Increased Item Rarity is an affix that is often overlooked or passed over entirely on trade leagues. That said, certain aspects of Magic Find - such as Rarity - may have greater impact on SSF than Trade Leagues, making it a nice bonus. Increased Item RarityĪs a general rule of thumb, clear speed and power are far more important in SSF than Magic Find, and you should never sacrifice the former in favor of the latter on league start. That can be a springboard through the early part of the end-game or allow you to level new builds with ease. ![]() Many powerful Uniques can be reliably farmed through Divination Cards, such as Tabula Rasa in several hours in the Blood Aqueducts in Act IX, allowing you early access to a 6-Link if needed. If you are too ambitious with your choice of build too early, you might find that your character is really struggling which can lead to a miserable experience. You want your build to be strong enough out of the gate that you are actually enjoying farming the content, clearing maps and progressing deeper into the end game. Having a fixed and powerful starting point for your build is the most important part of enjoying Solo Self-Found. Instead of having a fixed endpoint as a goal, it can be advantageous to find several viable builds within your chosen Class or Ascendancy that you can then re-spec or retrofit your build towards, should you find one of the necessary items. Unlike so-called “Trade Leagues”, where you often begin a build with an endpoint in mind, it is generally better to choose a build (when League Starting) that has a strong start point for the end-game and mapping. – Greater challenge - goes, either way, depending on the player Choosing a Build for Solo Self-FoundĪ lot goes into choosing a build for any league, but it is of particular importance for Solo Self-Found due to your reliance on your own finds. – “Slower” game experience - progress through the end-game takes longer (this is a Pro for some players) ![]() – Requires greater knowledge to effectively execute + Greater challenge - goes, either way, depending on the player Cons + Currency can be used for crafting a lot more often + More well-rounded game experience as you are forced to employ many of the game’s systems that trading eliminates + Encourages picking up items and currencies that are often skipped in trade leagues While it may not be suited to everyone’s taste, all players should give it a try at least once. Overall, Solo Self-Found is an experience that is far removed from the standard affairs offered in a trade league. ![]() In some cases, finding a really rare Unique or a powerful Rare allow you to create an all-new build you might not have otherwise been able to execute, which is a novel and exciting experience as well. You may be able to make these builds work later on your journey, but be prepared to play an alternate build that has easier to acquire items or is able to get the items in a later stage. This means that builds with specific items are not advised to start with. On the other hand, you have less build diversity and freedom on Solo Self-Found, as you can only use items you find or create yourself. For starters, there is no bothersome crawling through trade platforms, spamming whispers to players, hoping to buy their items, while they mysteriously refuse to reply. If you have never tried Solo Self-Found before, it is an extremely unique experience when contrasted with the more popular “trade leagues”. Many players consider Solo Self-Found the “purest” way to play the game - no trading, more emphasis on crafting, with nothing to distract you from the game itself.
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