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Ironman in NM: Terminal Report

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royls@telus.net - 27 Sep 2004 09:08 GMT
Destroyer TrapperJoan entered the NM Rogue Camp at 36 with a few
pretty nice items:

Mahim-Oak Curio
personalized (;^) and pdiamonded Bverritt Keep
Rockfleece
a nice rare blade talon from Baal with 100% monster flee

But also some not-so-nice items:

a so-so self-repairing rare bone helm
one ring from Ormus -- and the other was even worse
junky gloves, belt and boots, except for a pair of low-dur Cleglaw's
gloves saved for special occasions.

And a very full inventory and stash:

full complement of gems
runes including what Qualkhek gave her, plus a Sol from the Forge and
an assortment of lower ones for crafting
about a dozen full rejuvs
a dozen hp and resistance charms
one TP tome and two ID tomes

Her primary attacks were LS and Venomed BF to make corpses, followed
by DS.  The SW was a very capable tank in almost all situations, even
though still a pre-teen.  Usually she was set to lay either LSes or
DSes.

Act 1 went easily, as the 100% MF blade talon kept almost everything
at a safe distance.  The long haul from Cold Plains to Outer Cloister
took four hours, the rest was done in shorter sessions.  Andy was a
bit rambunctious, but no real problem at clvl 42.  Drops were junk,
but by far the worst part was lack of inventory and stash space:
constantly having to unpack and repack the cube when working up gems,
runes, and rejuvs was incredibly annoying.  Tried a bit of crafting,
and ended up using crafted belt and gloves.  Keeping charms from
overwhelming my inventory space was a minor issue.  Somewhat
surprisingly, ID was never an issue at all, and I didn't even bother
saving up items for the free Cain ID at the end of Act 1.  Found a
third ID tome in the Barracks, but decided I didn't need and didn't
even have room for it.

Act 2 was also uneventful, but the drops improved: A two-hole circlet
dropped almost as soon as I walked out into the desert, so I made Lore
to replace the self-repairing bone helm (which had little else to
recommend it).  Not sure if that was such a great idea, but the 30 LR,
7 damage reduced and +1 all skills seemed worth the Sol.  Around the
same time, I completed my collection of 20+ resistance jewels covering
all three elements, so I was on the lookout for a three-hole hat to
replace the circlet when it wore out or I got to Hell, whichever came
first (never did find a three-hole hat, so those three jewels just
occupied three inventory spaces for nothing).  The desert areas were a
long haul too, taking five hours to complete.  Creeping Feature
dropped a Sureshrill Frost, which replaced the blade talon (big cold
damage and CBF being IMO better than 100% MF), and a few minutes
later, a Bonesnap popped out of a chest.  Woot!  40% CB would make
short work of high-hp bosses, even though I'd have no shield when
BFing them.  This was confirmed when Duriel went down to a
Bonesnapping BF in under a minute, with no trips to town needed.
Victorious at around clvl 50, TrapperJoan burned a Ral to repair her
Rockfleece, and boarded Meshif's tub for Kurast.

The jungles began to be slightly more difficult going for TrapperJoan,
especially poison attacks by spider bosses.  She didn't have the space
to stock up antidote potions, and in many cases the poison lasted
several minutes.  This is a design error in the game: such long poison
duration has no effect on anyone but ironmen, and for us it is nothing
but a royal PITA.  I couldn't chug reds, so if there was no well in
the area or I had already used the well, I had little choice but to go
and hang around the Kurast Docks, hitting on the sarong-clad cuties
(who not surprisingly were rather put off by my bright green
complexion) and discussing obscure trap techniques with Natalya (Ormus
means well, but let's face it: he's a sententious old bore) until the
poison wore off and the regen belt had time to refill the red ball.

Ran into a nasty XF spider boss in one of the abandoned temples in
Upper Kurast.  He seemed to be able to despatch my level 12 SW almost
instantly, and I never was able to read all his mods.  Had to do him
with LS alone.  He dropped me another Rockfleece, but with less dur
than the one I had just repaired, so I left it on the floor.  I was
finding a tremendous number of ID scrolls in the Kurast areas, and my
inventory of them peaked at 46!  Heck with it.  I wasn't IDing that
much stuff any more, mostly jewelry and charms, so I just tossed all
the ID that didn't fit in my two tomes.  Which felt rather weird, but
what could I do?  Toss full purples?

The rest of Act 3 was uneventful.  The Council was not too difficult,
though there were a few nasty moments when combined attacks had me
down to about 1/10 max hp.  The CBF on the Sureshrill helped
tremendously in dealing with cantor blizzards.  The Durance was huge,
of course, and wouldn't you know, the stairs down were just a few
steps from the stairs up, but I cleared the whole level before finding
them.  No matter: I had to clear it all anyway.  It was just annoying.
Woke Meph and then retreated to BF him from across the moat, taking
him down quickly with the Bonesnap's 40% CB.  No sweat, and only had
to recast the SW about a dozen times to keep him occupied.  His drops
all sucked, but I knew I'd already had my share of good ones.  On to
the Pandy Fort at clvl 54.

Act 4 was also no problem.  The Bonesnap took down Izzy, and the
Sureshrill Frost easily took down everything else up to the RoF.
Tearhaunch boots dropped from a balrog boss, which solved my footwear
problem for a while.  Heyphatso talked a good fight, as usual, but
when I TP trapped him in one of those little rectangular flagstoned
areas and BFed him with the Bonesnap from across the ditch, he soon
howled and coughed up the hammer.  The Forge was bery, bery good to
me, and yielded an Io!  Woot!  That would let me make Black as soon as
I found a decent three-hole, one-handed mace: 40% CB, cold damage and
knockback on a one-hander!  IMO Black is one of the most under-rated
rune words in the game, considering how easy it is to make, and how
powerful it is against high-hp bosses.

I'd been crafting belts and gloves with just about every junk jewel I
found, but never got anything with good resistances.  The pdiamonded
Bverritt Keep was not going to be giving me the level of res I was
going to need in Hell, so about this time I started looking for a good
three-hole shield with high blocking to receive my by-now-excessive
inventory of pdiamonds.  That made three three-hole items on my
have-to-have list: a hat for the three nice res jewels, a one-handed
mace to Blacken, and a shield for pdiamonds.

Clearing the Chaos Sanc was fairly trivial with DS.  However, the
Infector had put a scare into me in Normal, so I took the precaution
of carefully paving his spawn area with corpses, and not blowing any
of them up.  Then when all was in readiness, I popped five DSes on the
mess and called down the thunder.  Five seconds later I peeped around
the corner, and no more Infector's gang.  He was still there, with
about 1/10 of his hp left, but my SW tanked him and he went down to
the mighty Bonesnap BF.  Earthquake time again, so I slipped on the
Cleglaw gloves and went to face Mr. D.  The SW tanked him like a
champ, with recasts needed only about every five seconds, and the
amazing Bonesnap BF took him down in about a minute.  Got stuck in his
bone cage once, but the Bonesnap made short work of that, too (like,
duh!).  No sweat at clvl 57.

NM Diablo had been so easy to kill, I was now starting to think in
terms of ironman guardians.  Act 5 did not seem like much of a
challenge, either, as I was still leveling well and the drops kept
coming.  Dac Farren gave me a pair of Frosties that made mana pretty
much a non-issue, and some fat guy with a whip in the Arreat Plateau
dropped a perfect +30 res all ammy to replace my Mahim-Oak Curio when
it was time to go to Hell.  Shenk bowed to DS in a few seconds and
dropped his usual junk, but I found a three-hole superior tower shield
near him, and while it didn't give a lot of defense, it did give 49%
blocking.  So to free up some space and resistance room, I ditched the
Bverritt Keep and stuck 3 pdiamonds in the tower shield.  With that
on, all her elemental resistances were at 75, even without Fade.

Anya's rescue went off without a hitch, despite the presence of gloams
in the FR: with carefully planned deployment, LS followed by DS is
very powerful anywhere non-LI monsters are plentiful.  I picked up an
ethereal 3-hole jagged star in the CP, so I was ready to make my Black
mace, even though I kept it in reserve almost until I reached the
summit, just in case something better dropped (of course, a 3-hole
tyrant club dropped about a minute after I Blackened the jstar, but it
wasn't much better because the jstar was eth).

The Halls of Anguish and Pain were no problem, but I was feeling
nervous as I stepped down the stairs into the Halls of Vaught to beard
Nihlathak in his den.  Needn't have worried: kept popping DSes as I
slowly cleared his little bachelor suite, and suddenly it was music
time.  Never even got a chance to sneer contemptuously at his "we bad"
spiel.

Back into the ice caves, heading for the summit.  Ran into a double
boss pack of XF lightning-immune cursed and convicted tainteds in the
Icy Cellar that took about 10 minutes to defeat, but TrapperJoan was
never in real danger.  Not sure it would have been possible to beat
them if they'd been near the entrance, though, instead of trapped on
the other side of some ice.

Then it was out onto the summit, wishing I could just, you know, enjoy
the view for a while.  The Ancients are usually by far the hardest
barrier for ironmen to deal with, as they must normally be dispatched
on the first try: even if you respawn them by TPing to town, you have
no way to replace any pots you use before leaving.  I had 28 full
purples saved up for the occasion, and dropped 12 on the ground, with
the rest in my belt.  Checked clvl (63), equipped the tower shield and
Black jagged star, and activated the altar.

The mods did not look too bad, and I immediately went after Korlic,
who is generally the most dangerous of the three.  He had only one
mod, Holy Freeze.  If I was to have any chance against the others, I
knew I had to take him out first, and fast.  Unfortunately, the damned
HF meant it was almost impossible to get away from him or avoid any of
their attacks, and the other two were definitely on my case.  The SW
was tanking well, so I let Korlic have it with BF and started quaffing
purples as needed.  But something was wrong, because Korlic's hp bar
was barely budging.  After about a minute of solid attacks with a
supposed 40% CB, his hp bar was still not even halfway down, and my
belt full of purples was almost gone.  I broke off the attack, plodded
with agonizing slowness through syrup back toward the summit entrance
and picked up my dropped purples, recast the SW and went back into the
fight.  But it was no use.  The CB BF that had toasted Diablo so
easily was simply not hurting Korlic, and his Holy Freeze meant there
was no way to run or fight it out tactically.  Purples gone; deeds.
TrapperJoan was just not worthy of Mount Arreat's secrets.

Holy Freeze was certainly a nasty aura for Korlic to spawn with, so
maybe I should have reset the old guys instead of trying to fight it
out.  In the confined space of the summit, with no way to get away
from the aura long enough to BF effectively, it was definitely going
to be a tough fight.  But I believe if the CB had worked I could have
done it, and I can't figure out why Korlic was apparently immune to
it.  Anyone have any ideas on that?

Looking back on this project, there were a few things I could have
done better: I wasted some skill points in Fade, which I never really
had to use, and might not even have needed at more than level 1 in
Hell, because my resistance items were so good by late NM.  I also put
one extra point in BoS and one in TS (brain spike, what can I say?).
All those could have gone into LS/DS.  Maybe it would have been better
to leave Venom alone and put more ponts into the traps?  But then
lightning immunes in Hell would be a bigger problem, and
physical/lightning immunes an even bigger problem.

Tactically, maybe I'd have done better on the summit just piling on
the LSes and forgetting BF once it became clear Korlic was CB immune.
I'm quite sure that if I'd got past the Ancients, I would not have had
much trouble finishing NM and most of Hell.  I was able to do
significant amounts of lightning, physical, poison and fire damage
(CE), and even some cold damage to slow the monsters down.  Barring a
stair trap or something of the kind, only Duriel, Nilly and the
Ancients seemed to promise TrapperJoan really daunting challenges in
Hell, and maybe not even Nilly.

As for the ironman experience in general, the high level of difficulty
was mostly a lot of fun except for the storage space problem, which
was just intensely annoying.  Given Blizzard's idiocy in not making
the stash 10x10, SP ironmen really need to be able to mule.  MP
ironman teams should probably also be allowed to take along a mule;
otherwise crucial gems, runes, craftables, etc. could be lost if the
char holding them dies.

IMO some provision should be made in the ironman rules to allow use of
mercs after the first one dies (maybe just allowing one hire after
doing the merc quests in Acts 1, 3 and 5, and no resurrections?), and
to handle re-entry of areas in realm games that blow away, without
allowing indefinite re-clears for xp and pots (maybe a max clvl limit
for each act?).  I had been concerned at the beginning that my
progress through the difficulties would be too fast, and I'd get
beyond the optimum xp area and start falling behind in clvl in a
vicious circle.  That did not happen.  Indeed, by clearing every area
of every monster, I was almost always one act behind the optimum xp
area for my clvl, and was on track to finish NM at around 66, which is
certainly a little old even for SP.

Next?  I would definitely be up for an ironman team project on the
realms.  Failing that, I might try another ironman build in SP.  I've
tried summoner and trapper in 1.10, maybe it's time to try something
else: hammerdins are strong now, but without a party or minions, their
auras are half wasted; meteorb sorcs can kill easily, but also die
easily.  Throwers are out, as there is no way to replenish their
weapons.  Bowazons are weak against act bosses without top gear, while
shapeshifters, concentrate/berserk barbs and other meleers need weapon
repairs too often.

It's not easy to plan a viable ironman build.  Ironmen need to start
out with strategies in place to kill all monsters and complete all
quests, especially the Ancients because ironmen can't just go out and
earn more rejuvs.  Any build suggestions?

-- Roy L
short - 27 Sep 2004 13:24 GMT
> Destroyer TrapperJoan entered the NM Rogue Camp at 36 with a few
> pretty nice items:
[quoted text clipped - 5 lines]
>
> But also some not-so-nice items:

<snipered>

> Next?  I would definitely be up for an ironman team project on the
> realms.  Failing that, I might try another ironman build in SP.  I've
[quoted text clipped - 12 lines]
>
> -- Roy L

Nice report!!

Have you tried a max Block sorc yet?  My Meteorb Sorc (really used Fireball
though) had max Block, and she was fairly durable.

Other than that, a FrenzyBarb or a RangerPally might be fun.

short
Mark - 27 Sep 2004 13:52 GMT
Nice report and a commendable effort.

I tried Ironman and found the stash space limitations combined with the
stuff disappearing from the ground to be a real fun killer. I spent more
time at inventory management than actually playing, and that just wasn't
enjoyable for me. maybe if you used an ATMA's stash to store everything you
wanted (to simulate D1 Ironman) it might be better. But I have no interest
in giving it another try as it is.

I think if you're going to make another attempt you need to have a character
with a minion (Assn, Druid, Necro or Zon). The merc will die most likely
somewhere in normal (Diablo most likely), and if you have to go it alone I
just don't see it being possible. Particularly with the Ancients where you
have nothing to distract them and must deal with all three at once.

Regards-
Mark

Bongo-Fury
Orchid - 28 Sep 2004 07:43 GMT
> Destroyer TrapperJoan entered the NM Rogue Camp at 36 with a few
> pretty nice items:
[quoted text clipped - 3 lines]
> Rockfleece
> a nice rare blade talon from Baal with 100% monster flee

Isn't level 36 quite a young pup for Nightmare? Or is not repeating
areas part of Ironman play?

> Act 1 went easily, as the 100% MF blade talon kept almost everything
> at a safe distance.  The long haul from Cold Plains to Outer Cloister
> took four hours, the rest was done in shorter sessions.  Andy was a
> bit rambunctious, but no real problem at clvl 42.  Drops were junk,
> but by far the worst part was lack of inventory and stash space:

Blizzard clearly didn't design the game with Ironman in mind. ;-)

<snip>
> Bonesnapping BF in under a minute, with no trips to town needed.
> Victorious at around clvl 50, TrapperJoan burned a Ral to repair her
> Rockfleece, and boarded Meshif's tub for Kurast.

I had never considered how being able to repair with runes now would
augment Ironman. Uberness.

> The jungles began to be slightly more difficult going for TrapperJoan,
> especially poison attacks by spider bosses.  She didn't have the space
> to stock up antidote potions, and in many cases the poison lasted
> several minutes.  This is a design error in the game: such long poison
> duration has no effect on anyone but ironmen, and for us it is nothing
> but a royal PITA.

I've found this prolonged poisoning very annoying in areas where almost
every creature has a poison attack (even in non-Ironman play). In those
situations, one could actually find one of those annoying portal shrines
useful (pop back through to heal without having to use up a book or two
of scrolls). Of course, they're never around when you need one.

<snip>
> fight.  But it was no use.  The CB BF that had toasted Diablo so
> easily was simply not hurting Korlic, and his Holy Freeze meant there
> was no way to run or fight it out tactically.  Purples gone; deeds.
> TrapperJoan was just not worthy of Mount Arreat's secrets.

Big ouch.

> Holy Freeze was certainly a nasty aura for Korlic to spawn with, so
> maybe I should have reset the old guys instead of trying to fight it
[quoted text clipped - 3 lines]
> done it, and I can't figure out why Korlic was apparently immune to
> it.  Anyone have any ideas on that?

BF = Blade Fury? I don't know much about assassins, unfortunately, so I
have not good theories as to why he was immune to it.

> Tactically, maybe I'd have done better on the summit just piling on
> the LSes and forgetting BF once it became clear Korlic was CB immune.

I'd say this probably would have been the way to go but you'd have had
to run and run and run waiting for them to drop from the LS.

> As for the ironman experience in general, the high level of difficulty
> was mostly a lot of fun except for the storage space problem, which
[quoted text clipped - 3 lines]
> otherwise crucial gems, runes, craftables, etc. could be lost if the
> char holding them dies.

It would have been cool if there had been an ironman option when
choosing a character (much like a HC option) with a double or triple
stash/inventory space and disabled shop keepers/healers. And, as per
your merc problem, perhaps the possibility of a merc reappearing after a
certain time (maybe after an hour).

> Next?  I would definitely be up for an ironman team project on the
> realms.  Failing that, I might try another ironman build in SP.  I've
[quoted text clipped - 10 lines]
> quests, especially the Ancients because ironmen can't just go out and
> earn more rejuvs.  Any build suggestions?

What about a javazon (charged strike and/or LF with major Valk)? I know
that they need to replace javelins often but most of the power of a
javazon is in elemental damage she does, not the sticks themselves. She
could also poke stuff with a pike if necessary.

Shari
jerk-o - 28 Sep 2004 09:51 GMT
Hail and sacrifice to orchid@somewhere.net (Orchid)
Lord of Terror, and destroyer of souls!

<snip>

>> Bonesnapping BF in under a minute, with no trips to town needed.
>> Victorious at around clvl 50, TrapperJoan burned a Ral to repair her
>> Rockfleece, and boarded Meshif's tub for Kurast.
>
>I had never considered how being able to repair with runes now would
>augment Ironman. Uberness.

Really?  That was the first thing I thought of when I saw the recipe.
Signature

no, i didn't forget the 'F's
http://www.geocities.com/jerk_o2002
http://www.geocities.com/nameless_mod
    -My Diablo 2 Mod
http://morons.org

royls@telus.net - 28 Sep 2004 18:33 GMT
>> Destroyer TrapperJoan entered the NM Rogue Camp at 36 with a few
>> pretty nice items:
[quoted text clipped - 6 lines]
>Isn't level 36 quite a young pup for Nightmare? Or is not repeating
>areas part of Ironman play?

Kill everything once is the rule, although IMO some of the longer
sessions should be split, allowing a double clear of one area per act
other than Act 4.  TrapperJoan cleared the Crystalline Passage twice
in Normal, once before doing Nilly and once after, but everything else
was cleared once.  Anyway, she had no real problem playing in NM, and
was slightly older than the optimum xp level pretty much all through
it.

>> The jungles began to be slightly more difficult going for TrapperJoan,
>> especially poison attacks by spider bosses.  She didn't have the space
[quoted text clipped - 8 lines]
>useful (pop back through to heal without having to use up a book or two
>of scrolls). Of course, they're never around when you need one.

At least in non-ironman you can just go to the NPC and get cleansed,
instead of having to wait it out.

>> Holy Freeze was certainly a nasty aura for Korlic to spawn with, so
>> maybe I should have reset the old guys instead of trying to fight it
[quoted text clipped - 5 lines]
>
>BF = Blade Fury?

Right.  The ironman skill par excellence.  One point and you get
almost all the benefit of any weapon you can wield, on a ranged
attack, and without using any weapon dur.

>> Tactically, maybe I'd have done better on the summit just piling on
>> the LSes and forgetting BF once it became clear Korlic was CB immune.
>
>I'd say this probably would have been the way to go but you'd have had
>to run and run and run waiting for them to drop from the LS.

Right.  Talic and especially Korlic are both so mobile, LS would
rarely be hitting them, even with the SW tanking them.

>> As for the ironman experience in general, the high level of difficulty
>> was mostly a lot of fun except for the storage space problem, which
[quoted text clipped - 7 lines]
>choosing a character (much like a HC option) with a double or triple
>stash/inventory space and disabled shop keepers/healers.

And not allowing re-entry of any area except the last area entered in
the previous game.  Implementing ironman for MP would have been
somewhat more complicated, though.

>And, as per
>your merc problem, perhaps the possibility of a merc reappearing after a
>certain time (maybe after an hour).

Or the one hire per act thing.

>> It's not easy to plan a viable ironman build.  Ironmen need to start
>> out with strategies in place to kill all monsters and complete all
[quoted text clipped - 5 lines]
>javazon is in elemental damage she does, not the sticks themselves. She
>could also poke stuff with a pike if necessary.

I've been thinking of a javazon, because she has a pretty useful
castable minion -- in fact, two of them -- and can fairly easily build
to do three types of damage (lightning, poison and physical), which is
absolutely necessary if you intend to clear anything in Hell.  In D2C
thrown weapons can't be magical at all, so the javazon is generally
viable through the first four acts even using plain vanilla javs.  My
big concerns would be Nilly, as the zon has no way to dispose of
corpses, other than FA, and of course the Ancients.  Just hit Nilly
with LF from as long a range as possible, and hope the Ancients don't
spawn LI?

Anyone have any advice to offer re building an ironman javazon?

-- Roy L
Hannes Brunner - 28 Sep 2004 11:46 GMT
royls@telus.net schrieb:

<snips nice report>

> The mods did not look too bad, and I immediately went after Korlic,
> who is generally the most dangerous of the three.  He had only one
[quoted text clipped - 13 lines]
> was no way to run or fight it out tactically.  Purples gone; deeds.
> TrapperJoan was just not worthy of Mount Arreat's secrets.

I just had happen something similar to my new throw barb against Korlic
in normal! difficulty. My Enchantress provided a lvl 30 Enchant to him
giving him something like 1.5k fire dmg. He spawned without any
displayed mod, but the exploding arrows of Raven Claw (I could not stand
the slow progress through normal and decided for a self-rush with
enchant and exploding arrows. Took just a bit less than 3 hours until he
defeated Baal at lvl 35) could not even scratch him. Sounds like a bug
to me, or he had something like 99.999% fire resists. So maybe your
Korlic was 99.999% immune to physical.

Great attempt btw, congrats :).

---
Hannes
nyra - 28 Sep 2004 13:20 GMT
Hannes Brunner schrieb:

> royls@telus.net schrieb:
>
[quoted text clipped - 8 lines]
> in normal! difficulty. My Enchantress provided a lvl 30 Enchant to him
> giving him something like 1.5k fire dmg.

Both Korlic and Talric have 70% physical _and_ fire resist in normal
and nightmare. This greatly reduces the damage they take from enchant,
and from crushing blow. Also, they seem to spawn with random magical
(rare?) equipment: only obvious when they have 'attacker takes damage'
or 'chance to cast' stuff, usually; i've had normal Ancients produce
charged bolts, novas and amp damage curses [not all in the same spawn,
fortunately]. Such equipment could include items with +x% fire resist,
bringing them close to fire immunity in normal already.

If one of them gets stone skin as mod in NM, they're unbreakably PI...

> Great attempt btw, congrats :).

Me too. Nice effort, if you had only decided to reset the ancients...

Signature

„Der Fürst hat soviel Weisheit in seinem Kopfe wie ich in meinem
Hintern.“
- Th. Müntzer über Georg von Sachsen

royls@telus.net - 28 Sep 2004 18:46 GMT
>Hannes Brunner schrieb:
>>
[quoted text clipped - 14 lines]
>and nightmare. This greatly reduces the damage they take from enchant,
>and from crushing blow.

So maybe LS _was_ the way to go...

But it certainly didn't seem like Korlic was taking even 1/4 of the CB
damage that had waxed Diablo so quickly.

>Also, they seem to spawn with random magical
>(rare?) equipment: only obvious when they have 'attacker takes damage'
>or 'chance to cast' stuff, usually; i've had normal Ancients produce
>charged bolts, novas and amp damage curses [not all in the same spawn,
>fortunately]. Such equipment could include items with +x% fire resist,
>bringing them close to fire immunity in normal already.

That's possible, if they spawned with something like a Noko Relic...

>If one of them gets stone skin as mod in NM, they're unbreakably PI...

Well, Korlic wasn't Stone Skin or PI on his listed mods, but he might
as well have been.  It looked like the only damage he was taking was
from Venom.  Although, if he spawned with something like a Venom
Ward....

>Nice effort, if you had only decided to reset the ancients...

Yep.  Always a tough call in ironman, especially when you've already
used up some of your purple stockpile only to find out you can't kill
them.  You just can't afford to reset them very often that way.  But
it sounds like I would have done better by either using LS, or
respawning them to get rid of the HF, and going after Madawc first.

Die and learn... ;^)

-- Roy L
 
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