Time for the first Hell update from Galvarey. Two acts, this time.
To start with, Galvarey needed a major gear update for Hell. Here's what I settled on:
Angelic Wings -> Seraph's Hymn (amulet)
Angelic Mantle -> Gloom (Kraken Shell) (armor)
Angelic Halo -> Raven Frost (ring)
Angelic Halo -> Scintillating Ring of Flame (ring)
Ginther's Rift -> Demon Limb (alternate weapon)
Immortal King's Forge -> Dracul's Grasp (gloves)
That last one is very important - it's why I pushed to level 76 before moving on. That chance to cast Life Tap is incredibly powerful. I also swapped a few small charms and brought in a Gheed's Fortune (only 22 MF and 89 GF, but that's what I had spare).
Resistances are maxed. Defense is up to over 15K with Holy Shield active - that's why the low-level armor really needed to go. But as a cost, I'm down to a bit under 800 HP.
Then, at the first session break, I update Azrael's gear as well. Natalya's Totem, Leviathan, Bonehew (2x Shael). Should have done that immediately, but I forgot.
Throughout act 1, I kept running at players 8. I have a lot of offensive power, and extra levels are a big deal for a melee character. Especially one that's investing in life and defense. All of my stat points are going to Vitality, and after a couple of utility auras my skill points are going to Defiance for the 15% Holy Shield synergy. Incidentally, my Holy Shield and Enchant casts have nearly the same duration. I just recast both of them at the same time whenever I need to, for a nice bit of convenience.
What felt threatening? Not that Conviction/Cold Enchanted/Lightning Enchanted boss Misshapen. Just switching to Salvation neutered that aura and let me outheal the damage easily. Not the uniformly lightning immune monsters of the Mausoleum and Crypt - I have Sanctuary for them. Actually, that's something I want to talk about: this character's tactics.
On the left button, I have Zeal. And that basically never changes. One of the few drawbacks of Grief is that Vengeance doesn't work with the +damage modifier, so Vengeance/Conviction isn't a good option against physical immunes. Sure, I have things hotkeyed, but I don't use them. On the right button, I have a ton of auras and a couple of buffs. Those hotkeys, I use all the time.
- Holy Shock. Primary attack aura against anything that's not lightning immune.
- Sanctuary. Attack aura against undead, often including undead that are vulnerable to lightning. On top of the large damage bonus, it makes my attacks ignore the physical resistances of undead. Even at one point, it's amazing.
- Concentration. More damage for non-undead lightning immunes, and I can even share it with my mercenary. It cost some points, but it's a higher number than Might.
- Conviction. A way to hit a little harder against dual-immune bosses. Both from more fire/cold damage and a higher chance to hit.
- Salvation. Counters enemy Conviction.
- Vigor. Move faster in safe areas.
- Cleansing. End poison and curses.
- Redemption. Remove corpses. The health and mana is not the priority.
- Holy Shield. All the defense against physical attacks.
- Enchant. A bit of fire damage and a lot of attack rating.
All of those are hotkeyed and used regularly. Sometimes I'll use all three of my primary attack auras in the same area based on monster types.
Also, because of the way auras work, this is a build that I could play with a one-button mouse without any real inconvenience. Only two active skills are on the right button (which involves holding down a key and clicking if you're playing on a Mac with a one-button mouse), and I only cast those once every 11 minutes. That's part of why I've always liked the Paladin; while I don't use one now, I had one-button mice for about the first four years I played the game.
Other than tailoring the aura to the threat, what can I do? Don't get surrounded. Against some groups, don't charge in until that Life Tap procs. Because once Life Tap is on those monsters, Galvarey and Azrael are basically immortal. And that includes the likes of skeletons or even ghosts; Life Tap ignores the usual leech reductions, and Sanctuary ignores physical resistances.
I do run into a group that feels dangerous in act 1 - after an unremarkable trip through the Tower, the very last room combines an Extra Strong Archer and a Fanaticism ghost. That. I had to pull apart. And my reward ...
Nothing of note. Oh well.
I do pick up some new collection items in act 1: Wizardspike in Tristram, Telling of Beads in the Pit, Firelizard's Talons also in the Pit, and Ume's Lament in the Jail.
The Catacombs reminds me that I always need to be careful: a bunch of Dark Ones (from a double boss pack) lands multiple hits virtually simultaneously to take off more than half of Galvarey's health. No, I can't ignore even the small monsters. Andariel? She's got a lot of health, but once Life Tap lands the outcome is never in doubt.
Two uniques, nothing new.
Act 2 is famous for all the skeletons causing trouble for leech-reliant builds, but it turns out that for this build, the preponderance of animals is more of an issue. Skeletons are easy. Beetles and swarms and randomly lightning-immune vultures are much more troublesome. I've got a lot of bonus damage against demons and undead, but nothing against monsters that don't fit either character.
I also drop the players count to 5. I don't want to spend quite so long beating everyone down. But any farther than that ... actually, there's a good reason not to turn it down. And I run into it against a boss pack of beetles. Beetles trigger their lightning retaliation whenever they go into hit recovery or die, and cold/fire enchanted beetles also set off their elemental explosions (invisibly) on hit recovery. At players 5, I don't do enough damage to trigger that. Which makes them safe to melee. You can, in fact, be too powerful for your own good.
In all of act 2, I don't find a single new item. Here are my two best finds for the act:
Yeah, I have all three of the elite unique claws now. But no Bartuc's. This Jade Talon is a better skill roll than my previous one, too.
Somewhere during the act, I swap Azrael's weapon out for a Viperfork. Probably not quite as good in general, but it does some automatic corpse disposal with those Poison Explosion triggers.
Near the end, in the last of the false tombs, I have my first true near-death experience of the run. Heading into a room with a champion pack of Unravelers, their ranged attacks and a melee hit or two drop me down to double digit HP. Briefly. I hit the fat purple button as fast as I could, as well as moving out of the line of fire.
Now, Duriel. Should I lower the players count, since act boss quest drops are guaranteed to have the maximum number of items? Nah. I don't respect him as a threat to melee characters. Walk up. Hold left mouse button until he's dead.
Collect worthless drops.
That level I'm almost at? 86. About 600K XP left, which should come very soon in act 3.