Znork
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Posts posted by Znork
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"Running fana and holy shield."
I meant, fanaticism and holy freeze aura. The slowing effect is a really nice defensive mechanism.
Prayer was great to get to level 10. Huge health regen.
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Hm well I must be doing something right then, because my dual-wielding zeal paladin is now level 33 and going pretty strong! Still on inferno and superspawn mods, hardcore mode, normal mode. Now that I know that I have to watch out for the Elite mobs, I'm doing pretty ok! My mistake the first time was that I didnt pay attention to enemies damage types. With my previous character I was pumping dual wield to get attack speed up, now I've modded Fanaticism for far less points in tactical lore. Running fana and holy shield.
"even with a Barbarian with a huge emphasis on defensive countermeasures I could find some mobs that one-two shot me without me being able to react. "
That sucks! :-) I like the difficulty as it is now, nothing serious, I mean I can fight 5-8 mobs at a time, just gotta be careful with mages and elites and stuff like that, but I wouldnt like to get oneshotted without being able to do anything.
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Thank you Flix ;-) Much appreciated. Elite Devilkin, yes, I think it was them ;-)
Not a fair experience - hmm - I mean, I do like a challenge, but what you're saying suggests that I'll get oneshotted / surprised at some point with a defensive build.
Perhaps I'll turn it off then...
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Hi there!
I was wondering, is there any way in which I can check if Inferno and Superspawn are both indeed enabled? I don't notice a lot of cooldown on potions and the monsters don't seem that hard.
They aren't exactly very many, either. Perhaps I'm getting used to it, and there seem to be quite a lot of devilkin, yes, but bandits etc, nope. From the first quest-cave (find the map) to the level 5 first miniboss on the cliff, via the beach, in vanilla you encounter about 2 turtles and like 4 pirates on the way (of of them stuck-ish next to a tree). I don't think it's any more with Superspawn enabled.
Both are enabled in the GME which now says (in order);
Diablo 2 Fallen v14
D2F v14 Inferno Patch
D2F v14 Superspawn
Having great fun otherwise. My Amazon just got slaughtered at level 16 within seconds by a few white, not sure, devilkins or something, little bit to the west of the telescope observatory. There were about 5 or 6 of them, and they brought my HP down faster than the level 15 superboss just minutes earlier. Quite a huge spike in difficulty! My current amazon is still not using a shield, but pumping vit and armor lore and constitution a lot more.
Perhaps they had magic arrows or something ;-) I hadnt paid attention very much to ele resist.
Great game, great mod.
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Inferno and Superspawn
in Diablo 2 Fallen
Posted
Yeah I've turned off Inferno now. I notice little difference by the way - the elite skeletons and cantors (that phys armor curse!!) almost got me anyway.
I noticed that opponents chance to hit was superhigh. Im looking hard at the 'speed' skill since both attack and defense are very useful, and I dont mind a fast character either.
However, the 'evade' from combat reflexes and reduced crits look very tempting too. I'd guess I'd need the same skill for spells, too. Critting spells - that sounds like it could get dangerous lategame.
Already do have toughness and armor lore, so all damage types are somewhat mitigated already.