Oh, it gets better. Here's two more acts of progress. I could have posted this yesterday ... but meeting my nephew for the first time was more important. (OK, that was only an hour or so. Just ignore the rest of the day.)
The first thing to do going into Hell was that gear update. I could have gone for a thorough revamp, but I ended up settling on three things.
Skin of the Vipermagi -> Smoke runeword
Communal Amulet of Life Everlasting -> rare amulet with +2 skills and 14 all resist
Stone of Jordan -> Scintillating Amulet of Worth
Less skill bonus, resists still maxed. I though about swapping to a one-handed weapon, but no. Not yet.
Players count will be seven for this act. I'm stepping down from the eight I ran with in all of normal and nightmare gradually.
And with that, the game immediately gets challenging. Even Blood Moor zombies hit noticeably hard. Then out in the Cold Plains I run into a fire/lightning elite ... wing it with a Shockwave, take a modest hit that feels like a single FE explosion. Great. So that's uncertain death, with the multihit doom explosion depending on some unpredictable factor.
Still, I keep making progress. And I start finding things.
That one's not new for the grail, because I've found one with Cythandria. But it's still neat.
I've been mixing up the area order, delaying some of the elevated-level dungeons so that I can continue to get decent experience from the monsters in the main-sequence areas. So the graveyard and Blood Raven come after the Stony Field. And she's quite the slog. Knockback, a huge life pool, and she constantly runs away. Fortunately, she doesn't heal any of the damage I deal, so it's just a matter of time.
Down in the Underground Passage, another rare find.
A triple-durability rare, of a base item type that does have a unique. It would have been one for the grail, but the Underground Passage monsters just didn't have enough levels to drop it.
The second floor of the Underground Passage? That got seriously hard. Two rogue boss packs are close enough to crowd the entrance. One of them is cold/lightning, so I'm not willing to risk indiscriminate Shockwaves. I end up having to go forward into uncleared areas to open a portal out, and drink an emergency purple. Then use that portal again, and another purple. But I am wearing them down, and the third time's the charm. Then the rest of the area just goes smoothly. Once I had a bit of room to work with, no trouble.
Finally, after hitting the Black Marsh waypoint and deciding that the session needs to end, I come back to the Mausoleum. And ... you know, there are some things I don't want to get anywhere close to.
That aura was Conviction. Nope. Just let Haseen and the bear deal with it, resummoning the bear every time it goes down.
On to the next session of the act. I've been paying more attention to Shockwave ... on one level, it's even better than I thought. Stun duration doesn't go down in higher difficulties. Hit them once, and that's >15 seconds of stun, even in Hell. But on the flip side, it's blockable. Throw it at a pack of skeleton warriors or melee rogues or any of the other enemies with block chances, and you'll only get some of them. Also, it rarely works at all on champions and elites.
Anyway, I'm delaying dungeons again, so I go straight from the Black Marsh surface to the Tamoe Highland. And there, Haseen goes down frighteningly quickly to some skeleton archers. Some time later, working around from a different angle, I figure out their thing. Double boss pack, Cursed/Multishot/Cold and Extra Strong/Holy Freeze. Gradually pick them apart, drawing out individual threats and small groups, because Shockwave's other limit is short range and these archers can definitely shoot me from farther away than I can stun them.
Another fight to give me pause in the Outer Cloister - a Fanaticism+physical immune Razor Spine and a Cursed Devilkin Shaman. Neither was that bad individually, but I definitely had to fight them separately.
And then Haseen goes down again in the Inner Cloister. What is it this time? A Might mage and a multishot archer. Divide and conquer.
That Inner Cloister waypoint is finally where I turn back to the Forgotten Tower. Archer elites can get scary in there, but ... not this time. The worst I run into is a dual-immune goatman that just takes a really long time to kill.
Back to progression after that ...
Wow. That changes things. The old-school top-end shapeshifter weapon. Solid damage, 50% attack speed, rainbow elemental damage, and 200% to attack rating. If I put a Shael in it, I get 9-frame attacks. That's my new weapon. No respec needed, unlike Lightsabre.
Andariel herself ... I hit hard, but so does she. In the end, the strategy that works is to repeatedly summon the bear to take hits in my place.
(No particularly interesting drops, just a normal unique)
Clear the deferred Pit, finish the act at level 82. Build-wise, it's all discretionary now. Stats can go to dexterity or vitality, skill points can go to life or fire damage. And I choose on the spot each level, with no larger plan.
Now, Dalok spends his normal and nightmare socketing and personalization quests. Baranar's Star with a Shael. Stormshield with a perfect diamond. Since I have resistances now from the shield slot, swap out some other things too. Immortal King's Detail out, String of Ears in. Smoke out, Skin of the Vipermagi back in. Helm sockets cleared and refilled; Ort+Thul -> Ral+Ort. Charms shuffled - no need for cold resistance anymore, overall resistance charm count down one so I can put in a Fine Small Charm of Dexterity.
5431 attack rating, maxed resistances plus 22 MDR, 2561 life, 49% physical resistance. 36% block chance. And all I had to give up was about 40% of my damage, with attacks both slower and less damaging.
Haseen also gets an update; he gets Bonehew and Duriel's Shell instead of Insight and SotV. I wanted that PMH, he needed strength for the new weapon, and his old armor is now on Dalok. The new merc armor is borrowed from Telka's merc, who gets a low-roll SotV as a replacement.
For act 2, the players count goes down to 5. Kill speed is down too. My blue potion button is getting a workout. But my life total? It barely budges. Now this is the tank I was always meant to be.
Radament does get me to retreat at one point healing in town. Some of the stronger poison hits in Hell are just ridiculous, and Radament was physical immune for a slow fight. Other than that, the sewers were very safe. It no longer feels dangerous every time my Shockwave protection lapses.
The Stony Tomb has beetles. We know what they did. Always take them seriously.
Then, clearing another optional dungeon ...
No use for it right now. There's just nothing I particularly want in reach.
I clear all the way to the Lost City and the snake temple, before coming back for the Maggot Lair at the end of the session. Beetles on all three levels. One fire enchanted on level three. I spot it. I don't use Shockwave. No trouble. Coldworm is a slog, but not a dangerous one.
One more session for this act ... but before that, Cythandria finds something.
Two new elite uniques for the collection, and Haseen gets the Reaper's Toll. Full gear swap; Bonehew -> Reaper's Toll, Stealskull -> rare circlet with +2 paladin skills and lightning and poison damage, Duriel's Shell -> SotV (swap with Telka's merc again).
Dual-immune Blunderbore elites in the palace? Slow. Not dangerous.
The Arcane Sanctuary has the usual annoyances. Hey, Haseen? The stairs are over there. Please come up to where I'm fighting? Please? But I've got two strong elements, and Shockwave to stun the ghosts. No real trouble, just some slow fights.
Out in the tombs, it's Unravelers that are the big annoyance. They block. Their minions block. Their minions are fire immune. And they're in five out of seven tombs. Well, at least they never got a chance to resurrect Apparitions. I find a Skin of the Vipermagi ... same resistance, better MDR than the one Haseen's using. Easy swap.
And finally, it's Duriel's turn. With the hardest fight I've ever had from him as a melee character. Holy Freeze slow is just brutal on a shapeshifter, and Duriel was very much focused on Dalok instead of any minions. Three times my health drops below half, three times I drink a fat purple. Never an emergency situation, but I still drink those potions.
That ring is just a Nagelring.
And that brings me to the end for now. Dalok is level 86, going into Hell act 3.
New items found for the grail:
- Dalok: Baranar's Star, Ohm, Dark Adherent, Guillaume's Face.
- Cythandria: M'avina's Caster, Eaglehorn, The Reaper's Toll.