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Proceed, Heroes, Into Terror's Lair! Diablo II Freestyle Group Slamdance Thread!

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  #481  
Old 07-22-2011, 09:15 AM
Alpha Werewolf Alpha Werewolf is offline
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Can't you reroll the Ancient's random modifiers by town portalling out?
  #482  
Old 07-22-2011, 10:13 AM
SpoonyBardOL SpoonyBardOL is online now
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You can? I had no idea. That would've made things a bit easier.

I'd say I'd remember it for next time, but Frrrt already has em beaten.

Anyway, it seems like things have wound down here. I don't really know if Frrrt has what it takes to beat the Pandemonium Event himself, so if there's no group interest in attempting it, I guess he's done!

The timing works out well, though, since I need to finish getting things in order for my own actual LP in August.

Of course I'll probably still keep doing item runs and keep ya'll posted if any goodies drop. And if there suddenly is some interest in taking down the Ubers and Pandemonium Diablo then you can count me in.
  #483  
Old 07-22-2011, 10:23 AM
Alpha Werewolf Alpha Werewolf is offline
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Personally I'd love to see frrrrrt beat Pandemonium, but only if it's not too much hassle.
  #484  
Old 07-22-2011, 11:55 AM
eternaljwh eternaljwh is offline
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Default My knowledge hails from the 1.08-9 regions

Gem Activated
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Quote:
Originally Posted by Alpha Werewolf View Post
Can't you reroll the Ancient's random modifiers by town portalling out?
The fight resets if no active players are there, yes; but I do not recall if they block town portalling. They at least 1. close the stair back down and 2. close any open TPs on the Summit.

For any using groups, remember that a town portal is usable until the one opening it enters it from the town side. So, the usual trick is to have the strongest member of the party open one from immediately below the stair onto the Summit, where it'll stay (or get reopened if the leader's the one who bites it). For, you see, they don't(didn't?) block entering the Summit while the fight's in progress...

(Fun Fact: at minimum levels, before they capped it to one, the Ancients could give you up to seven level ups! I believe that was Nightmare, though.)
  #485  
Old 07-22-2011, 01:06 PM
SpoonyBardOL SpoonyBardOL is online now
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Well, I can certainly try! Though I'll need more keys.

Right now I have the three keys of terror I need from my many failed attempts to get the Countess to drop a Rune I want, and I have one Key of Hate from the Summoner, and no Keys of Destruction yet since I haven't even fought Nihlathak once yet.

Apparently there IS a way you can cheese the bosses in the Pandemonium event, via getting a wand with charges of Life Tap, and believe me if I can find one I'll probably use it.
  #486  
Old 07-22-2011, 01:25 PM
Alpha Werewolf Alpha Werewolf is offline
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It's also possible, though hard, to spawn the bosses one by one. You have to be careful with your movements, though, or you'll trigger the next one.
  #487  
Old 07-22-2011, 03:28 PM
Feynman Feynman is offline
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The Ancients close any already opened portals when you initiate the encounter, but they do not prevent you from opening a new portal aafter the fight starts. However, opening a portal during the fight causes the Ancients to despawn and turn back into statues, forcing you to begin the fight anew. This can be used to the player's advantage, by spawning and despawning the Ancients repeatedly until you get a fight where the Ancients have favorable special properties. Owfirehot had to burn through roughly a dozen town portal scrolls before spawning a set of Ancients that didn't have any fire/ice dual immunes.

But that isn't important now! What's important is that in the LP timeline, Owfirehot is currently here:




Welcome to Kurast, hub of Act III, and home of marshes and dysentery! Act III is almost unanimously the single worst part of the game by the Diablo 2 playerbase, and for good reason. The area is some to some of the most annoying enemies, the ugliest aesthetics, the least interesting quests, and the worst map design. Act III blows.



The very first thing Owfirehot does is leave town before she catches some kind of horrible disease.



Here's a new monster! These guys are fairly strong, boasting lots of HP, plenty of strength, and a nasty special ability wherein they can dramatically increase their attack speed. They don't pose much of a threat to Owfirehot herself, but once she picks up an Act II merc in Nightmare mode, these bastards will be responsible for a fair amount of resurrection fees.



Here's another new enemy, the Gloam. These guys are highly dangerous. They can become almost completely invisible while moving, making tracking them difficult when there's a lot of action on the screen. The also have Lightning Bolt, which can hit extremely hard. Fortunately, they aren't too bad on Normal difficulty, but in Nightmare and Hell they are terrifying. Let me put it this way: By the end of the game, Owfirehot will have roughly 70% of her available stat points invested into Vitality, as well as 75% lightning resist, and a Lightning Bolt can still take out over half of her health in a single blow. Groups of Gloams are some of the most dangerous encounters in the game on higher difficulties.



Imagine trying to dodge a dozen or more of those bolts, likely with other enemies to deal with as well, and knowing that the risk of getting instagibbed by a one-two punch is very high. Yeah.



One of those jerks was part of a unique enemy pack, and the first unique monster you kill in Act III drops a jade figurine. The screenshot was corrupted, but it happened! Really! This is the first quest that players will get in Act III, and it is very simple: take the figurine to Deckard, who tells you to take it to Meshif, who gives you a golden bird statue, which you also show to Deckard, you gives you a story about how some dude named Ku Y'leh had his ashes placed in a golden bird statue. You then hoof it to the local hermit, who offers to brew you a potion from the ashes. Then you drink the potion and permanently gain 20 maximum HP.



The reward is good! The quest sucks. It's a miserable fetch quest that has you do nothing but walk back and forth across town listening to various NPCs jabber at you. Why have all the extra steps involved in lugging random doodads around town? It's just a lame quest.



See this here eye? This is the result of me shamelessly abusing teleport to skip as much of the act as humanly possible, and not getting a single screenshot of the Spider Cavern in the process. Finding this eye is the first step in this act's main quest. Our goal is to make like Simon Belmont and collect three random body parts hidden in three different dungeons, then combine them with Khalim's Flail in order to make an item that can open up a doorway to the area where Mephisto is.

Golly, that would be a really interesting overall structure for the act had we not just finished doing the same fucking thing in Act II. Seriously, this act is a mess. It has no identity, the aesthetic is terrible, the maps are huge yet completely uninteresting and... ugh. I hate Act III so much. So much.



Act III is also home to these assholes, the Pygmies. These are like the Fallen from Act I or the mummies from Act II, only where those enemies are fun to fight, these guys are a miserable slog. The different palette swaps of the Pygmy class of enemies have three basic types that attack you at once. There's the knife wielding melee types, the ranged blowgun users, and the fire-breathing shamans, who also resurrect defeated pygmies just like the mummies and Fallen shaman before them.

The problem is that these guys are:

1. Super fast and prone to running all over the screen, making wiping out an entire group take far longer than it should

2. Everywhere. They are the most common enemy to encounter in Kurast's jungle regions, and slogging through them all takes a year and a day.

3. They infest the aforementioned jungle regions, which are already a huge pain in the ass to navigate. You see, the jungles areas have a river that splits the path in two, barring the occasional bridge across. All the important dungeons are located in small groves located on the edges of the jungle, so in order to make sure you don't miss anything, you have to keep going back and forth across the river, slavishly checking the edges of the map for passages, traveling across the same sections twice, and generally just taking forever to get anything done.

The combination of Pygmies and jungle terrain slows the pace of the game to a crawl. It's pretty awful.



Behind this explosion is a frog. They spit poison. They are unimportant.



After more jungle slog, Owfirehot reaches the next dungeon containing one of Khalim's remarkably well-preserved organs.



Oh hey, there it is! I do apologize for the relative lack of screenshots in this act, but you aren't missing much. Most of the pictures would amount to not much more than "Here's some more jungle that I skipped with Teleport. Here's a dungeon that I skipped with Teleport." I hate Act III.

Last edited by Feynman; 07-22-2011 at 03:59 PM.
  #488  
Old 07-22-2011, 03:31 PM
Feynman Feynman is offline
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Ah, here's something interesting to talk about! Upon reaching level 24, Owfirehot at last gained access to the second of her primary spells: Meteor! She also got Blizzard, but that's just a prerequisite.



Blizzard in action! Blizzard affects a large area, and strikes multiple times against any enemy foolish enough to hang around. Not that getting out is all that easy, as Blizzard is an ice spell, and thus applies a chilling effect to anything caught within it. Blizzard is one of two offensive ice spells worth casting, and there are effective builds that make good use of it. Alas, mine is not one of them.



See that circle of fire on the ground? That's Meteor. Well, sort of. Meteor is one of the most difficult attacks to use well. Upon casting, a circle of fire appears at the target area. This circle does no damage itself, it simply marks the location where meteor will strike. About two seconds after the mark appears, a meteor lands, causing a large explosion. The explosion causes a large amount of damage, as well as leaving a large patch of fire on the ground that continues to cause damage to any enemies who stand in it.



Kaboom!

Meteor is one of the few sorceress abilities that uses a cooldown timer. When a sorceress cast a cooldown spell, for the next second or so she is unable to cast any other spells that use a cooldown. This prevents sorceresses from lobbing Frozen Orbs and Meteors around non-stop. Meteor requires more planning to use than most other sorceress attacks, but it does a lot of damage, and between the high damage and brief cooldown, it is very mana efficient as well.

Fun fact! In the original retail release of Diablo 2, good ol' version 1.0, Meteor and Frozen Orb did not have a cooldown. At all. It was more than a little overpowered.



THANK GOD. Finally, Owfirehot is out of that miserable, miserable jungle. The city areas of Act III are much more tolerable than the jungle areas.



This is what the actual Meteor itself looks like, moments before ruining someone's day.



Somewhere in the sewers of Lower Kurast is the resting place of Khalim's Heart. Onwards!



The sewers can be a pretty miserable place, being essentially a gigantic maze filled with narrow corridors and unpleasantness. Nevertheless, Owfirehot will have to search diligently until she finds the entrance to the second level of this area.



Or she could hold down the teleport button and ignore every single monster in this horrible place.



That was easy!

Next Time: Owfirehot finishes Act III and gets back to the parts of the game that aren't terrible!

Last edited by Feynman; 07-22-2011 at 03:56 PM.
  #489  
Old 07-22-2011, 03:47 PM
eternaljwh eternaljwh is offline
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At least with leap/teleport/dragon whatsit you can ignore the river issues.
  #490  
Old 07-22-2011, 03:55 PM
Feynman Feynman is offline
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Teleport abilities help with jungle navigation a lot, but even so the jungle paths are just so long and snooze-inducing. Act III is just strange in how it's structured differently from every other act in the game, and not for the better. It's the one bad thing about an otherwise phenomenal game.
  #491  
Old 07-22-2011, 04:21 PM
eternaljwh eternaljwh is offline
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Default That's ten golds!

Act IV being half an act could likewise do with some fixing.

1, 2, and 5 are platinum though.
  #492  
Old 07-22-2011, 04:35 PM
Alpha Werewolf Alpha Werewolf is offline
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I think act IV is justified, since it was the 'final dungeon' of the original game. Act V is normal, but again it's an expansion pack so they wouldn't just half-ass it.
  #493  
Old 07-22-2011, 05:31 PM
SpoonyBardOL SpoonyBardOL is online now
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I must be one of the few folks that doesn't really despise Act III.

Oh I can see where others do, and it's still my least favorite act in the game, but I don't have a raging hate-on for it.

Except for the part where you can't tell if the Great Marsh is unnecessary until you explore ALL of the Spider Forest to make sure. That part blows.

Anyway Feyn, I'm still holding into that Razortail, along with all my other items.
  #494  
Old 07-22-2011, 05:33 PM
Feynman Feynman is offline
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I can jump online right now if you're available.

Actually, it'll have to wait until tomorrow at the earliest.

Last edited by Feynman; 07-22-2011 at 05:46 PM.
  #495  
Old 07-23-2011, 09:20 AM
Toothache42 Toothache42 is offline
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I'm not sure what trades I need to do, so gimme a poke if I need reminding.

Also, I found a 2-socket Loricated Mail with perfect (496) defence. Great for the Prudence runeword, it is quite underrated at midlevels for keeping a character or his merc alive. I don't need it, so it is up for grabs.
  #496  
Old 07-23-2011, 10:52 AM
SpoonyBardOL SpoonyBardOL is online now
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I'll take it. My merc desperately needs new armor.

I have the runes for it, though I've been holding onto the Mal rune with the slim hope of a second one dropping to transmute into an Ist rune. Knowing my luck such a rune will drop for me as soon as I use my first Mal rune to make Prudence, but thems the breaks.

Also, Hellslayer dropped for Frrrt, if that's useful for anyone.

EDIT: Actually, scratch that, I just found a two socketed Boneweave. It has a little less defense, 466, but it'll do.

Last edited by SpoonyBardOL; 07-23-2011 at 06:42 PM.
  #497  
Old 07-24-2011, 07:16 AM
SpoonyBardOL SpoonyBardOL is online now
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Ok, I added a few more items to my big trading list, including the Spirit Ward, the highest unique shield in the game. Though not necessarily the best.

Also, as an added LAP bonus, here's a quick video of Frrrt running through the Arcane Sanctuary hoping to get a Key of Hatred. (He doesn't) Hopefully the video will give you an idea of what playing Frrrt is like, though there's nothing overly challenging in this clip. You get to hear the persistant hurricane sound effect though!

I mostly wanted to test and see how good a recorded video of Diablo II would look, not sure if I'd do this again. The raw output by Camstudio was damn large, and I had to run it through Windows Movie Maker to compress it so youtube would even accept it. There's still a lot of kinks to work out, I'm new to this whole recording game footage thing where there's no output to avi option in the game itself.

Oh, and I also found a Gul Rune (the one right above Ist, goddammit game, I wish I could use the Cube to break runes down) if anyone's interested. I'd gladly trade it for an Ist rune.
  #498  
Old 07-24-2011, 09:08 AM
Alpha Werewolf Alpha Werewolf is offline
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Camstudio, when I used it, never worked well; I reccomend you switch to, well, ANYTHING over that.
  #499  
Old 07-24-2011, 01:50 PM
SpoonyBardOL SpoonyBardOL is online now
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Any suggestions?

It needs to be free and relatively easy to use.
  #500  
Old 07-25-2011, 09:44 PM
Toothache42 Toothache42 is offline
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Sorry to say, but there's not going to be anything free that can capture Diablo 2 well enough. Your best best is FRAPS.

Also, when it comes to videos, never upload a raw video. First step should be to capture with preferably a lossless codec like Lagarith - and then encode it down to size, using x264. It will take quite a bit of work, and learning how it works, but it is all worth it. WMM is quite terrible at what it does, the only advantage is ease of use, and even that is quite limited compared to what can be done.
  #501  
Old 07-25-2011, 11:32 PM
Ossobucco Ossobucco is offline
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I used VirtualDub for screen recording & video encoding a few years ago with good results, but the guides that I followed seem to be very outdated and don't work for the latest version. Still, it's an excellent tool if you're willing to take the time to learn how to set it up.
  #502  
Old 07-26-2011, 05:33 AM
SpoonyBardOL SpoonyBardOL is online now
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I'll probably pass on doing future video clips, then.

Anyway, I got a Key of Destruction last night, leaving me with four more Keys to get. (two Hatred, two Destruction)

MAN Nihlathak is a jerk on Hell, Corpse Explosion barely tickled on Normal and Nightmare, but it can easily demolish Frrrt's HP, even while it's buffed with an Oak Sage, on Hell. The only saving grace is that the minions he summons are immune to cold, so I don't have to worry about incidental deaths due to Hurricane around Frrrt while he's trying to Tornado Nihlathak down. Of course plenty still die due to Tornado, so my only strategy right now is to gun it and hope I Tornado Nihlathak to death before he Explodes me to death.

I also got lucky (?) and found a magic amulet with +1 Druid skills. And nothing else. It would add more killing power to Frrrt, but I'd lose resistances and fast cast rate and mana regen and all the other good stuff. If I could just luck out with a crafted caster amulet and get one with +Elemental skills...
  #503  
Old 07-26-2011, 06:55 AM
Toothache42 Toothache42 is offline
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I notice you have a Heart Carver, Spoony. That will be very nice to have when I'm going mfing, since I can hork a lot of enemies for a second drop chance. Any chance of getting that from you?
  #504  
Old 07-26-2011, 07:13 AM
SpoonyBardOL SpoonyBardOL is online now
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Sure thing.

If you happen to hork up a Reaper's Toll (unique Thresher), or a really good 2-3 socketed Druid helm with elemental skills (Tornado and Hurricane) for either Lore or Delirium, could you send it my way?
  #505  
Old 07-26-2011, 07:17 AM
Toothache42 Toothache42 is offline
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If I remember to keep hold of them, sure. I'm still on the rune hunt, I will get that Ber eventually!
  #506  
Old 08-01-2011, 02:33 PM
Feynman Feynman is offline
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Last time we saw Owfirehot, she had found... found... um. What did she find?



Oh yeah, that's right. Thanks, Deckard! We have all three of Khalim's organs now, so all that's left to do is find the flail.



It's gotta be somewhere in Kurast, so let's just keep moving forward. We'll bump into it eventually.



But first we'll bump into these guys! The Faithful are crazed lunatics who worship Mephisto (I think. Maybe they're just random jackasses), and they attack by running straight towards you and trying to scythe you to death. You would think that the armies of the Prime Evils would have figured out by now that trying to charge at a sorceress is generally a terrible, terrible idea. There are also caster versions of these enemies, who cast Lightning Bolt and Blizzard, a well as healing other nearby enemies. They are extremely annoying.

Unfortunately, this is another instance where IrfanView failed me and took dozens of corrupt screenshots, so the journey up to and including the fight with the Council is undocumented. The result of that struggle is this:





We got Token Plot Device Item Khalim's WIll!



Yeah, we could do that. Oooooor we could go finish all the Act III sidequests I skipped up to this point!



Unfortunately, that requires going back into the jungle. I really should have done these my first time through the area, but oh well!



Here's the target of our first sidequest. That burning altar to the left was initially not quite so on fire. After clicking it, a unique monster is summoned.



When the monster is killed, it drops...



The Gidbinn! Ormus needs this to maintain the wards keeping the demons out of town, so I guess we'd better give it back to him.




These are our rewards. Now I remember why I normally skip this quest.



Alkor here wants me to find some book located (where else?) in an otherwise useless side dungeon. Specifically, one of 6 side dungeons spread across multiple zones. Alright, alright, I'll do it. Sheesh.



Here's the first one. Fortunately these dungeons are extremely small, containing only a handful of rooms and a couple unique monsters apiece, so they can be cleaned out pretty quickly.
  #507  
Old 08-01-2011, 02:35 PM
Feynman Feynman is offline
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Geez, it never ends with these demons. Clustering up and trying to hit me with a stick isn't going to work. We've been over this.



Luckily for my sanity, the book was located in the very first dungeon I checked. Score!



Shut up and give me loot.



The reward is pretty decent this time! Five stat points to distribute as I see fit. I place them in Vitality.



With that taken care of, we can finlly get back to the task at hand.



Time to vandalize a powerful magical artifact!



The path to Mephisto is opened.



The sooner I do this the sooner I'll be able to get out of Act III, so I suppose I should do what the magic floating box says.



Here you can see the death of one of the most horrible little bastards in the entire game. These guys are skeletal versions of the pygmies, and they are terrifying. They move lightning fast, so fast that Owfirehot can't maintain a safe distance. They have extremely high attack rating, attack speed, and cause tons of damage as well, so if Owfirehot gets surrounded, she will die. Oh, and when killed they explode, so if you aren't watching your health carefully, you can win a fight against these guys and still lose.

As if Act III wasn't already bad enough.



By leaning on the Teleport button, Owfirehot manages to reach the third and final floor of the dungeon safely. The quest log is refreshingly direct!



Alas, first we have to deal with Mephisto's bodyguards. technical difficulties prevented me from showing these guys off earlier, but these are the corrupted Council members. they have a fairly powerful melee attack and are capable of casting the Hydra spell, summoning what amounts to a fancy looking turret that sits in one place and lobs Fire Bolts at everything in range. This makes fighting them a pain in the ass, but ultimately they aren't too dangerous, just annoying.



Hey there Mephisto! What's up?

Mephisto is a very fun fight. He uses lightning-based attacks, which can be difficult to deal with thanks to their large damage range. You can be lulled into a false sense of security by several weak attacks, then utterly crushed by a single powerful blow. It's actually possible to exploit the moat separating Mephisto from the rest of the floor, by luring him to the moat, teleporting to the other side, then moving far enough away that Meph is just baaaarely on screen, causing him to move back and forth without attacking in a futile effort to reach you. At that point, you can slay him with ranged attacks from complete safety!

I fought him normally, however. As a meteorb sorc, he's pretty simple: dodge his ranged attacks while countering with your own. However, the fast paced back-and-forth makes Mephisto one of the more enjoyable boss fights when playing a sorc.



How powerful are his attacks, you ask? Well, see my health, and that ball of electricity coming at me?



That powerful. that's a bit more than half my health right there. I take solace in the fact that a burning rock from outer space just happened to crush Mephisto into goo at the same time.



Mephisto dropped nothing of use, and neither did this chest located in the area behind his starting location. This chest is noteworthy because despite appearing as a normal, boring container with nothing interesting, it has a very good loot table, and can drop some pretty damn good stuff.

Next time: Owfirehot takes a day trip to Hell.
  #508  
Old 08-08-2011, 03:53 PM
Feynman Feynman is offline
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Yeah, I know this group LP has pretty much run its course, and I didn't pace my updates as well as I should have. But I started this, and dammit I'm going to finish it.

Last time Owfirehot battled the hordes of Diablo, she pummeled Mephisto into a bloody pulp and moved on to:



Act IV features several new enemies, interesting environments, and most importantly, it isn't Act III. Hooray! Tell us what we're going to be up to this time, Deckard!



And here I was thinking that it would be a great idea to embed the soulstone in my forehead, but I suppose you're the expert.



Tyreal wants us to destroy a being known as Izual, a former angel tricked and corrupted by the demons, forced now to inhabit a demonic shell. Come on Tyreal, don't you think we have slightly more important matters to deal with? Y'know, like smashing Mephisto's soulstone, or killing Diablo, and we haven't even caught wind of Baal's location yet. I guess I could do it, but you better give me a good reward for this!



The staircase connects the holy sanctuary we're using as a base of operations with the corrupt landscape of hell. Oh, did I mention that we're in hell? Because we're in hell.



Owfirehot just barely manages to get her feet off the stairs before the welcome wagon arrived. These ugly fellows are flesh beasts. They sport a solid HP count and average attack strength, but the main danger they pose is their ability to cough up miniature versions of themselves which attempt to charge and ankle bite any nearby adventurers to death. These small versions are fairly weak, but a swarm can hamper movement during hectic fights, making it easier for more dangerous enemies to strike effectively, as well as making ranged attacks difficult. Flesh beasts indirectly amplify the threat posed by other enemies.

By themselves, however? Not much of a challenge.



Venom Lords are one of the most annoying foes Owfirehot will face in this game. Not because they're dangerous (they aren't), but because they have tons of health and they are resistant to fire. Being that fire is Owfirehot's go-to method of demon slaying, this poses a problem. Killing them takes forever and a day. They also move fairly quickly and possess a flame breath attack to extend their range, so Owfirehot has to more or less run in circles while unloading ice spells at them.

Those corpses on the ground are Doom Knights. They are simply basic melee enemies, but their attack and health are both well above average. There is also a mage version, which fire elemental bolts and apply curses, making them far more dangerous.



Oh hey, it's that guy Tyreal wanted us to kill. Izual has a powerful melee attack and a rapid movement speed, but ice spells and Teleport mean he has a very hard time getting close enough to land a blow. However, he has a shitload of health. I mean, a lot of health. So much health. He takes a long time to kill, is what I'm saying.



But die he does, and his angelic spirit is released from the demonic body it has been inhabiting for so many centuries. He beckons us to speak with him before he vanishes into oblivion. Presumably this tragic figure wants to thank us for ending eons of suffering as a fallen angel.





SON OF A BITCH.



This is only one small part of what Tyreal has to say, but in the interest of avoiding image overload, I'll summarize Tyreal's text dump:

"Thanks for doing that random task I asked of you and slaying my poor, corrupted old buddy. Oh wait, it turns out that he was never forcibly corrupted? And he had been willingly working with the Prime Evils in an eon-spanning gambit to convince the angels to forge the soulstones without knowing that they were corruptible, thus creating a way for the Prime Evils to invade the material plane and turn it into a new hell? Oops."

Yeah. So because Tyreal is a horrible judge of character, his most truted lieutenant betrayed the forces of heaven and the material plane by willingly allying with the demons, which set everything in motion up to this point now. Heaven never knew that the soulstones were subverted to be used for the benefit of the Prime Evils from the very beginning. For the entire series, we've been working under the assumption that Diablo and the Prime Evils were operating under a "whoops the ancient seals broke better fix it" kind of thing, when the reality is that the seals were a trojan horse.

You know, when most people mess up at work, they misplace a document or something. They don't inadvertently bring an invasion of demonic hordes to an entire plane of existence. Way to drop the ball, Tyreal.

At least Tyreal offers a good reward for our troubles. Two free skill points!



Moving along!



I abused teleport for most of the River of Flames, stopping only briefly to take out The Smith's big brother, who drops this here hammer.



A demonic hammer and an anvil? No better place to smash a soulstone!
  #509  
Old 08-08-2011, 03:58 PM
Feynman Feynman is offline
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Bye, Mephisto!



See that nasty-looking monster above and to the left of the rock worm? It's rather hard to see, but that creature is a Grotesque, and it's another new enemy type. They chew on corpses left lying on the battlefield, and use them as ammo for a powerful spit attack. Said attack is very slow, and as a ranged character, the odds of an observant sorc getting hit by it are negligible.



At last, we arrive at the gates of Diablo's infernal lair! Diablo resides in a hellish cathedral, protected by five wards which must be activated to summon him into combat. There is also a small series of narrow passages over a lava moat to fight teleport past.



The interior of Diablo's lair is filled with all kinds of nasties. Upgraded Gloams, Doom Knights and their mage friends, Venom Lords, the works. Also packed into the area are tons of unique monsters. The final area of this act isn't terribly large, but it takes a while to clear if only because of the sheer quantity of foes the game throws at you.



Owfirehot releases the first ward. Of the five wards, three spawn Super Unique monsters to deal with.



Like so. This pack of (currently dead) demons is led by the Grand Vizer of Chaos, an impressive title for a monster that isn't very dangerous at all, despite being immune to fire.



Owfirehot releases two more wards with no event, but the next ward releases this jerk. I didn't get any good screenshots of him, because he and his pack of servants are incredibly fast, and I was too busy keeping my distance to worry about getting the perfect shot. He's a super unique Venom Lord, and with the high fire resistance Venom Lords boast, these guys are always the most annoying foes for a meteorb sorc to fight in this area.



The final seal rests at the northern end of the cathedral, and releasing it summons this guy, super unique Doom Knight mage. On harder difficulties he can be a pain, but on Normal he's a total pushover.



Killing him causes the building to glow an ominous red, heralding the arrival of Diablo himself. I lay down an emergency town portal just in case, then rush to the battle against the Lord of Terror himself!



And here he is! You'll note that he has less than half his health left. In the heat of combat, I didn't notice that I had been pressing the wrong key combination to take screenshots for most of the fight. Oops!



Not that it matters, because you'll get to see his two most powerful attacks regardless. This is Diablo's special fire attack, which sends multiple tendrils of flame snaking across the ground, incinerating anything they touch. This is Diablo's most dangerous attack by far, capable of utterly annihilating anything caught in it for more than a brief moment.



This is Diablo's second most powerful skill, the lightning hose. It's very powerful if you get hit by it, but because Diablo does not lead his shots, it is easily avoided simply by running in a circle.

Diablo has another attack as well, a screen-sized flame nova. It is pathetically weak and just causes you to take small chips of damage periodically throughout the fight. Diablo also has a powerful melee strike, but for the most part he prefers to spam his special attacks so that isn't really a... wait, what's with that burning circle underneath Diablo's feet?



Oh yeah, Meteor. Right.



As he falls, the soulstone that doomed the original slayer of Diablo into becoming his new vessel erupts from Diablo's forehead. That's gotta hurt. Despite being the final (pre-expansion) boss, Diablo is generally an easier fight than Mephisto is. Run when uses his major attacks, heal if necessary, and hit him until he dies. It's a bit of an anticlimactic fight.

Anyhow, time to go see Tyreal about the last prime evil!



"Mephisto and Diablo's soulstones are no more" blah blah "here's a portal go kill Baal."

Next Time: The final act
  #510  
Old 08-08-2011, 04:31 PM
Büge Büge is offline
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Quote:
Originally Posted by Feynman View Post
Title drop!
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