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[Diablo] Vessel of Hatred & S6: Spiritborn, etc. & Realmwalkers
This elemental dagger aspect feels a wee bit overtuned, lol.
Admittedly the only not-frost skill on my bar is teleport, so I'm pretty much built to juice these icicles, but it's just bemusing to be running around with skills doing hundreds of damage, and then an ice dagger flicks out from me and does 26k-50k.
This probably doesn't help anyone reading this but maybe....
If you are wondering why its been slow going leveling up your aspect library, there is a pretty nasty bug.
The game stores your progress as, for example, 5/8 Aspect. If you then salvage a 2/10 Ancestral Aspect, it stores it as 5/10 Ancestral Aspect unlocked.
From that point on, you can no longer use 6/8 to 8/8 Aspects to upgrade your library. Upgrades can only come from Ancestral Aspects from that point.
This explains why so many of my aspects are mediocre after reaching t4/paragon 200.
The only solution is to sell Ancestrals that have an Aspect you care about but not maxed, or store it until you max out that Aspect (which is a lot of micro).
In case anyone was confused about what a Mythic aspect was.
Good PSA though.
Yeah, I think I've salvaged only 1 ancestral so far (I'm hording them until my wife and I feel comfortably set in T3/T4, and/or I have so many of them I need to start clearing space). Seems like a bug they should fix, and given that we know they're appear to be pushing out a priority update this week to fix some of the spiritborn evade build shenanigans, maybe it'll get thrown in with that?
Last season it wouldn't have been a big deal. We were drowning in greater affix items. Obviously they're much rarer this time around (though we're also expected to wind up with a good pile of them all the same, given that the seasonal journey expects us to salvage 100 of them in order to 100% it).
The seasonal quest rep grind is substantial, despite only having like 12 tiers. I'm around Paragon 160 and I think I'm on the verge of tier 7. Now, obviously I wasn't running opals all day every day, though I'm a few away from the 'use 25 of them' journey step, so that's a good 10+ hours of them running.
Yes, I'm aware the season is literally a week old. I'm not saying it's too slow to do, especially with more than 3 months left on it. But it does feel slower in contrast with the mother's gift from last season.
I also haven't found anything of note, off the cuff. The final step giving a resplendent spark is probably the only thing I care about, and with the change to how mythics are transmuted, I'm not expecting to kit my character out quite like I did last time.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
If I have a 4/8 on an aspect in the codex, and salvage an ancestral legendary with 6/8, I should be able to take that to 7 or 8/8 with either a legendary or ancestral legendary. If they can both drop in Torment, they should both be applicable.
The ancestral version isn't any better other than the greater affix and higher item level.
I wonder how it worked last season? If you salvaged a 1/8 ancestral and then went slumming in WT3, would sacred versions still upgrade it when salvaged?
If not, I'd still think it'd be dumb, but at least it would have been somewhat consistently dumb.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
This just adds to the silliness of changes like that.
They decided that we shouldn’t be able to hit the lottery and upgrade an aspect too quickly, ok fine, but now there’s weirdness where they should’ve just left it alone.
I think perhaps the intention is that only Ancestrals have the very highest Aspect values? Probably there's a bug in how they flag certain values as Ancestral-only.
As stated the bug report is incorrect. Here's evidence of someone upgrading a codex aspect with an 800 item and then upgrading further with 750.
There could still be something weird going on, but it must be more complex.
Likely people (self included) just jumping onto the first explanation they saw as to why its rather hard to max out the codex this season. (The real reason likey being that only Ancestrals can roll the top quarter of codex values.)
Mostly bug fixes, plus buffs to Undercity and the Realmwalker.
"Fixed an issue where Material caches would drop the materials in small amounts over a long period of time. They now drop more quickly in a large pile."
This is a good change.
But also, it was really funny. My wife popped a chest by the tree, ran over to the blacksmith, did some stuff, ran back, and loot was still raining from the sky.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
+2
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
I'm not seeing any notes about overquill being touched so looks like spiritborn get to continue doing trillions of damage while the other classes can't progress beyond pit 100
Mostly bug fixes, plus buffs to Undercity and the Realmwalker.
Changes to Realmwalker sound good, although hard to judge how the speed will help the lameness of just following the thing wandering around. Undercity buffs look excellent as well; I was initially confused on why I would even bother with UC at all, but I did a couple runs over the weekend with my friend and its starting to make a little more sense, since I don't think you get any tribute drops anywhere until you finish your first real run. Now I'm starting to see some tribute drops with guaranteed ancestral drops, and it sounds like the patch will improve those things showing up.
After doing a couple torment 3 world bosses and getting nothing but 4-5 regular, non-ancestral legendaries, I am getting a little jaded on the rarity of ancestrals, so anything that rewards a guaranteed ancestral is a-ok in my book.
I'm guessing the spawns/events attached to the Realmwalker are based on location, so increasing its movement speed will make them happen with less downtime. Otherwise having to move more would just be a bad thing.
Is anyone else finding they're getting dismounted more easily since the update? Sometimes I'll be in a Helltide, mount, and then just immediately get dismounted as soon as I touch an enemy pack. I don't remember that happening last season
Seems to be confirmed that the ancestral codex "bug" was more of a misunderstanding, mixing a couple things:
Ancestrals have a higher max range than regular legendaries, so a regular legendary item might show as maxed but when you salvage it your codex won't be maxed out.
2Hs and amulets have 200% and 150% aspect bonuses respectively. The codex shows the lower unmodified number of the aspect itself.
TLDR, just salvage like always. I did however realize today that Ancestrals are quite a bit better than 750 gear even if you have to enchant away the GA in order to use it, both because of the aspect range and the +50 item level, so don't salvage them willy nilly if you don't have one equipped yet.
regardless of bug or not, i'm def rockin a way way weaker aspect collection this time around - i dunno if its weighted to give you junk now more than usual, or if there is just not nearly the same cascade of bullshit loot dropping, but i'd usually have a dozen maxed out aspects after playing this much, and i've got like 3
This is the future. This is what we built. This is what we wanted. It must have been. Because we all had the fucking choice, didn't we? It is only our money that allows commercial culture to flower. If we didn't want to live like this, we could have changed it at any time, by not fucking paying for it.
So let's celebrate by all going out and buying the same burger. -transmet
I mean, let's not overlook that the new season has been out for literally a week, and I imagine I'm not alone in taking a few days to get into Torment difficulties.
We got to T2 pretty quickly and I think T3 is totally in our reach, but even with marathon sessions across the weekend, it's only been so long.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
They did increase the range of all the aspects to accommodate the ancestral bonus, so just because you aren't nearly maxed out doesn't mean they're nerfed. I think they just extended the chase with some extremely rare top end values.
Ancestrals are semi-rare and while they can roll aspects higher than normal legendaries, they can roll all the way down to bottom tier as well. So its going to take some time (perhaps more than a season) to really fill those out.
I could see a change happening for future seasons that maybe they have ancestrals always spawn aspects in the upper bonus range.
+2
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
It would make sense to have ancestral drop well rolled if they are going to be the rare chase items
PS the recent update broke mount scaling in torments which is why you immediately get dismounted in T4, yet another example of the horrendous mishmash of spaghetti code under the hood
Realizing I'm probably just about done too.
Can struggle my way through a Pit85, mostly waiting for a Tyreal and a good Anc Kepeleke. And the long Paragon grind, really slows past 210 or so, which I'm not that interested in.
I got 2 of the 6 required legendary runes to force the Tyreal, dropped 10 total of all kinds. I could try and finnagle the rest through trade but I'm not sure it's a good way to spend time.
Steam: SanderJK Origin: SanderJK
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surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited October 16
weirdly i got everything to 60 just to mess around with new stuff and things mostly feel pretty samey in practice which is a bit sad. i would love an elimination of many of the %damage aspects and more behavioural / weird ones. the world really doesnt need "damage while you have barrier"
spiritborn for some reason didnt appeal at all. i was bored by level 50 and went back to doing dumb shit on other classes. it just doesnt feel like an interesting thing to mess around with but thats just taste i suppose
the broader range of activities is good, and overall the expansion is definitely a big improvement. runes can (and definitely should) be expanded on - although a rebalance is essential given how they work. at the moment a compression of output is needed across things like runes, aspects and basic skills as playing a class "as intended" is so obviously less rewarding than focusing on secondary properties in many cases it feels wildly off.
but the ACTUAL dub is... NEW DYES
MORE DYES MORE DYES MORE DYES MORE DYES MORE DYES
surrealitycheck on
0
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
also is it not deeply upsetting that the bone golem is not a bone skill
I feel like I might be missing something, but it seems like the only real rewarding thing for me to do right now is 10 phase infernal hordes (t3). It’s the only thing where I see any kind of semiregular ancestral drop, decent xp for paragon, and obducite for incremental power increase from masterworking. Everything else feels like a waste (got all my glyphs to 46 at least until I get the fifth slot opened). Is there another activity that actually rewards anything useful?
When the patch hits, Undercity and the "raid" should be more rewarding.
The most rewarding thing to do purely from a loot perspective, is farming the bosses. This is also the best source of Runes I have found, annoyingly. This may change with the adjustments to Undercity and the "raid."
Moving to T4 would also increase the rewards of the various activities of course.
Your base loop of activies does look like this though:
Hordes for Masterworking mats and possible loot upgrades.
NMD's for masterworking mats and chance for boss summoning mats.
Helltides for chances at loot and boss summoning mats.
Pits for glyph and paragon leveling.
Bosses for your best shot at GA uniques, and for the best chance at Mythics. Specifically Duriel and Andariel.
Undercity / Raid seem to be supplemental for the above and don't slot in stand alone.
Pick your goal you want to work toward, and get to grinding.
HexDex on
If you are reading this add me.
D3: HexDex#1281, PSN: DireOtter, Live: DireOtter
I just unlocked Undercity last night, and have a quest to kill someone in there but in several tries i want able to find them before the time ran out. Do they show up on the map (because i haven't seen them)? Or do i just need to have a faster clear and stumble into them? Will i know i engaged them or do they look like any other elite?
How important is it i do this vs just continuing the campaign of the expansion?
Similarly, should i be taking any time to do helltides/relmwalker/dungeons or just keep plowing the campaign? I did get all the mercs.
Undercity is supposed to be the best place for runes but not sure that's actually working currently.
Raid has unique cosmetics and retemper scrolls, whatever else it might bring to the table. They ought to pack that weekly cache with goodies though since its not like you will be able to spam it.
The dude you need to kill in the Undercity quest is the final boss. So if you timed out, that is why you did not see him. If you clear the Undercity you will kill the boss and complete that step of the quest.
How important any of this is really depends on your goals.
For me, getting the campaign done and out of my quest log so I never had to look at it again was the most important thing. So I focused on finishing the campaign, and then doing all of the mechanics introduction quests that pop up after (which the undercity bit is part of in a way.)
You do not, strictly speaking need to do it "first."
If you want to get to level 60 quickly, then just jamming the helltides (and undercity if you unlock it) is the fastest route to 60, same as it ever was.
Be aware that if you want the ability to skip the campaign on new characters, you need to complete it at least once, just like the vanilla story. It is one and done.
If you are reading this add me.
D3: HexDex#1281, PSN: DireOtter, Live: DireOtter
I just unlocked Undercity last night, and have a quest to kill someone in there but in several tries i want able to find them before the time ran out. Do they show up on the map (because i haven't seen them)? Or do i just need to have a faster clear and stumble into them? Will i know i engaged them or do they look like any other elite?
How important is it i do this vs just continuing the campaign of the expansion?
Similarly, should i be taking any time to do helltides/relmwalker/dungeons or just keep plowing the campaign? I did get all the mercs.
They will show up at the end of the run. You have to clear 3 levels within the time limit, though the final boss fight isn't timed. The various monsters on the way drop attunement (or whatever) which fills the bar on the right side of the screen. The higher the bar, the more rewards you get at the end, though it caps out. Killing monsters with the hourglass icon adds to your time, so it becomes a question of 'can I kill this stuff fast enough that it gives me more time than it takes to kill them?'
So just run through, kill quickly and get to the end point of the floor, repeat, until you reach an arena with a final boss. The game will tell you that time is no longer a concern, you'll know it when you see it.
I'd say enjoy the campaign. If you're still on that, you're probably still levelling up.
As someone who did plow through the campaign, I'd say that dabbling aside in the Helltide and Realmwalker are a good way to change things up, and also a great source of upgrades. Sticking to the campaign alone actually might be harder than necessary. The loot drops are better than they've been in the past, but my wife and I still hit a few struggling points that might've been rounded out with a bit of farming.
That said, the campaign will also send you off to collect grim favours and hit the helltide and whatnot, so I wouldn't commit massive chunks of time to it.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
When the patch hits, Undercity and the "raid" should be more rewarding.
The most rewarding thing to do purely from a loot perspective, is farming the bosses. This is also the best source of Runes I have found, annoyingly. This may change with the adjustments to Undercity and the "raid."
Moving to T4 would also increase the rewards of the various activities of course.
Your base loop of activies does look like this though:
Hordes for Masterworking mats and possible loot upgrades.
NMD's for masterworking mats and chance for boss summoning mats.
Helltides for chances at loot and boss summoning mats.
Pits for glyph and paragon leveling.
Bosses for your best shot at GA uniques, and for the best chance at Mythics. Specifically Duriel and Andariel.
Undercity / Raid seem to be supplemental for the above and don't slot in stand alone.
Pick your goal you want to work toward, and get to grinding.
I haven't done much on bosses, so I'll give that a shot. Definitely working towards t4, but I was really disappointed in the ancestral drop rate 'increase' (ie zero noticeable change for me) from t1 to t3, so I don't have a lot of hope there. Mostly I'm trying for loot upgrades, have ancestrals in most slots but need new boots (running a regular unique) and gloves (have ancestral but bricked the temper, including the second roll; partly because I didn't realize you can only use the scroll once per item). Hordes seem like the only thing where I am getting at least a few ancestrals an hour; I don't need upgrades every time, but when looking at a small number of potential upgrades, not even accounting for trying to actually start looking for double and triple GAs!, there needs to be at least some flow of stuff to look at!
I got a 800 chest with a GA on it that gives a whopping 13 life per 5 seconds. So, you know, a whole 2.6 a second. I don't even have full 750 gear, much less any 800s currently, and my health is at 2.3k.
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
i wish the "your bone mages cast bone spear" meant they cast their own version of your bone spear that wasn't just them triggering your own bone spear
in fact i wish you could just give your bone mages their own slottable core skill to cast so you could make them just do random stuff
the bone splinter/spear mage thing is funny but it really does feel off i can't tweak my minions more as minions... and especially peculiar that basically no necro uniques affect minions at all
I got a 800 chest with a GA on it that gives a whopping 13 life per 5 seconds. So, you know, a whole 2.6 a second. I don't even have full 750 gear, much less any 800s currently, and my health is at 2.3k.
Da fuq are these numbers.
It's weird and I think it's a bug.
Because I've definitely seen like '150 health per 5 seconds' kind of numbers on a single piece, and then on others it's like... 8. It took me by surprise as well, but I salvaged the garbage or re-rolled if it was an otherwise serviceable item.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
You can live the Jacinth Shell life like I have all season, and have your health constantly swing between full and half every second, and then do 1 at the end of most fights.
It's a weird build to play, your cooldowns come up so quickly that you are hammering buttons like never before, you are just about invincible because if how quickly you regen, but when the mobs die you are in trouble. Especially if there's ground effects still going on. I died quite a bit, and it was mostly to '1 archer off screen' and 'puddle of goo'
And the other time you are in trouble is when bosses have immune / dodge phases and you lose all your defensive stacks and can't regen health.
Also a reminder that you can change your ability from mouse1 to another button, and still have move on mouse1. Really important when you need to dodge stuff.
I got a 800 chest with a GA on it that gives a whopping 13 life per 5 seconds. So, you know, a whole 2.6 a second. I don't even have full 750 gear, much less any 800s currently, and my health is at 2.3k.
Da fuq are these numbers.
It's weird and I think it's a bug.
Because I've definitely seen like '150 health per 5 seconds' kind of numbers on a single piece, and then on others it's like... 8. It took me by surprise as well, but I salvaged the garbage or re-rolled if it was an otherwise serviceable item.
Life on hit also seems to have been nuked from orbit. There seems to be a couple of uniques that have it, but it doesn't appear rollable anymore. Used to be my main heal on my minion necro last season!
Posts
cmon lads...
could we just give sorcs some room to put more funny aspects on like the dagger one, i want to not be so blatantly paying a power tax for funny stuff
Admittedly the only not-frost skill on my bar is teleport, so I'm pretty much built to juice these icicles, but it's just bemusing to be running around with skills doing hundreds of damage, and then an ice dagger flicks out from me and does 26k-50k.
PSN: ShogunGunshow
Origin: ShogunGunshow
Yeah, I think I've salvaged only 1 ancestral so far (I'm hording them until my wife and I feel comfortably set in T3/T4, and/or I have so many of them I need to start clearing space). Seems like a bug they should fix, and given that we know they're appear to be pushing out a priority update this week to fix some of the spiritborn evade build shenanigans, maybe it'll get thrown in with that?
Last season it wouldn't have been a big deal. We were drowning in greater affix items. Obviously they're much rarer this time around (though we're also expected to wind up with a good pile of them all the same, given that the seasonal journey expects us to salvage 100 of them in order to 100% it).
The seasonal quest rep grind is substantial, despite only having like 12 tiers. I'm around Paragon 160 and I think I'm on the verge of tier 7. Now, obviously I wasn't running opals all day every day, though I'm a few away from the 'use 25 of them' journey step, so that's a good 10+ hours of them running.
Yes, I'm aware the season is literally a week old. I'm not saying it's too slow to do, especially with more than 3 months left on it. But it does feel slower in contrast with the mother's gift from last season.
I also haven't found anything of note, off the cuff. The final step giving a resplendent spark is probably the only thing I care about, and with the change to how mythics are transmuted, I'm not expecting to kit my character out quite like I did last time.
I wonder if he misread the comment or the original post, or if blizzard does think it is intended behavior.
If I have a 4/8 on an aspect in the codex, and salvage an ancestral legendary with 6/8, I should be able to take that to 7 or 8/8 with either a legendary or ancestral legendary. If they can both drop in Torment, they should both be applicable.
The ancestral version isn't any better other than the greater affix and higher item level.
I wonder how it worked last season? If you salvaged a 1/8 ancestral and then went slumming in WT3, would sacred versions still upgrade it when salvaged?
If not, I'd still think it'd be dumb, but at least it would have been somewhat consistently dumb.
They decided that we shouldn’t be able to hit the lottery and upgrade an aspect too quickly, ok fine, but now there’s weirdness where they should’ve just left it alone.
There could still be something weird going on, but it must be more complex.
Likely people (self included) just jumping onto the first explanation they saw as to why its rather hard to max out the codex this season. (The real reason likey being that only Ancestrals can roll the top quarter of codex values.)
https://youtu.be/HpFkyXt7UaE
Mostly bug fixes, plus buffs to Undercity and the Realmwalker.
"Fixed an issue where Material caches would drop the materials in small amounts over a long period of time. They now drop more quickly in a large pile."
This is a good change.
But also, it was really funny. My wife popped a chest by the tree, ran over to the blacksmith, did some stuff, ran back, and loot was still raining from the sky.
Changes to Realmwalker sound good, although hard to judge how the speed will help the lameness of just following the thing wandering around. Undercity buffs look excellent as well; I was initially confused on why I would even bother with UC at all, but I did a couple runs over the weekend with my friend and its starting to make a little more sense, since I don't think you get any tribute drops anywhere until you finish your first real run. Now I'm starting to see some tribute drops with guaranteed ancestral drops, and it sounds like the patch will improve those things showing up.
After doing a couple torment 3 world bosses and getting nothing but 4-5 regular, non-ancestral legendaries, I am getting a little jaded on the rarity of ancestrals, so anything that rewards a guaranteed ancestral is a-ok in my book.
- Ancestrals have a higher max range than regular legendaries, so a regular legendary item might show as maxed but when you salvage it your codex won't be maxed out.
- 2Hs and amulets have 200% and 150% aspect bonuses respectively. The codex shows the lower unmodified number of the aspect itself.
TLDR, just salvage like always. I did however realize today that Ancestrals are quite a bit better than 750 gear even if you have to enchant away the GA in order to use it, both because of the aspect range and the +50 item level, so don't salvage them willy nilly if you don't have one equipped yet.So let's celebrate by all going out and buying the same burger. -transmet
We got to T2 pretty quickly and I think T3 is totally in our reach, but even with marathon sessions across the weekend, it's only been so long.
I could see a change happening for future seasons that maybe they have ancestrals always spawn aspects in the upper bonus range.
PS the recent update broke mount scaling in torments which is why you immediately get dismounted in T4, yet another example of the horrendous mishmash of spaghetti code under the hood
Can struggle my way through a Pit85, mostly waiting for a Tyreal and a good Anc Kepeleke. And the long Paragon grind, really slows past 210 or so, which I'm not that interested in.
I got 2 of the 6 required legendary runes to force the Tyreal, dropped 10 total of all kinds. I could try and finnagle the rest through trade but I'm not sure it's a good way to spend time.
spiritborn for some reason didnt appeal at all. i was bored by level 50 and went back to doing dumb shit on other classes. it just doesnt feel like an interesting thing to mess around with but thats just taste i suppose
the broader range of activities is good, and overall the expansion is definitely a big improvement. runes can (and definitely should) be expanded on - although a rebalance is essential given how they work. at the moment a compression of output is needed across things like runes, aspects and basic skills as playing a class "as intended" is so obviously less rewarding than focusing on secondary properties in many cases it feels wildly off.
but the ACTUAL dub is... NEW DYES
MORE DYES MORE DYES MORE DYES MORE DYES MORE DYES
i mean cmon he had one job
The most rewarding thing to do purely from a loot perspective, is farming the bosses. This is also the best source of Runes I have found, annoyingly. This may change with the adjustments to Undercity and the "raid."
Moving to T4 would also increase the rewards of the various activities of course.
Your base loop of activies does look like this though:
Hordes for Masterworking mats and possible loot upgrades.
NMD's for masterworking mats and chance for boss summoning mats.
Helltides for chances at loot and boss summoning mats.
Pits for glyph and paragon leveling.
Bosses for your best shot at GA uniques, and for the best chance at Mythics. Specifically Duriel and Andariel.
Undercity / Raid seem to be supplemental for the above and don't slot in stand alone.
Pick your goal you want to work toward, and get to grinding.
D3: HexDex#1281, PSN: DireOtter, Live: DireOtter
How important is it i do this vs just continuing the campaign of the expansion?
Similarly, should i be taking any time to do helltides/relmwalker/dungeons or just keep plowing the campaign? I did get all the mercs.
Raid has unique cosmetics and retemper scrolls, whatever else it might bring to the table. They ought to pack that weekly cache with goodies though since its not like you will be able to spam it.
How important any of this is really depends on your goals.
For me, getting the campaign done and out of my quest log so I never had to look at it again was the most important thing. So I focused on finishing the campaign, and then doing all of the mechanics introduction quests that pop up after (which the undercity bit is part of in a way.)
You do not, strictly speaking need to do it "first."
If you want to get to level 60 quickly, then just jamming the helltides (and undercity if you unlock it) is the fastest route to 60, same as it ever was.
Be aware that if you want the ability to skip the campaign on new characters, you need to complete it at least once, just like the vanilla story. It is one and done.
D3: HexDex#1281, PSN: DireOtter, Live: DireOtter
They will show up at the end of the run. You have to clear 3 levels within the time limit, though the final boss fight isn't timed. The various monsters on the way drop attunement (or whatever) which fills the bar on the right side of the screen. The higher the bar, the more rewards you get at the end, though it caps out. Killing monsters with the hourglass icon adds to your time, so it becomes a question of 'can I kill this stuff fast enough that it gives me more time than it takes to kill them?'
So just run through, kill quickly and get to the end point of the floor, repeat, until you reach an arena with a final boss. The game will tell you that time is no longer a concern, you'll know it when you see it.
I'd say enjoy the campaign. If you're still on that, you're probably still levelling up.
As someone who did plow through the campaign, I'd say that dabbling aside in the Helltide and Realmwalker are a good way to change things up, and also a great source of upgrades. Sticking to the campaign alone actually might be harder than necessary. The loot drops are better than they've been in the past, but my wife and I still hit a few struggling points that might've been rounded out with a bit of farming.
That said, the campaign will also send you off to collect grim favours and hit the helltide and whatnot, so I wouldn't commit massive chunks of time to it.
I haven't done much on bosses, so I'll give that a shot. Definitely working towards t4, but I was really disappointed in the ancestral drop rate 'increase' (ie zero noticeable change for me) from t1 to t3, so I don't have a lot of hope there. Mostly I'm trying for loot upgrades, have ancestrals in most slots but need new boots (running a regular unique) and gloves (have ancestral but bricked the temper, including the second roll; partly because I didn't realize you can only use the scroll once per item). Hordes seem like the only thing where I am getting at least a few ancestrals an hour; I don't need upgrades every time, but when looking at a small number of potential upgrades, not even accounting for trying to actually start looking for double and triple GAs!, there needs to be at least some flow of stuff to look at!
I got a 800 chest with a GA on it that gives a whopping 13 life per 5 seconds. So, you know, a whole 2.6 a second. I don't even have full 750 gear, much less any 800s currently, and my health is at 2.3k.
Da fuq are these numbers.
PSN: ShogunGunshow
Origin: ShogunGunshow
in fact i wish you could just give your bone mages their own slottable core skill to cast so you could make them just do random stuff
the bone splinter/spear mage thing is funny but it really does feel off i can't tweak my minions more as minions... and especially peculiar that basically no necro uniques affect minions at all
It's weird and I think it's a bug.
Because I've definitely seen like '150 health per 5 seconds' kind of numbers on a single piece, and then on others it's like... 8. It took me by surprise as well, but I salvaged the garbage or re-rolled if it was an otherwise serviceable item.
It's a weird build to play, your cooldowns come up so quickly that you are hammering buttons like never before, you are just about invincible because if how quickly you regen, but when the mobs die you are in trouble. Especially if there's ground effects still going on. I died quite a bit, and it was mostly to '1 archer off screen' and 'puddle of goo'
And the other time you are in trouble is when bosses have immune / dodge phases and you lose all your defensive stacks and can't regen health.
Also a reminder that you can change your ability from mouse1 to another button, and still have move on mouse1. Really important when you need to dodge stuff.
Life on hit also seems to have been nuked from orbit. There seems to be a couple of uniques that have it, but it doesn't appear rollable anymore. Used to be my main heal on my minion necro last season!