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  1. #111
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    Quote Originally Posted by alexzed
    Diablo melted under the lightning
    Baal seemed to take longer, but probably because he kept teleporting on top of me...
    Meph - well, as above...

    And it was a 3-person game...but never should have been that hard (of course, hard to compare as I have only done the one run...next spawn will be with one player, and then bring the party in!)
    Hmmm I ran some numbers you might find interesting. If we assume that the MPQ stats are real and that Meph is really lightning immune to but not listed, then it wouldn't seem all that out of the ordinary. I think there was a handicap on conviction/LR for breaking immunities: 1/5 effectiveness or something like that. So his 110 resist becomes 93. Add on -25 from griffs /w facet and say another -20 elsewhere from other facets and he would have 48 resist. I'll just say 50 resist take make things easier.

    31k max lightning would be around 15.5k average, and 7.75k after resists. The MPQ lists Meph's life to be abour 650k-660k in single player. So about 2 million HP in a 3 player game. Assuming you cast 3 times a second, that would be about 23.25k damage a second, and it would take you about 90 seconds to kill him if he wasn't regenerating. Assuming Meph regens 1% of his total HP a second, that's about 20k life a second regened. So you would basically have to be tanking him and his minions while doing nothing but blasting him in order to bring him down, and you would have to tank for about 10 minutes...

    Even assuming he's not lightning immune and has 95 lightning resist straight out like D-Clone, after conviction, griffs, and facets he'd be sitting around -35 resist. So your 15.5k lightning average is boosted to about 21k. Casting 3 times a second, 63k dmg/sec. Assuming the same regeneration scenario as above, its a net of about 43k dmg/sec. So if you just tanked Meph and his minions and did nothing but shoot lightning it would take about 46 seconds to take him down. Of course in a real match I imagine there would be dodging attacks, evading minions, saving the merc, etc. so the damage output won't be that high. It's also quite possible Meph regenerates more than 1% HP per second...

    Thus either way, it doesn't seem like what happened to you is that much of a stretch. You took down the other two rather easily it seems. Blizz probably made it so no one element could do all 3...




  2. #112
    IncGamers Member bg1256's Avatar
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    Suggestion...

    Personally, I think 3 characters can easily take down the 3 brothers without uber-godly gear.

    First, a zealot using fanaticism with maxed resists and plenty of leech.

    Second, another zealot using salvation, with maxed resists and plenty of leech.

    Third, a Barb with a nice BO, good resists and leech.

    I feel hammerdins are worthless, even to clear the summoned minions, because hammerdins die quickly with no leech... unless you have a huge supply of juvs.

    Just a thought... not the absolute end-all...but hopefully worth trying.




  3. #113
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    i dont think you even need a paladin to finish the 3 off. I havent fought them yet but from what ive heard and seen with the first 3 im gonna get my friends tohelp and were gonna try it with 3 chars. a summon necro to keep all the minions and 2 of the bosses busywhile my fire sorc and a frenzy barb pound away on the third boss. Im pretty confident that this will work and i intend to prove that you dont need paladins to kill these guys (i just plain dont like pallys... lol) so wish me luck guys




  4. #114
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    Quote Originally Posted by theCROWcook
    i dont think you even need a paladin to finish the 3 off. I havent fought them yet but from what ive heard and seen with the first 3 im gonna get my friends tohelp and were gonna try it with 3 chars. a summon necro to keep all the minions and 2 of the bosses busywhile my fire sorc and a frenzy barb pound away on the third boss. Im pretty confident that this will work and i intend to prove that you dont need paladins to kill these guys (i just plain dont like pallys... lol) so wish me luck guys
    If you're doing it in a large party (3 or more people), you're pretty much going to need a Pally with some nice aurua's to overcome the massive boost the trio gets to thier HP's.




  5. #115
    IncGamers Member DukeZed's Avatar
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    Hmm how many torches can i carry if they are all of differing class +skills? Is it one across the board like with an anni, or 1 max of each classes torch (meaning potential 7 charms, but obviously only 1 is of use to the char holding them all)?




  6. #116
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    Quote Originally Posted by DukeZed
    Hmm how many torches can i carry if they are all of differing class +skills? Is it one across the board like with an anni, or 1 max of each classes torch (meaning potential 7 charms, but obviously only 1 is of use to the char holding them all)?
    Only 1 at a time no matter the class.

    On another note, Gidlee and I did some more experimentation today with our zealot/leap barb combo. We first did one run with the old standard that I posted earlier. Run took a total of about 12 minutes. Then we did a quick normal cow run, found a 3os broad sword and made Lawbringer. Then we did another Trist run with him using lawbringer + doom (holy freeze and sanctuary) while he jumped about. Needless to say, it was even better. The run lasted about 7 minutes and we were never even touched. He'd leap around, knocking the minions back, then constant freeze pulses slowing them, then just to be kicked back and stunned again by sanctuary. It made it a whole lot easier for me to life tap one of the trio and then go crazy with zeal (fanatacism for Baal and D, salvation for Meph).
    One run produced a nice pally 18/18 torch, now residing on my Hammerdain, the other producing a Assassin 15/17 now up for trade on RPG traders.




  7. #117
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    Uber 3

    Quote Originally Posted by C Squad
    When I first read the rumors on these forums that there was no limit to the number of Hellfire Torches one could hold in their inventory (in all actuality you can only care 1), I first thought how quickly they'd be farmed and abused. Well, I now realize that they probably will be, but it's going to take a devoted group of experienced players to do so.

    This "quest" is best done by a diverse team, but you don't need a massive party to do it.

    Objective 1: Obtaining Keys.
    In order to do anything on the 1.11 "quest" you first need keys. Special keys. See the table below for key spawning:
    Key of Terror - The Countess (Act 1, Tower Cellar 5)
    Key of Hate - The Summoner (Act 2, Arcane Sanctuary)
    Key of Destruction - Nihlathalk (Act 5, Halls of Vaught)
    Keys are much more common than any other individual item, but it can still take numerous runs to spawn one. Have one team member constantly do runs until you find one key of each (sorcs or nigma'd hammerdans are favorable for this, obviously). Once you have one of each key, put them all in the cube (while in act 5) and it'll open a portal to one of three random levels. All three levels must be completed in order to move on in the "quest."

    Three Levels:
    The Matron's Den-
    This is the large labyrinth were the saught after "lilith" resides. It's done the same style as the Tower Cellar, and features the same tight corridors and halls. You might get lucky and Lilith may spawn in an open area, but most likely she'll be at a bad location. Because of the hallways Hammerdains have little effect. A crushing blow smiter is the best bet for a quick-ish sort of win over her. From what I could tell, she's magic absorb and relies heavily on poison/physical damage. Good def and resists will make her a whole lot easier.
    Artifact: Diablo's Horn

    The Forgotten Dunes-
    A wide open desert where you'll quickly be assaulted by an uber Duriel clone. Like the original, Duriel relies heavily on cold and physical attacks, so stacked cold resists and good def will make you nearly invulnerable to her. Not to mention, magic damage cuts right through her, so Hammerdains can just sit back and slam away with their hammers. Unlike The Matron's Den, it's fairly easily to avoid the other monsters in the level.
    Artifact: Baal's Eyes

    Furnace of Pain
    I don't think I remember the correct name for this level, but it doesn't matter much since as soon as you enter this level you're brought to a vast landscape similar to the River of Flame, and chock full of Act 4 baddies. Mull around until you encounter the uber Izual and get your *** kicked by him a bit. He appeared to be magic absorb, so Hammerdans have no real use other than to protect the other party members from the various other minions in the level. Like with Lilith, it appears a Crushing Blow Smiter is the quickest win, but if you can lure him into a good position meteor sorcs and other elemental attackers can wear him down.
    Artifact: Mephisto's Brain

    Uber Tristram:
    Once you have all the brother's artifacts it's time to go to Act 5 and transmute them. You're rewarded by a portal that opens to a hellish Tristram with enough firepower contained in it to make you cry. Things start out simple with just uber versions of the three brothers: Meph, Diablo and Baal. Diablo is just like the Uber D that drops anni's and is linked to the world event, so I won't get into him too much. In addition, Baal isn't changed much from the version you see at the end of Act 5, with the exception of a bit more life. Both are easily taken care of by a Smiter or Zealot. Meph, however, has emerged as the biggest baddie of them all. He has a nasty Conviction Aura that brought my stacked hell resists down to -45 when they're normally maxed. Not to mention he's lightning enchanted and has an godly-powerful physical attack. If that's not bad enough, he's absorbs magic, so hammers are all but totally useless. To take him, you pretty much need life tap and a lot of crushing blow/deadly strike.

    The kicker here is that all three summon minions that come out of the ground. This means that using something like Nature's Peace that stops monsters from being resurrected will stop the minions, the brothers will just summon more. However, it is crucial that you do wear something with Prevent Monster Heal, so keeping a NP ring in your inventory for when you actually hit a boss is a good idea. Once you kill all three, the charm drops in addition to a bunch of "standards of heroes," which doesn't appear to have any real use other than to stop people from immeadily picking up the Torch or using pickit (once a 1.11 version is released) to get the Torch over their party-mates.
    Party Suggestions:
    1. Smiter/Zealot - Either works. Pretty much, they just need to have a ton of Crushing Clow and Deadly Strike, with good resists and a lot of defense. It's also crucial that they have a life tap wand otherwise they'll be made short work of against the brothers.

    2. "Medic" Paladain - A variation of the Smiter/Zealot, a Paladain who's whole purpose is to stop your party from falling victim to the bosses enchantments and strengths. It's vital to have a few points in Salvation to overcome Meph's conviction, and points in other skills like Meditation are nice. From an offensive standpoint, they should have a lot of Crushing Blow and zeal but can sacrifice some damage for +skills to enhance their party defensive abilities.

    3. Infinity Lightning Sorc - A lightning sorc with an infinity merc is without a doubt one of the stronger builds in the game and can prove to be a vital part of completing the quest. With teleport they can easily do runs to get keys and also have some nice skills to use against the bosses.

    4. WW/BO Barb - A good BO is crucial! The bosses can deal out a lot more damage than most players are used to, so it's important that you have a higher max life so you don't die in one hit and let life tap do its thing. WW is a nice little trick to keep the summoned minions at bay while your team mates work on the bosses.

    5. Hammerdian - I just had to include them because they pretty much run the game outside of this quest, but still have use when taking on this new endeavor. They're outstanding against the summoned minions in Uber Trist, so if the red portal gets camped you can just send a few hammers in and clear it fast. Other than that most of the major bosses have magic absorb or magic resists.

    The Hellfire's Torch
    Like the anni, it can't be lifted into the trade window. However, at only twice the inventory space it has stats that make it much godlier than the anni.

    http://www.planetxbox.com/mechassaul...eenshot003.jpg
    http://www.planetxbox.com/mechassaul...eenshot004.jpg
    http://www.planetxbox.com/mechassaul...eenshot005.jpg
    http://www.planetxbox.com/mechassaul...eenshot006.jpg
    http://www.planetxbox.com/mechassaul...eenshot007.jpg
    http://www.planetxbox.com/mechassaul...eenshot008.jpg
    http://www.planetxbox.com/mechassaul...eenshot009.jpg
    http://www.planetxbox.com/mechassaul...eenshot010.jpg
    http://www.planetxbox.com/mechassaul...eenshot011.jpg
    http://www.planetxbox.com/mechassaul...eenshot012.jpg
    http://www.planetxbox.com/mechassaul...eenshot013.jpg
    http://www.planetxbox.com/mechassaul...eenshot014.jpg

    Hit me up on EastSCL: Tschonigwerd
    I'm going to make a new Zealer/smiter with the ideal stats and skills for taking out the brothers. If anyone wants to do runs with me, just whisper or PM me here.
    I have several chars....but maybe i could use my lvl 93 hammerdin and use him for minion crowd control.....I also have a decent light sorc but only insight .......or could use her to get keys...if we can get a good diverse party ,lets try it out this Sun..if u want acc is crypt-south2 on scl and i play also most sat nights....




  8. #118
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    If you have the keys/body parts I'll help you get the torch but I think I'm just going to trade whatever parts/keys I get now to get some more/better gear.




  9. #119
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    Quote Originally Posted by C Squad
    If you have the keys/body parts I'll help you get the torch but I think I'm just going to trade whatever parts/keys I get now to get some more/better gear.
    btw, what are worth keys, parts and torch itself ? i know that the few first hours were crazy, as people sold keys for like enigmas and such. is it still that way &




  10. #120
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    Quote Originally Posted by Mim
    btw, what are worth keys, parts and torch itself ? i know that the few first hours were crazy, as people sold keys for like enigmas and such. is it still that way &
    No, thankfully people game to their senses... After I made an easy 7 ists.
    Torch = Multiple HR's (depends on class and stats)
    Body Parts = 1 hr
    Keys = 2 for an ist




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