![]() ![]() And so I persisted… it didn’t actually take that many runs at him… and brought down Baal. But the clone was gone when I came back from one of my skeleton recruitment runs, so he still seems to be a bit bugged. This time around I did get the clone version of Baal, so was facing the pair for a bit. There was, once again, portals out to use waypoints to raise another group of skeletons… and to pay to revive my mercenary yet again… as I used them to chip away at Baal. So I ended up doing a bit of a marathon run through most of Act V, breaking in to fight Baal who, most annoyingly, comes at you in a room with no other mobs, which is quite inconvenient for a necromancer looking to raise some replacements. You get to one and you’re still so far from the next objective, and the next waypoint, that I end up just pushing on in very much the Diablo II version of “just one more turn.” I think one of the things that drags me through Act V quickly is that the waypoints are a bit awkwardly placed. They are weak, so die quickly, but add a little but of damage on top of everything else. ![]() ![]() I picked up a piece of gear that, in addition to other benefits, gave me +3 to skeletal mages. I also have a trio of skeletal mages in that shot. Then it was back through a portal and back to a corpse to get back into the fight. The fight took a while and we all ended up dying a couple of times. I kept getting froze by him, which made my movement slow, and a couple of times I got penned in against something and barely got away. A full on hit from that was enough to take any of us down, so I tried to keep on him in melee range and, as soon as Diablo would start that attack, I would use a health potion and start running in a circle around him, as his tracking turn rate isn’t fast enough to keep up with you and you’ll be ahead of his attack… if you get an early enough start. His other fire attack seemed to be stymied as well, and his melee wasn’t doing much to hurt me.Īnd then came the red lightning, always the worst of hist attacks and our mercenaries started to get swept away. The first resist aura seemed to shake off most of Diablo’s AOE fire attack, though Ulfar’s pets didn’t last long. Izual’s spirit gave us a message for Tyrael. But we held on and managed to bring him down via persistence and judicious use of Ulfar’s fissue area attack spell. He was tough, and ran around quite a bit, which invited his neighbors to join in the fight. In the plains we were able to find Izual, the mob for the first of the three quests in Act IV. We stayed together and managed to push through the first area, finding the steps down to the Plain of Despair fairly readily. The theme of the mobs in Act IV are “Hey, surprise!” and a dozen or so of them suddenly run up at you. We revived, re-summoned, and regrouped after that first onslaught, then set out at a careful pace. We ended up in a fight at the bottom of the stairs that saw all of our minions and one of us fall, and we had barely set foot into the first zone of Act IV. We had our mercenaries to help us along, and Ulfar the druid could summon three wolves, a pair of crows, and that glowing floaty squid thing to assist us, but it seemed like it might be a challenge.Īnd our first steps out of the fortress and into hell did not seem fortuitous.
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