• Tag Archives Third Person Perspective
  • Elden Ring – Mountaintop of the Giants & Sidequest Areas

    Noskella ended up pretty much the same as Nokron, just with a much easier boss fight. Deeproot Depths, similarly, doesn’t have much of note danger-wise (although the boss fight is tougher since you don’t have access to your horse).

    After those two areas it seemed I’d been worrying for nothing… but then I arrived at the Lake of Rot. This location is extremely unpleasant. Both because of the unavoidable scarlet rot soup you have to wade through (which will trigger rot in ~10 seconds even if you’re in full mushroom gear with double Immunity talismans) and because the enemies hit quite hard. The area’s pretty small though and the Dragonkin boss can at least be drawn over to the cliffside where you can safety pelt it with ranged attacks from above (good luck fighting the Tree Spirit though; I ended up skipping it).

    The last sidequest location at this point happened to be that formerly unreachable plateau in southwest Liurnia. Not much up there really besides a pretty nasty evergaol fight. That one took awhile, though not as long as the Crucible Knight one since at least this enemy could be easily staggered.

    Once all that was done I was level 121 (Vig 40, End 25, Str 12, Dex 50, Fai 23, Arc 30) with Reduvia +9, Great Knife +20, Eleonora’s Poleblade +8, Nightrider Flail +20, Serpent Bow +8, Dragon Communion Seal +7, Mimic Ashes +10, Fanged Imp/Greatshield Ashes +9, and Ancestral Follower/Jellyfish Ashes +8.

    Now it was time to tackle the Mountaintop of the Giants, which I’d heard was where the game took a nosedive. Personally I don’t see it. The area’s pretty unique and apart from the oddity of seeing a bunch of enemies from Caelid here nothing felt particularly phoned in. In terms of danger the only location that stands out is Castle Sol, which features spectral versions of those windy knights found in Stormveil. The boss fight features them as well and stalled my progress for some time (Greatshield summon reliably distracts the shield knight and boss, but the twin-greatsword knight kept murdering me).

    Once the Fire Giant fell (don’t see why anyone would have trouble with him, he’s just a 2-legged dragon) I was level 131 (End 30, Arc 35) and now using Rivers of Blood +9, Wakizashi +23, Dragon Communion Seal +9, Mimic Ashes +10, and Fanged Imp/Greatshield/Ancestral Follower Ashes +9.

    After a quick trip to kill Rykard (who is in fact quite hard for a melee character if you don’t use the special spear it wants you to use) and before moving on to the the penultimate area, there was one more sidequest location to visit: The Consecrated Snowfield, which in turn allows access to Mohgwyn Palace and the Haligtree.

    The snowfield comes across very much like a DLC area with all the endgame materials strewn about alongside the bizarre palette-swapped bosses. It’s pretty bad and half-assed really. Surprisingly not all that dangerous though so long as you don’t try to fight everything you come across head-on (or at all in some cases). Mohgwyn Palace meanwhile is extremely dangerous since its basic enemies hit quite hard and the giant crows in particular will chase you forever. Fantastic place to grind for Runes though, if that’s your thing.

    With those cleared it was finally time to visit the Haligtree. Heard lots of horror stories about this location… and it absolutely lives up to them. This is just a real dangerous location all-around, whose only saving grace is that most of the trash mobs are easy to kill. The boss in particular is nastier than most in that she can both heal-on-hit and has a brutal 3-second, staggered, multi-hit combo that will basically kill you if any part of it connects. Allegedly there’s a fancy way to dodge this with 100% reliability… but you’d need bullet-hell reflexes to pull it off in the given timeframe. Better to have her use it on your spirit summon, or hit her with a Freezing Pot when she starts floating, instead.

    Then the second phase starts.

    She gets her health back and starts off with a meteor strike that, incongruously, you have to run toward to avoid. After that it pretty much plays out the same as before, except she might do one of several instant-kill moves after floating upward. It’s real unpleasant overall. Took about 10 or so tries to beat her at level 156 (Vig 60, Arc 40) with Mimic Ashes +10, Rivers of Blood +10, Wakizashi (Arcane) +25, Dragon Communion Seal +10, Swarm of Flies, and Freezing Pot & Raw Meat Dumpling on my item wheel. Also had Nightrider Flail +25, Serpent Bow +10, and Fanged Imp/Ancestral Follower Ashes +10 by that point.

    All that’s left now is Farum Azula and the final boss rush.


  • Elden Ring – Alteus Plateau & Leyndell

    After clearing Nokron, which took a surprisingly long time thanks to the dual Gargoyle boss fight (ended up having to trick the first one into jumping off the waterfall edge right next to the entrance), the next stop was the Alteus Plateau/Mt. Gelmir area.

    These two areas are basically one and are overall quite a bit easier than Caelid. The strange thing is that to get here properly though, you have to either pick up the Medallion half from Caelid’s Fort Faroth, or defeat a Magma Wyrm boss tougher than the Gael Tunnel version. The only things really worth noting about this area, difficulty-wise, are the Full-Grown Fallingstar Beast (which is tricky since the battle takes place on a mountaintop) and the Shaded Castle location… although I did skip Rykard for quest-related reasons.

    I also ended up killing that previously skipped Crystalian trio while finishing Sellen‘s quest. Mimic Ashes +7 with Nightrider Flail +13 was enough, particularly after I realized that the mage could be backstabbed to interrupt its spells. When all that was said and done I was level 102 (Vig 39, End 25, Str 12, Dex 50, Fai 15, Arc 20) with Reduvia +9, Great Knife +17, Eleonora’s Poleblade +6, Nightrider Flail +14, Serpent Bow +6, and Fanged Imp/Jellyfish/Ancestral Follower Ashes +7.

    Leyndell was up next since I’d assumed it would be easier than the Noskella or Deeproot Depths sidequest locations.

    There isn’t much of note in the outskirts besides the dual Crucible Knight boss fight. Notable mostly because it was far easier than I thought it’d be: Summoned the Greatshield Soldiers and Rotten Breathed them mostly to death on the first try.

    Inside the city proper (which is lain out similar to a legacy dungeon) there’s quite a bit to discover, but nothing all that challenging to defeat as far as combat goes. The challenge here mostly lies in both not getting lost and completing a platforming puzzle in the Subterranean Shunning-Grounds if you want a particular ending. Was level 113 (Vig 40, Fai 20, Arc 25) at the end of it all with the following upgrades over the previously listed equipment: Great Knife +20, Eleonora’s Poleblade +7, Nightrider Flail +17, Fanged Imp/Greatshield Ashes +9, and Mimic/Ancestral Follower/Jellyfish Ashes +8.

    So now I’m on my way to (hopefully) clear out those aforementioned sidequest areas before heading through the Forbidden Lands.


  • Elden Ring – Liurnia & Caelid

    Liurnia turned out to be a pretty easy area with no difficult enemies of note, though I also ended up having to clear Siofra River since I accidentally skipped it earlier. Which turned out to be a fortunate occurrence since there are some pretty nasty ancestral spirits infesting that area. Anyway, after clearing everything but the Divine Tower and southwestern plateau (both of which are tied to a later quest) I was level 63 (Vig 19, End 25, Str 12, Dex 31, Fai 15, Arc 20) and still using the Reduvia/Great Knife combo (+3 and +11 at the time).

    Next up was Caelid, which is a noticeable spike in difficulty. Quite a number of nasty enemies here. The stand-outs being the Crystalian trio in Sellia Hideaway (which I decided to skip since they don’t drop anything useful to me and I had no good summons that did strike damage) and Black Blade Kindred in front of the Bestial Sanctum (had to ultimately use Skeletal Militiamen +4 as a semi-renewable decoy). Apparently Radahn was much harder in earlier versions of the game, but as of v1.03.2 at least his difficulty is roughly on par with the two previous Grand Rune holders.

    At the time of his defeat I was level 87 (Vig 31, End 25, Str 12, Dex 43, Fai 15, Arc 20) with: Reduvia +6, Great Knife +15, Eleonora’s Poleblade +5, & Nightrider Flail +12. Since then I’ve cleared the few remaining Caelid areas (besides those Crystalians) and have started exploring Nokron.

    While I don’t dislike the game at this point, it as yet hasn’t done anything to change my initial impression. So… it’s okayish as something to intermittently play while taking breaks to do other stuff.


  • Elden Ring – Legacy Dungeon

    Just cleared the first of the game‘s Legacy Dungeons (Stormveil Castle), two of which apparently have to be completed in order to beat the game.

    Did it at level 45 (17 Vig, 25 End, 12 Str, 22 Dex, 15 Arc) after having cleared the rest of Limgrave (aside from the Divine Tower) and all of the Weeping Peninsula. Dual-wielded Reduvia +2 and Great Knife +6 for the majority of the dungeon, with a bit of help from the Serpent Bow to peel stragglers off the bigger packs. It took a surprisingly long time but the only really difficult parts were not getting lost and dealing with the murder birds. Though I guess the knights with their apparently unstoppable windy homing attack combo were also pretty nasty.

    The Tree Spirit in the basement would have been hard if I hadn’t already defeated the tougher version in the Fringefolk Hero’s Grave. Neither of them hold a candle to the Crucible Knight however, who is easily the toughest enemy you’ll find in these first two zones. I ended up having to use the Spear +7 a certain NPC drops to finally beat him (the range on the charged attack is perfect for hitting him after a roll) since he’s immune to Bleed and poison arrows weren’t doing anything… besides being blocked more often than not.

    Apart from the stuff noted above, another key offensive item is the Fanged Imp Ashes I chose as a starting item. Choosing them was the best decision I’ve ever made blind. There’s two of them, they dodge, are resistant/immune to poison, have a ranged attack, and cause Bleed. Just incredibly powerful against single targets and great for evening the field against multiple targets. That said, I’ve also used the Jellyfish Ashes against the Erdtree Avatar and the Rotten Stray Ashes against that aforementioned Fringefolk boss battle.

    Now to clear Liumia next, where there’s apparently an insanely overpowered weapon waiting in one of dungeons. Which will be nice to have the next time I run into another Crucible Knight situation.


  • Elden Ring – First Impressions

    With the whole ‘open world’ thing I was kind of hoping that this was going to be more like Dragon’s Dogma than a classic Souls game.

    It’s not. It’s extremely Dark Souls in terms of gameplay (albeit with Sekiro‘s stealth system), which I consider notably inferior balance-wise to DD. The exploration/discovery aspects on the other hand are far, far better. Exploring the various nooks and crannies of the map actually feels legitimately rewarding, with plenty of unique or unusual things to find scattered about… which puts me in a bit of a bind.

    I want to keep playing to collect stuff, but don’t really want to deal with bullshit enemies or the ‘dodge 10 attacks, strike once or twice’ style of boss fight the game seems especially fond of. Well, I’ll play it by ear I guess with a focus toward a Dex/Arcane build targeted toward weapons like Eleonora’s Poleblade, Rivers of Blood, Reduvia, Ripple Blade, and the Serpent Bow.

    Some extremely important things to do right at the start which aren’t immediately obvious:

    – Clearing the Tutorial area rewards a gesture.
    – Once you get outside, head north to find a ruined church.
    – Inside is a merchant and a weapon upgrade location.
    – Follow the road northeast to reach Gate Ruins (the small cross on your map).
    – Activate a save point just north of it to unlock the leveling system and horse riding.
    – Clear the ruins to find a map and an item which unlocks the weapon enchantment system.
    – Farm levels/Smith Stones if you want, then rest until nightfall and warp back to the church.
    – A new NPC will be there who’ll unlock the spirit summoning system.

    Now all the basics are available to explore as you please.


  • A Few Games

    Atelier Sophie 2 ~The Alchemist of the Mysterious Dream~ – Gameplay-wise there wasn’t any issue, it’s exactly what you’d expect from the franchise in terms of gathering/crafting and the combat is basically the same as the first Sophie game. The problem is the visuals; everything is very zoomed-in to the point I kind of felt like I was playing an emulated N64 game.

    Bravely Default II – This game, meanwhile, has a decent field of vision but unfortunately suffers from incredibly dumb character behavior. Ended up shutting it off in disgust mid-cutscene.

    Ys IX: Monstrum Nox – Chronologically taking place after the earlier Ys games (Dogi lookin’ real old) this one also features some dumb character behavior. Not enough to be a deal killer on its own, but when combined with the lack of environmental variety (you’re trapped in a single town and its subterranean tunnels) certainly starts tipping the scales in the wrong direction. A bigger issue personally however is the combat; it’s extremely fast-paced and heavy on enemy numbers. To the point where Flash Guard/Dodge can’t really be used strategically in non-boss fights and you’re often reduced to just button-mashing to clear everything out.

    Partway through the third chapter at the moment and unsure I want to bother pressing on. Think I’m going to take a break to poke at Elden Ring for a bit instead, maybe if I bounce off that game like I did Sekiro and the original Dark Souls (while I’m fond of Souls-like games, actual Souls games tend to just feel clunky to me) I’ll give it a second chance.


  • FINAL FANTASY XIV – ENDWALKER

    Endwalker turned out to be a remarkably solid overall addition to the game. Right up there with Heavensward narratively and mechanically more or less equivalent to Shadowbringers.

    They have found new ways to waste your time though, mainly in the form of escort quests that prevent you from using mounts or teleporting while said quest is active. Fortunately you don’t have to ever worry about the NPC’s health in those quests. Experience-wise the main questline alone gives just enough to get a character from level 80 to level 90, though leveling others will take some time. While I’ve maxed out my crafting and gathering classes, only RDM and BLM are at 90 (with most of the others at 81) even after doing all the sidequests.

    As for the new classes:

    Reaper, though it ~vaguely~ resembles Dragoon with its focus on switching from side to back positionals interspersed with instant attacks, feels very much like it’s own new thing. It’s a very fluid combat experience and not overly complex.

    Sage meanwhile just comes across like Scholar 2.0. Instead of a fairy that indiscriminately heals, there’s a modal that heals your chosen target every time you deal damage. The rest is basically the same, though with a bit more focus on flat damage mitigation rather than shield strength.

    And then there’s Summoner, which got overhauled so heavily it’s basically a new class. You no longer have an autonomous pet which attacks on its own, but rather one that just sits there and does nothing but enable the use of a couple of your abilities. The class also no longer has access to any damage-over-time abilities. So what exactly does it do now? Well, first you cast a buff, then when that runs out you can use a summon as a one-off attack which then unlocks the use of additional summon-themed attacks. Ruby does the most damage but has a cast time, Topaz does normal damage with no cast time, and Emerald does the least damage with no cast time and half cooldown.

    It’s become a very simple, and admittedly somewhat boring class to play. But even if you don’t decide to play it yourself, you should absolutely use the /petsize “All” “Small” text command to avoid being blinded by summon effects.


  • FINAL FANTASY XIV – Eureka Update

    With the release of Endwalker imminent (~20 hours away for those with early access) I’ve been spending the last 3 weeks or so re-acquainting myself with the game.

    Originally this meant completing Eureka with my first character, which I had skipped, but that only ended up taking a week. Turns out you can level quite fast by just showing up at any monster spawn, not dissimilar to the Bozja experience. Wasn’t able to do any Arsenal runs though since that character happened to be located on the Crystal data center, whose BA instances are completely controlled by a Discord group. Everyone else refuses to enter the place.

    So I’ll have to wait for a server visitation option to get added to the game before I can clear that.

    The next week was spent loitering in Eureka to make a few million gil selling expensive (and very rare) monster drops and loot boxes. The Tracker site ended up a true godsend for that goal. Partway through though I started thinking about how Shadowbringers has a bit of quest development locked behind completing all 4 role questlines; none of my existing characters met the requirements to accomplish that since they all had their own job-exclusive themes.

    Basically there were two options: Either level some of the ignored jobs on one or more of the existing characters, or create a 4th character. I originally went with the latter both because I like the whole ‘progression’ experience and I wanted a character on a non-North American server (all three NA data centers had recently gone down twice). But on this last day I also decided to go with the first option as well.

    Which meant raising Gladiator and Archer on my Soul of Magic (who will also pick up the new Sage and Reaper classes). Why Reaper? Because the preliminary EW patch notes mention that it’ll have five sets of role-specific questlines. So I’ll need a melee physical DPS class to see its bonus story bits.

    Future plans then include raising Arcanist and Machinist on my Tank-specialist, and Gunbreaker, Red Mage, and Sage on my ranged DPS specialist. Finally, the most recently created character will raise Astrologian, Dark Knight, and Reaper (no ranged physical DPS though because none of them even remotely fit their theme).

    Doing all that should take a great deal of time. Theoretical far-future plans include ~maybe~ raising Fisher on the SoM to see all the crafting-related role quests and creating a 5th character on the upcoming Oceanic data center (if the connection strength ends up too weak I’ll go with the European Light data center instead).


  • Pathfinder: WRATH of the RIGHTEOUS – Conclusion

    The game‘s fifth chapter is essentially just an extension of the third (with roughly the same amount of content as the previous chapter), while the sixth consists solely of the final dungeon.

    Nothing much to say about that 5th chapter really besides that it’s notably easier than the 4th and doesn’t have the same lack of direction as the 3rd. Also, at this time, nearly all of the items that should be dropped by the various demon armies… aren’t dropping. The final dungeon meanwhile is significantly better than Kingmaker’s in the respect that it’s both short and straight-forward, but equivalent in that you’ll run into some incredibly annoying enemies.

    This first complete playthrough went Lich and aimed for (and got) the Ascension ending. The Lich’s final chapter events are weird and somewhat disconnected/unfinished, but the path’s ability progression and army management aspects are solid. The special ending by contrast wraps up quite a number of dangling plot threads, but could do with being a little less impossible to achieve naturally (simply having the Stargazer decree completion text actually mention the date range would probably be enough). Also not thrilled how there’s an automatic 5-minute timeskip between the normal final boss and the Ascension bosses with no opportunity given to prepare for the second fight.

    With that out of the way any future playthroughs will no longer have to worry about time constraints. I did however miss out on getting the ‘Sadistic Game Design‘ achievement due to an unfortunately necessary companion respec back in the 4th chapter. Meaning I’m not quite done with avoiding resting like the plague and clearing sidequest areas with an exhausted party.

    Next up are simultaneous Angel/Demon playthroughs to flesh out the exploration/area listing I’m writing up that will be similar to the one I did for Kingmaker. Then hopefully on to finishing the Aeon playthrough that’s been languishing at the start of Chapter 3 before tackling the remaining mythic paths (probably doubling up on Trickster for Swarm, Azata for Gold Dragon, Aeon for Devil, and either Angel or Lich for Legend).


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter IV

    WotR‘s fourth chapter is the equivalent of Baldur’s Gate II‘s visit to the Underdark. You leave the kingdom management behind for a more standard RPG experience in a tiered cityscape.

    Size-wise it’s about the same as the Prologue combined with Chapter I, and stands out mostly for some prominent difficulty spikes. You’ll have streetside encounters with spell-happy or insanely overleveled demons and quest-related encounters with overbuffed enemy after overbuffed enemy. It’s pretty unpleasant all things considered.

    The other main feature of this chapter is the actual area itself. Instead of having a static map the buildings will change position based on which way your camera is rotated. Personally I thought this was pretty cool, but there are more than a few who seem to find it infuriating. More unambiguously annoying is that the game expects you at this point to have someone who can repeatedly cast Dimension Door to reach all the otherwise inaccessible rooftops. Usually you’ll find loot (often pretty damn good loot), though in one case there’s a battle with random enemies and in another there’s a superboss.

    Honestly I found the entire experience draining and can’t wait to get back the world map so I can start moving my armies around again.