoothly from the start.  Maybe it was better totem placement.  Either way, I got through her health much more quickly and got her into her second form before she could overwhelm me with summons.

Monday, May 4, 2015

Into Merciless

As I was ascending the Scepter of God, it became clear that I wasn't going to quite hit level 54 just in the tower.  I'm really glad that I dropped a portal and got the last little bit of XP I needed to level in the docks.  The fight was chalenging enough that I'm glad I took the time to grab the notable Light of Divinity.  It's a good sized damage boost, so without it, the fight would have been longer and more dangerous.

Here's my skill tree at the time I beat Dominus.  It's not quite ideal in my opinion.  Skill Tree  It would have been better if I had gone ahead and taken extra mana instead of a strength node on the way to a totem wheel.  The reason I say this is that I dropped Clarity and switched to Discipline.  On one of the trips back to town, I had to pick up a mana potion.  Still, this did work pretty well.  I breazed through all of Act III.

However, Cruel Dominus is much tougher than the rest of the level.  I actually had an easy time of Dominus's bodyguards.  Two of the first three were down to less than half health in the time it took to set a few lightning traps.  The dual specters help in the offensive output.  They didn't make it through the entire fight, but they are pretty durable now as long as they aren't fighting a boss or half the guardians of a strongbox.

Now, I did need to refill potions several times after getting Dominus to his final form.  One of those was a close shave that had me running for the portal almost as soon as I spawned it.  The dangerous part of that fight is that if there are too many tentacle miscreations on the screen at once you can get hammered just coming through your portal.  After that close call, I made sure to go into docks and raise a full set of minions before going back to the roof of the tower.  With enough meat shields, returning to the battle wasn't nearly as dangerous.

By getting past Dominus in Cruel, especially solo, I've accomplished one of the main goals for this character.  When I was first playing PoE, this was a huge roadblock.  Things could be going fine in Act III, then half a dozen deaths trying to move into Merciless.  The next major stumbling block I remember, other than the general increase in nastiness in Act III, was the Weaver's Chambers.  The number of adds is insane.  I have Brutus and Merveil to look forward to in the meantime, but that's the next big chalenge I'm expecting.

Friday, May 1, 2015

Still Cruising with Lady Frankenstein Build

I finished up act two of cruel last night with no difficulties.  I did grind out a level by running level 1 of The Chamber of Sins 4-5 times, and I did the Felshrine quest before finishing the act.  Other than that I just went through the act like I normally would.  I didn't feel like I was rushing, but I might have gotten back to being right at zone level if I hadn't done Fellshire before going into the Vaal pyramid.

The dual Arc Totems worked great against the Vaal Oversoul.  I never had to get into Vaal Smash range, and the way Arc works, I was killing the monsters the Oversoul spawns almost automatically.  Now there are certainly builds with much higher DPS that could have killed the Oversoul more quickly, but it felt like a very safe kill.

I did run City of Sarn twice, because I was very close to leveling after making it to the Sarn encampment.  I also picked up a higher level robe and got pretty good resistance by Alching it, which didn't matter too much since I was already capped, but it will help as I shift into Merciless difficulty and allowed me to play with the links supporting my Zombie gem.  I think faster attacks will really boost their attacks quite a bit.  I plugged in a LMP gem for my Spectere gem while I was rearranging things.

I'm looking forward to getting this character into Merciless difficulty.  I actually came upon the idea of Arc Totems after an attempt at a Spork Witch was killed in Hardcore League by Cruel Dominus.  I went back and tried some different skills in Standard, and Arc worked really well.

Thursday, April 30, 2015

Lady Frankenstein - Act I Cruel Complete

This is the build I had when I beat Merveil:  Skill Tree

I let the Merveil fight get out of hand by letting too many minions spawn.  That meant my Arc totems weren't necessarily hitting Merveil herself, which let her energy shield recharge, which just made the fight take a lot longer than it should have.  In hindsight, a little less trying to shock her down quickly and a little more keeping the adds in check would have made things a lot easier.  At one point I thought I was going to have to face the embarassment of going back to town to refill my potions, but I killed her first form right before I made the decision to get to my portal.

Fairly early on in the level, I was able to equip quite a bit of gear I had in my stash and max out my resistances.  I was even able to add life and ES in the process, so it made progression through the zone pretty easy.  There isn't anything special in the gear I was able to use, it's just solid leveling gear.  I'm a bit overleveled, but I want to see how this character fares in maps.  I'm not in a race, so I'm fine not pushing the limits of the character.  I just want to level safely.  Cruel Dominus is looming, and that's enough of a test.

I also went dual totem early on in the level, and that's working really well.  I'm kind of curious to know how the first Dominus fight would have gone as dual totem, but I'll have to keep that in mind if I were leveling this or a similar build again.  I had a Spell Totem gem in my stash, but it would be worth buying one if necessary so that you can start using totems right at level 31.

Monday, April 27, 2015

A change in plans for this blog.

So, I've stopped cataloguing my map runs.  It got to be too much work to count the currency and then report on the run.

However, I will post about a new build I'm working on.  I got the idea for a "Lady Frankenstein" dual totem reanimator (summoner).  My goals were as follows.

Use totems to cast a lightning spell, eventually going dual totem.  The main spell I had in mind was Arc, but I think Ball Lightning fits the theme as well.  Lightning Tendrils looks pretty cool being cast by a totem, but doesn't seem all that effective without really boosting its area of effect.

Reanimate your fallen foes.  The build hardly fits the theme if you don't reanimate the dead.

Level with the final spec as much as possible.  For some reason, I don't find: play some other spec entirely until you're level 50 or 60, then switching the character around entirely.  Now, for example, I understand that if you're going Righteous Fire, the way you're playing changes drastically once you are able to equip Rise of the Phoenix.  But that strikes me as the build evolving as you're likely focusing on life and burning damage on the way up.  I originally started thinking about the build as a hybrid life and ES, but I think that it's going to work better as a CI build.

In terms of low level play, I had intended to level with Lightning Tendrils until I could put Arc into a Spell Totem, but I found a shield with +1 to the level of Cold Gems.  Therefore I leveled to 32 with a combination of Freezing Pulse and Lightning Trap.  I like lightning trap for this build because it fits my idea of a mad scientist's laboratory with giant blasts and bolts of lightning flying everywhere.  Once I hit 32 I put Arc into the totem as planned and rarely used Freezing Pulse even though it was still in my active skill slots.

What didn't work as well as planned was picking up dual spectres at low level.  Event the big statues in the Imperial Garden are too fragile. I entered the Sceptre of God with two of them, but they were both destroyed long before I reached the roof of the tower.  In hindsight, I would have skipped the 4 points which went into the spectre wheel and put those points into Ancestral Bond for dual totems.

Skill Tree at Level 37 for Dominus Fight

Still, the build is tanky enough with the life and ES nodes taken that I didn't have any problems with Gravicious, Kole or Piety.  The Dominus fight was much tougher than I expected, although I didn't have any close calls.  It just took much longer than expected.  I did have to portal back to towm to refill potions more than I have in quite a while also for normal Dominus.

Saturday, March 21, 2015

2015.03.20 Multiple Maps

Grotto Map
Servant of a Falling Sky - Torment
Mods - None
Quantity: +0%

Currency Expended:
None (mirrored map, so no currency can be used on this)

Currency Gained:
-1 Transmutation
2 Alteration
7 Jewlers
1 Fusing
2 Chromatic
3 Scrap
1 Whetstone
1 Chisel


Maps Gained:
None

This was another easy run.  It pretty much went like the last one, but I didn't get any maps from this run.  I did get an Enduring Cry gem, so I took a break from mapping to do the library quest to get a Cast When Damage Taken gem.  I did get the Limbsplitter unique axe on this run, so that looked like a nice item for levelling early in the game.

Note that I did use a Transmutation Orb on a Strongbox on this map, so my currency was negative on this run for that specific orb.


Crypt Map
Servant of a Falling Sky - Torment
Mods - None
Quantity: +0%

Currency Expended:
None (mirrored map, so no currency can be used on this)

Currency Gained:
1 Transmutation
4 Alteration
1 Augmentation
1 Fusing
2 Scrap
1 Whetstone


Maps Gained:
None

The Crypt is another pretty easy map, although usually a bit harder than Grotto.  However, no trouble with this one either.  I probably have more to report from The Docks where I've picked up an Exalted Orb and The Coward's Trial unique Crypt Map.  I also, even though I suffered quite a few deaths in the process, cleared a few Vaal zones while questing and ended up completing a Vaal Fragment set.  I'll need to see if I can round up a few friends to level characters in Standard once Torment league ends to try out the high end content.

2015.03.18 Grotto Map

Servant of a Falling Sky - Torment
Mods - None
Quantity: +0%

Currency Expended:
None (mirrored map, so no currency can be used on this)

Currency Gained:
1 Transmutation
2 Alteration
2 Augmentation
7 Jewlers
2 Chromatic
1 Alchemy
1 Scrap
3 Whetstone
1 Chisel
1 Vaal


Maps Gained:
Sewer L67

This was a pretty easy run.  Even with map mods, I consider Grotto to be an easy map.  Without mods it is even easier.  I am pretty happy with how self cast Firestorm is working.  I had two maps in my Torment stash, and I was going to try to run them before the end of the league.  While levelling I found a Cartographer's Strongbox in the Docks.  I got additional items and mirrored when I used an Alchemy orb on it.  That was currency well spent as I ended up with 18 maps from that strongbox.  I'm going to try to use up the nine mirrored maps and see what I get from them.  This was a good start gaining a level 67 Sewer map on the run.

2015.03.07 Fecund Wharf Map of Exposure

Lady Bla Bla - Standard
Mods - Monsters have extra health, player's maximum resistances reduced
Quantity: +42%

Zana's Mission: Pier (L66)
2 Rogue Exiles, monsters deal extra damage, monsters have extra armor, monsters cannot be stunned
Quantity: +53%

Currency Expended:
Unknown

Currency Gained:
7 Transmutation
9 Alteration
4 Augmentation
1 Jewlers
2 Fusing
6 Chromatic
11 Scrap
3 Whetstone
1 Baubble
1 Regret


Maps Gained:
Dried Lakebed L66
Orchard L66

This was an interesting run.  I finally met Zana and got a quest I could complete.  The only other time I met her, there was a five minute timer on killing the map boss.  I wasn't anywhere close to having that kind of clear speed.  I'm a little disappointed in only getting 1 level 66 map from the Wharf with IIQ of +42%.  I'm even more disappointed in getting a single level 66 map from Zana's mission with even higher IIQ.  However, the currency from running two maps was fantastic.

However, the loot could have been worse.  The map gained from the Zana mission came from opening a chest after the map had been cleared.  I did die once to one of the Rogue Exiles, but I waited to long to blog about this and I forgot which one killed me.  The other odd thing about the Zana mission is that it seems to be 4 prefix mods.  Maybe that's normal, maybe not.  I'll have to pay attention if I do other missions of hers.  The large amount of item quality items came from an Artisan's Strongbox that I didn't notice on my first run.  I went back in to pick up a few blue items to get enough Transmutation shards to form one more orb.  The other thing I noticed is that in my failed Zana mission, the second map was a level higher than the one I started in.  This time, the mission was a level lower.  Something else to watch for.

However, all things considered, the plus of having Zana available as a hideout master more than makes up for a slight downgrade in my map pool trading one 67 for two 66's.

Friday, March 6, 2015

2015.02.27 Punishing Mountain Ledge Map of Desecration

Lady Bla Bla - Standard
Mods - Monsters reflect physical damage, patches of desecrated ground
Quantity: +29%

Currency Expended:
1 Augmentation

Currency Gained:
4 Transmutation
4 Alteration
3 Augmentation
1 Chromatic
1 Chance
1 Scrap
1 Vaal


Maps Gained:
None

This was a pretty ordinary run, although I think I might have died once on the run.  I think I spent too much time standing in a desecrated area while I was taking damage.  I think that was the only real issue.  Loot was OK, except for blanking on the maps.

Wednesday, February 25, 2015

2015.02.18 Overlords Wharf Map of Exposure

Lady Bla Bla - Standard
Mods - Map Boss moves and attacks faster, Player's maximum resistances are reduced
Quantity: +41%

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
4 Transmutation
6 Alteration
2 Augmentation
1 Chromatic
1 Chance
2 Scrap
2 Whetstone
1 Scouring
1 Regret


Maps Gained:
Wharf L67

This was the first Wharf map I've run if I can recall correctly.  The mods didn't inconvenience me at all, and the Dock style layout was well suited to the Spark spell.  Perhaps not as nice as Crypt and Dungeon with the well defined rooms, but definately a favorable layout for this skill.  I would have liked to see more maps drop, but I did replace my Wharf map, so I broke even on that front.

The relatively high item quantity for a blue map mostly showed itself in the large number of yellow items which dropped.  Most were junk; hence the high number of Alteration orbs gained.  All in all, a successful run with little difficulty.

Thursday, February 12, 2015

2015.02.11 Multifarious Crypt Map of Venom

Lady Bla Bla - Standard
Mods - Increased monster variety, monsters poison on hit
Quantity: +22%

Currency Expended:
1 Transmutation

Currency Gained:
2 Transmutation
3 Augmentation
1 Chromatic
1 Scrap


Maps Gained:
Tropical Island L66

The venom rarely inconviencied me, and the monster variety was a complete non-issue.  I had planned on running a trnasmuted map from my stash, but a crypt map dropped when I ran a sacrifice fragment.  I ran the crypt instead to keep my stash space balanced.

The self casting sparks are very effective in the inclosed spaces of a Crypt map.  However, the loot from this run was atrocious.  The only redeeming aspect to this run was having the one map drop I got.  I also leveled on this run, so I can't complain about that either.

2015.02.05 Multiple Maps

Anarchic Crypt Map of Hordes
The Owl Slayer - Hardcore
Mods - Area inhabited by Rogue Exiles, increased pack size
Quantity: +15%

Currency Expended:
1 Transmutation

Currency Gained:
2 Transmutation
4 Alteration
1 Augmentation
1 Fusing
1 Chance
1 Chaos
1 Scrap
3 Whetstone
1 Chisel


Maps Gained:
Wharf L67

I did well on this map execept for the Rogue Exiles, but they didn't quite manage to kill me.  So from that persepective, I did just fine.  One was the guy who summons Ethereal Knives totems while throwing traps.  The other Leap Slams about and attacks very quickly with Molten Strike.  I had to Alt-F4 to escape death from him, although I later came back and killed him.  The guy with the totems, I just avoided.

Even though the Rogue Exiles gave me trouble, the large pack sizes were great experience.  I leveled running this map.

The loot was good and I got a higher level map out of the run, so nothing to complain about.  However, this experience made me try the other map I wanted to run with the much higher level Flame Tank Mark I characer.

I was once again bad about noting a date on which I ran this.  Let's call it Feb 5th.

Frozen Crypt Map of Exposure
Flame Tank Mark I - Hardcore
Mods - Monsters do extra cold damage, player loses maximum resistances
Quantity: +42%

Currency Expended:
1 Transmutation

Currency Gained:
6 Transmutation
4 Alteration
8 Jewlers
4 Chromatic
1 Alchemy
4 Scrap
2 Whetstone
1 Regret


Maps Gained:
Orchard L66
Arsenal L67
Wharf L67

This character is quite strong, but you still have to be careful when monsters do extra elemental damage and your maximum resistance are reduced.  However, the totems are doing the work for this character and he has high life regeneration.  I had to be careful, but I never needed to reach for the Alt-F4 key combo.

The loot from this run was fantastic.  I probably got a paltry amount of experiece since this character is ten levels higher than the map.  However, the mods are so nasty, I just couldn't see running it with a weaker character.  I didn't want to leave it sitting in the stash with the high degree of IIQ for the price of a single Transmutation orb.

Wednesday, January 28, 2015

2015.01.27 Emanant Grotto Map of Lightning

The Owl Slayer - Hardcore
Mods - Area inhabited by ranged monsters,
Quantity: +23%

Currency Expended:
1 Transmutation
1 Alteration
1 Augmentation

Currency Gained:
4 Alteration
3 Augmentation
1 Fusing


Maps Gained:
None

This is a new character I've been working on.  I intended it to be a Quill Rain, Cast on Critical Strike build.  I have a quill rain to use, but I vastly underestimated the amount of mana it takes to power that thing!  Since it's a low level bow, Mana Leech is essentially useless with it.  In the meantime, I've started using CoC with my normal attacking bow.

I do less damage up front with Split Arrow than I did with Ice Shot, but I get a bigger area of effect, and my shots still pierce.  On the whole, the AOE is comperable.  Even though I'm doing less damage up front, the critical strikes are more punishing.  All in all, I think the two setups are comparable.  I actually feel like I do a little more damage than I used to as long as I'm at medium range or closer.  The added projectile speed from Quill Rain would certainly help the Ethereal Knives I'm using as my CoC spell.

The monsters on this map, including the boss where no problem.  I did have one close call though.  I opened a strongbox that deatonated dead.  I thought I was far enough away, but a chain of exploding bodies nearly did me in.  I'm going to have to start carrying a Detonate Dead gem around with me when mapping.  I can't resist the lure of a strongbox, so I'm going to kill myself opening one sooner or later.  I'll probably last a bit longer in hard core mode if I have some way of clearing the bodies from near a strongbox.

The loot this run was awful, but I picked up a Groto map while I was testing out CoC in The Docks.  So I don't feel like I lost anything from this run.

One last thing, here is my skill tree.


Tuesday, January 27, 2015

2015.01.24 Multiple Maps

Burning Arcade Map of Fracturing
Lady Bla Bla - Standard
Mods - Monsters deal extra damage as fire damage, Monsters Fracture
Quantity: +42%

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
1 Transmutation
2 Alteration
1 Fusing
3 Chromatic
2 Chance
1 Chaos
3 Scrap
1 Whetstone
1 Regal
1 Scouring


Maps Gained:
None

I was sorely tempted to reroll this map.  This combination almost seems like a bad joke.  It was, without a doubt, very challenging.  While I only died once, there were several near deaths escaped by quick potion work, hasty retreats and more than a little luck.  I will have to say that long duration, piercing sparks are a good skill for the Fracturing mod.  When a monster dies, there is guaranteed to be a spark in the vicinity that has a chance to hit the fractured monsters again.  The one time I died, I was trying to keep a crew of summoned zombies, but I think I was better off spawning three zombies in between fights.  Once a fight started, I either trusted the sparks I was throwing about, or I was falling back to a safe distance.  I also probably could have used Vaal Spark a bit more because of the extra sould gathered from the fracturing monsters.  Between the Chaos, Regal, and Scouring, this was a good run currency wise, but I hate blanking on maps.  Especially when you have 42% IIQ.


Multifarious Grotto Map of Flames
Lady Bla Bla - Standard
Mods - Increased monster variety, patches of burning ground
Quantity: +17%

Currency Expended:
1 Transmutation

Currency Gained:
2 Transmutation
2 Alteration
2 Augmentation
3 Chromatic
1 Chance
1 Alchemy
2 Scrap
1 Chisel


Maps Gained:
Dried Lakebed L66
Dungeon L66
Wharf L67

Except for taking a few bursts of damage when I wasn't being careful, this was an easy run.  The confined caverns are ideal for using Spark for offence.  This is another map I was tempted to re-roll because of the somewhat low quantity bonus.  However, I got good currency and three maps out of the run.  Of all the maps I ran this day, this was the most pleasant surprise when it came to loot.


Superior Deadly Dried Lakebed of Elemental Weakness
Lady Bla Bla - Standard
Mods - Increased monster damage, player cursed with Elemental Weakness
Quantity: +54% (19% from quality)

Currency Expended:
?

Currency Gained:
4 Alteration
2 Augmentation
1 Jewlers
6 Chromatic
5 Scrap
1 Whetstone


Maps Gained:
Dried Lakebed L66


This was another fairly easy run.  It was also the most disappointing loot wise of the night.  This combination of map mods produces a good increase of item quantity, and with the near perfect quality of the map, I really expected a profitable run.  Combined with the two good runs earlier, it made for a good night of mapping.  However, individually it was a disapointment.  If I remember right, I got a few 19% quality maps to drop from a lockbox, so I rolled mods for some of them.  As such, I have no idea how much I spent modifying this map.

Friday, January 23, 2015

2015.01.22 Multiple Maps

Chaining Dried Lake Map of Hordes
Lady Bla Bla - Standard
Mods - Monsters projectiles chain, Increased monster pack size
Quantity: +29% (7% from quality)

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
2 Transmutation
3 Alteration
1 Augmentation
1 Jewelers
5 Chromatic
1 Chance
2 Scrap
1 Whetstone


Maps Gained:
Grotto L66
Arcade L67
Arcade L67
Mountain Ledge L67
Mountain Ledge L67

This was a great combination of map mods.  I typically use zombies to slow monsters down so they eat more sparks.  However, with the chaining I didn't raise any for this map.  I got a ton of experience from the larger pack size.  The currency is pretty good, but the map drops were insane on this map!  I got a replacement 66 and 4 67's.  I couple of times I did summon a totem to help bring down a monster that was raising the undead.  Once I started getting hit by chained attacks while doing this, so I tired not to do that any more than I had to.  I also hit level 67 from running this map.


Antagonist Arsenal Map of Flames
Lady Bla Bla - Standard
Mods - Rare monsters have a Nemesis mod, patches of burning ground
Quantity: +23%

Currency Expended:
1 Transmutation

Currency Gained:
1 Transmutation
2 Alteration
2 Augmentation
2 Jewelers
3 Chromatic
1 Chance
1 Chaos
3 Scrap

Maps Gained:
Mountain Ledge L67
Wharf L67

I've decided I don't really care for this map layout.  It seems to involve inevitable backtracking to clear it.  However, the map boss seems to be pretty easy, so I guess I can't complain.  I got another decent amount of currency from the run and added a map to my stash.  Also on the plus side, I got a legendary claw I had never seen before and a quality culling strike gem.  On the down side I died to a fracturing Porcupine Goliath rare monster.  I was sparking right in it's face, and I moused over it, sparking all the while to see what it's Nemesis mod was.  Still holding the spark key down, I said to myself that I probably shouldn't be standing near this thing when it dies, but I never stopped casting the spell.  So I totally deserved that death.


Overlords Mountain Ledge Map of Desecration
Lady Bla Bla - Standard
Mods - Boss does increased damage while moving and attacking faster, patches of desecrated ground
Quantity: +22%

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
2 Alteration
1 Augmentation
1 Fusing
6 Chromatic
1 Chance
1 Whetstone

Maps Gained:
None

I do like this map layout.  It's very easy to clear it efficiently, and this map boss also seems pretty easy.  Unlike the first two map runs, there wasn't really anything notable about this run.  Certainly the worst with maps having blanked, but with the two earlier runs, that doesn't hurt the mapping for the night.  It was also the worst currency run, but I still probably shouldn't complain.

Thursday, January 22, 2015

2015.01.19 Multiple Maps

Splitting Mountain Ledge Map of Temporal Chains
Flame Tank Mark I - Hardcore
Mods - Monsters fire extra projectiles, Player cursed with Temporal Chains
Quantity: +54% (9% from quality)

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
5 Alteration
2 Augmentation
8 Jewelers
1 Chromatic
2 Scrap


Maps Gained:
Sewer L67
Mud Geyser L68

I took this slow and tried to stay back more than normal.  Other than getting off to a bit of a slow start because a large pack of skeleton archers kept taking out my totems with their splitting projectiles.  Other than that, it was a pretty standard run.  I did the two loops of the ledge, went into the boss's little offshoot path, and that was the end of the map.  I got everything you could ask for in terms of getting maps back from this run.


Fleet Cemetary Map of Temporal Chains
Flame Tank Mark I - Hardcore
Mods - Monsters move and attack faster, Player cursed with Temporal Chains
Quantity: +59% (9% from quality)

Currency Expended:
1 Transmutation

Currency Gained:
2 Transmutation
3 Alteration
4 Augmentation
2 Jewelers
1 Fusing
4 Chromatic
2 Alchemy
1 Chaos
2 Scrap
1 Whetstone
1 Bauble
2 Chisel


Maps Gained:
Springs L68

This was another fantastic loot map.  Once again I had to take things slow.  Normally, this would be a really awful combination, but faster zombies are still pretty slow.  This would be a bad combination of mods if it were full of fast moving or charging monsters.  I think this might have been the first Springs map I've seen.

Deadly Sewer Map of Smothering
Flame Tank Mark I - Hardcore
Mods - Monsters do extra damage, Player recovers health, mana, and energy at half normal speed
Quantity: +47% (9% from quality)

Currency Expended:
1 Transmutation

Currency Gained:
3 Transmutation
7 Alteration
1 Augmentation
7 Jewelers
4 Chromatic
3 Scrap
1 Whetstone
2 Chisel


Maps Gained:
None

Probably the worst run of the night in terms of loot, largely because of blanking on new maps.  Otherwise this is perfectly good haul.  I was pretty tired when I ran this, and I probably should not have risked it in a hardcore league.  I never went below half health, and I was good with my potions, but that kind of damage could have been dicy if I had been slow on the potion drinking.  This was my day to run 9% quality maps.  All in all, I ran three 67's and came back with a 67 and two 68's.  Still looking for my 1st L69 map.  I dinged level 76 on this run, which is my highest level by a good bit.  It's probably as much or more work got get to 80 as it was to go from 70 to 76.

Thursday, January 15, 2015

2015.01.11 Twinned Grotto Map of Hordes

Servant of a Frozen Fire - Standard
Mods - Two Map Bosses, Larger Pack Size
Quantity: +6%

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
6 Transmutation
4 Alteration
-1 Augmentation
1 Jewelers
4 Chromatic
1 Chance
3 Scrap


Maps Gained:
Superior (9%) Cemetery L67

I watched a video of a Glacial Cascade Crit build, and thought it looked fun.  Unfortunately, I don't have a leveled Glacial Cascade gem.  So I'm still using Freezing Pulse with a skill tree aimed at Glacial Cascade.  The sad thing is that I still significantly upgraded my damage doing this.  I did lose a few hundred health, so this build is even more of a glass cannon than before in some respects.  However, in other respects, I kill things faster, so I don't need to absorb as much damage.

Even though this was an easy run, I picked a Grotto map because I knew my skill tree didn't really fit well with my gear and gems.  Running Arctic Armour, the bosses weren't scary and the Grotto map is generally pretty mild to start with.  I'm supper happy getting a nice map out of a proof of concept run.

I'm not sure I'm going to play this character much until I get yet another respec.  I've just got a skill tree that doesn't fit my gems.  I think I'll pass the Glacial Cascade gem around to make sure it keeps levelling and concentrate on other characters.  I'll probably still use this one for master missions though.

Saturday, January 3, 2015

2015.01.01 Multiple Maps

Anarchic Tropical Island Map of Commanders
Flame Tank Mark I - Hardcore
Mods - Two Rogue Exiles added to the map, more rare monsters
Quantity: +18%

Currency Expended:
1 Transmutation

Currency Gained:
3 Transmutation
3 Alteration
1 Augmentation
7 Jewelers
5 Chromatic
1 Whetstone


Maps Gained:
Thicket L67

This was super easy, and it should have been, but this was the 1st time I had used this character in 1.3 after needing to respec.  I have to say that the playstyle doesn't change at all.  This was a super easy run, and I got some nice currency and picked up a higher level map.  I also got the unique Slitherpinch.  No complaints.

Twinned Dunes Map of Endurance
Flame Tank Mark I - Hardcore
Mods - Two map bosses, Monsters gain endurance charges over time.
Quantity: +21%

Currency Expended:
1 Transmutation

Currency Gained:
2 Transmutation
2 Alteration
3 Augmentation
7 Jewelers
4 Chromatic
1 Chance
3 Scrap


Maps Gained:
Mountain Ledge L67

The Dunes map tends to be easy if you can handle the boss.  The dual totems can handle the boss without problems.  The only other thing which can cause problems are Devourers.  This map didn't have any, so it was easy like you would expect.  I got some decent loot off the two bosses, but nothing especially memorable.

Chaining Mountain Ledge Map of Hordes
Flame Tank Mark I - Hardcore
Mods - Monster projectiles chain, increased pack size
Quantity: +18%

Currency Expended:
1 Transmutation
1 Augmentation

Currency Gained:
3 Transmutation
2 Alteration
3 Jewelers
3 Chromatic
1 Whetstone
1 Chisel


Maps Gained:
Arsenal L67

This map actually turned out to be very dangerous.  I wasn't thinking about projectiles chaining off my totems when I started out.  Lots of skeletal mages sometimes posed a problem with keeping my totems alive, but their shots move so slowly, they were no real danger to me.  However, the exploting porcupine quills were another matter.  I know one time I looked up after several porcupines died at the same time and I got blasted with several at once that my health was down to about 25%.  That easily could have been a RIP.  I think I'll be re-rolling the of chaining mod in the future.  Other than the porcupines, the map was very easy.  I even did a master mission for the duelist master.  Other than picking up the chisel and another level 67 map, the only notable find was a Fork gem with 9% quality.


Otherworldly Arsenal Map of Hordes
Flame Tank Mark I - Hardcore
Mods - Killing monsters can summon monsters from Beyond, increased pack size
Quantity: +16%

Currency Expended:
1 Transmutation

Currency Gained:
4 Transmutation
5 Alteration
2 Augmentation
1 Jewelers
1 Fusing
3 Chromatic
1 Chance
1 Alchemy
3 Scrap
1 Vaal
1 Blessed

Maps Gained:
Mud Geyser L68
Superior Cemetary L67
Superior Mountail Ledge L67
Superior Sewer L67
Superior Sewer L67
Superior Thicket L67
Superior Dungeon L66
Superior Overgrown Ruin L66

If it isn't obvious from the loot distribution, I found a Cartographer's Lockbox.  When I transmuted the lockbox, I got increased item quality of 9%.  I wasn't sure how many maps I would get, but I liked the idea of 9% quantity, so I kept that.  If I come across another lockbox, I might try using an Alchemy Orb on it.  The Mug Geyser map dropped before I found the lockbox, so it was already a good run map wise.  The Cartographer's box made this my most insanely profitable map run ever.  This will hopefully let be build up a pool of the level 68 maps by running quality 67's.  Throwing a Vaal and Blessed Orb in on top of the rest is just icing on the cake.

In terms of how the Arsenal map played, it was a lot like the warehouse district.  It felt a little maze like, but I must have explored thoroughly because there was only a monster or two left after I took out the boss.  The boss was a large fire calling golem similar to the one found in the Crematorium.  At first the possible presence of Beyond monsters made me think about rerolling this mod, but since I leveled this character in the Beyond League, I decided to run it.  I'm certainly glad I did.

Thursday, January 1, 2015

2014.12.31 Multiple Maps

2014.12.31 Splitting Tropical Island Map of Balance
Servant of a Burning Fire - Standard
Mods - Monsters fire extra projectiles, player has Elemental Equilibrium
Quantity: +42% (15% from quality)

Currency Expended:
Not sure, I think this dropped with quality and then I modded it, but I'm just not sure.

Currency Gained:
1 Transmutation
3 Alteration
2 Augmentation
1 Jewelers
1 Fusing
4 Chromatic
3 Scrap
1 Whetstone
1 Chisel


Maps Gained:
Antagonists Grotto Map of Venom L66
Thicket L67

Now, I actually did run this map.  When I respeced this character, I picked up Elemental Equilibrium.  So this is an even better character for this map than a mostly physical damage character.  I made a strange build with this one.  I picked up armor, fire damage, endurance charges and life using Molten Shell as one of my main damage abilities.  The other ability I use for damage is Flame Strike linked to Mana Leech.  I also use Ice Nova linked with Curse on Hit to apply flamibility and triger Elemental Equlibrium.  Molten Shell mostly one shots normal monsters.  It's an interesting play style as it has little to fear from physical damage, but really struggles with fast moving enimies that deal pure elemental damage.  The biggest danger is probably to myself from reflect mobs.  I can see where it would be possible to one shot myself.  I have a Searing Bond gem as a method of dealing damage to monsters this build is not good at dealing with.

The loot was decent, and I can't complain about getting a level 67 map along with one that is all ready to run.  I always like seeing Alchemy and Chaos orbs in the loot list, but a Chisel and a Fusing aren't bad.  The extra projectiles really wasn't a problem.  In fact, it often helped trigger Molten Shell more quickly.  I did have to run from the boss to refill potions, but I haven't died with this build as it is very tanky.  That was the first time where pure physical damage threatened to overwhelm me.  I usually kite this map boss around and wear him down, so I was a bit surprised at how hard he hit even through all my armour and endurance charges.

2014.12.28 Shocking Arcade Map of Hordes
Lady Bla Bla - Standard
Mods - Rare monsters have a Nemesis mod; Monsters poison on hit
Quantity: +28%

Currency Expended:
None

Currency Gained:
1 Transmutation
2 Alteration
3 Augmentation
3 Chromatic


Maps Gained:
Grotto L66

This map was pretty easy.  The boss fight was slow since it wouldn't trigger Molten Shell for burst damage.  I ended up wearing it down with Searing Bond and hitting with Flame Strike when I could.  Even though the fight was slow, it wasn't really hard.  The loot gained was pretty minimal, but I didn't spend anything on this map and I got a non-magical grotto map back.  All in all, nothing to complain about.

Well, that's my mapping for 2014.  I may have to cut back some to try to get some non Path of Exile stuff done in 2015, but as long as there are new builds to try out, I see myself playing this game for a long time.