jmerry
Habitué
- Messages
- 22
And now, the final update of Cythandria's story.
Right out of the gate in act 3, the wanderer's flesh beasts drop a set item (Arcanna's Deathwand). An auspicious sign. Then, later on in the Spider Forest, I get an item I've been waiting a long time for...
A four-socket Monarch. I would have settled for a white Monarch, but getting the four sockets immediately makes things a lot easier. I'll end the session as soon as I can find a good stopping point and make a Spirit shield.
That stopping point ends up being after the Spider Forest, Great Marsh, and Flayer Dungeon/Gidbinn; the Spider Forest waypoint is right next to the Flayer Jungle, and the alcove with the Flayer Dungeon and Gidbinn linked to the the Spider Forest.
The Flayer Dungeon did have some dangerous spots - undead flayers on both of the first two levels, and a tangle of several boss packs in level 2 including instances of both Fanaticism and Cursed. That one took out Emilio twice, though Cythandria got through without significant injury. Then the Great Marsh had Gloams, and most of its boss budget was spent on them - three boss packs in one off-river alcove and then two boss packs in another. That got messy.
I make Spirit. 98 mana, 35 FCR.
Switching out my shield for a new Spirit also called for several other equipment shuffles to balance the resistances.
Shield: Gemmed Dragon Shield (3x P. Diamond) -> Spirit Monarch
Gloves: Magefist -> Pain Hand (rare, +21 fire/+24 elec/+10 pois)
Boots: Corpse Track (rare, +20 FRW, +30 elec/+8 pois) -> Havoc Track (rare, +20 FRW, +38 fire)
Ring 1: Bone Touch (rare, +10 FCR, +29 fire/+24 cold) -> Dread Master (rare, +10 fire/+39 cold/+10 elec/+10 pois)
Ring 2: Viper Eye (rare, +10 FCR, +9 cold/+16 pois) -> Scintillating Ring of Accuracy (+15 all)
Serpent's Small Charm -> Viridian Small Charm of Life (+7 pois)
After all of that, Cythandria's resistances are maxed. She still has 105 FCR and 87 MF. He life and mana pools are bigger, and her skills go from +10 fire/+8 others to +11 fire/+10 others. Specifically, that's 1421 life and 481 mana with Oak Sage active.
Naturally, now that I have a Spirit, white monarchs start dropping. One in the Flayer Jungle, and more later. It's not supposed to be a super-rare item, after all. Then I get a five-socket phase blade ... hey, game, how about a Lo rune?
Most of the act goes pretty smoothly, though I do have to be careful about not letting those exploding undead pygmies reach Cythandria. They're basically everywhere they could possibly be, too.
One of the temples does get me to pull a blind teleport. When there's an archer pack right at the door, you don't stick around to see how dangerous they are. The room I teleported into was empty, and on coming back the archer didn't have particularly dangerous mods. The lack of a safe zone around the stairs in those temples can be really scary sometimes.
Down in Durance 2 - yet another level with undead pygmies - a Mauler boss drops something neat.
Eschuta's Temper. An item I didn't have even in softcore. And it's basically useless; this one only rolled +1 skills.
Also, Cythandria is pretty close to a new level. When I finish that giant map, she's about 4 million short. Kill the various boss packs on Durance 3, still a couple hundred K short ...
And Mephisto provides the last bit. Act complete at level 87. Then to end the session, I gamble away over 4 million gold ... no +2 skill amulets.
New items found in act 3: Arcanna's Deathwand, ethereal Pierre Tombale Couant, Eschuta's Temper, Spire of Honor.
Act 4 goes smoothly. Sure, the monsters are sturdy, but there are almost no physical ranged attackers in the act. The only ranged attacks with any physical component are the corpse spit move and Diablo's lightning hose. That means Cythandria really doesn't have to worry about much. Sure, Burning Souls can kill Oak Sages, but they just don't do that much damage through 75% lightning resistance.
The Hellforge:
A Mal rune. One from the previous three characters combined, two from Cythandria.
Finally, the Chaos Sanctuary. Fighting Diablo involves a lot of running around, but he goes down in the end.
And that's act 4. Still level 87, because it's a pretty short act. Diablo drops the act's only new item find, Blackleach Blade.
Act 5 starts easy enough, but then the Frigid Highlands is all fire immunes including Vile Archers. With the guest monsters, archers are back. And in the area's dungeon, Undead Stygian Dolls.So many dangerous monster types that could pop up.
Still, nothing too bad in the initial above-ground segment.
In the Crystalline Passage, I see archers with fanaticism ... turns out that's a double boss pack. A fanatic mage, a cursed archer. Potentially very dangerous, but Cythandria avoids taking any arrows.
The Frozen River brings Sirens and Claw Vipers. One Siren boss pack takes down Emilio twice, and later an Evil Urn gives me a nasty surprise - spawning a Claw Viper boss pack practically on top of Cythandria. Oh yeah - those things can get scary too. Cythandria ends up needing both a fat purple and a teleport to get out of that.
Also, another Harlequin Crest drops in here. I give it a socket (it has better defense than the old one), and I plan to add a perfect topaz once I can. (I meant to take a picture, but somehow that one came out solid black.)
Free Anya, get more resistances, keep going. Though I'll probably swap some things once the session is over.
The Drifter Cavern drives me back. A Moon Lord boss spawns Cursed and immune to both fire and cold, and Emilio can't win the duel on his own. Continue on, clear the Frozen Tundra, and finally reach level 88 in the Infernal Pit.
I clear most of Nihlathak's temple, but stop short of the Halls of Vaught. Without any corpse-clearing ability, I don't want to risk fighting him.
Now, the Ancients. I've been running at players 5, but I drop to players 1 for this fight. Lots of running away, but eventually I get Madawc alone and burn him down. Then Korlic. Then I wait out the curses those two had and finish off the cold-immune Talic.
Only the Worldstone Keep remains. And for this, I'll stay at players 1. This close to the end, I don't feel like taking extra risks.
That still doesn't stop me from finding stuff. Like this elite unique:
That was the second drop from a pygmy shaman boss. Those are always fun.
As it turned out, I didn't get any scary draws. The worst annoyances were the Horadrim Ancients raising Doom and Oblivion Knights in the Throne. Lister wasn't cold immune, so he died easily. And that just leaves Baal. He gets static down to half, then fireballs and meteors from a distance.
Cythandria becomes my second Guardian, at level 88.
New items found in act 5: Immortal King's Will, Ginther's Rift, Demon's Arch, Peasant Crown, Magnus' Skin, The Minotaur. I never did put together that Perfect Topaz I wanted.
So then I take a victory lap. Head back to Normal and Nightmare to personalize things, transfer in that perfect topaz, swap out a ring and some charms, then clear out the cows. On players 5. I find a few set items, but nothing new.
And so Cythandria's story is complete. Here's a composite shot of her stats and gear, in town (so no Oak Sage bonus) and after that post-Baal segment:
Frozen Orb is 415-435 damage with -110% enemy resistance. Final skill investments: Fire Bolt 3, Fire Ball 20, Meteor 20, Fire Mastery 12, Frozen Orb 20, Cold Mastery 9. One point in each other fire and cold spell except Chilling Armor and Hydra, one point in Static Field, Telekinesis, and Teleport from the lightning tree.
I didn't take a shot of Emilio, but he's been using the same stuff for a while. Insight in an ethereal Partizan (still can't find a good elite polearm for it), Tal Rasha's Horadric Crest, Duress.
Right out of the gate in act 3, the wanderer's flesh beasts drop a set item (Arcanna's Deathwand). An auspicious sign. Then, later on in the Spider Forest, I get an item I've been waiting a long time for...
That stopping point ends up being after the Spider Forest, Great Marsh, and Flayer Dungeon/Gidbinn; the Spider Forest waypoint is right next to the Flayer Jungle, and the alcove with the Flayer Dungeon and Gidbinn linked to the the Spider Forest.
The Flayer Dungeon did have some dangerous spots - undead flayers on both of the first two levels, and a tangle of several boss packs in level 2 including instances of both Fanaticism and Cursed. That one took out Emilio twice, though Cythandria got through without significant injury. Then the Great Marsh had Gloams, and most of its boss budget was spent on them - three boss packs in one off-river alcove and then two boss packs in another. That got messy.
I make Spirit. 98 mana, 35 FCR.
Switching out my shield for a new Spirit also called for several other equipment shuffles to balance the resistances.
Shield: Gemmed Dragon Shield (3x P. Diamond) -> Spirit Monarch
Gloves: Magefist -> Pain Hand (rare, +21 fire/+24 elec/+10 pois)
Boots: Corpse Track (rare, +20 FRW, +30 elec/+8 pois) -> Havoc Track (rare, +20 FRW, +38 fire)
Ring 1: Bone Touch (rare, +10 FCR, +29 fire/+24 cold) -> Dread Master (rare, +10 fire/+39 cold/+10 elec/+10 pois)
Ring 2: Viper Eye (rare, +10 FCR, +9 cold/+16 pois) -> Scintillating Ring of Accuracy (+15 all)
Serpent's Small Charm -> Viridian Small Charm of Life (+7 pois)
After all of that, Cythandria's resistances are maxed. She still has 105 FCR and 87 MF. He life and mana pools are bigger, and her skills go from +10 fire/+8 others to +11 fire/+10 others. Specifically, that's 1421 life and 481 mana with Oak Sage active.
Naturally, now that I have a Spirit, white monarchs start dropping. One in the Flayer Jungle, and more later. It's not supposed to be a super-rare item, after all. Then I get a five-socket phase blade ... hey, game, how about a Lo rune?
Most of the act goes pretty smoothly, though I do have to be careful about not letting those exploding undead pygmies reach Cythandria. They're basically everywhere they could possibly be, too.
One of the temples does get me to pull a blind teleport. When there's an archer pack right at the door, you don't stick around to see how dangerous they are. The room I teleported into was empty, and on coming back the archer didn't have particularly dangerous mods. The lack of a safe zone around the stairs in those temples can be really scary sometimes.
Down in Durance 2 - yet another level with undead pygmies - a Mauler boss drops something neat.
Also, Cythandria is pretty close to a new level. When I finish that giant map, she's about 4 million short. Kill the various boss packs on Durance 3, still a couple hundred K short ...
New items found in act 3: Arcanna's Deathwand, ethereal Pierre Tombale Couant, Eschuta's Temper, Spire of Honor.
Act 4 goes smoothly. Sure, the monsters are sturdy, but there are almost no physical ranged attackers in the act. The only ranged attacks with any physical component are the corpse spit move and Diablo's lightning hose. That means Cythandria really doesn't have to worry about much. Sure, Burning Souls can kill Oak Sages, but they just don't do that much damage through 75% lightning resistance.
The Hellforge:
Finally, the Chaos Sanctuary. Fighting Diablo involves a lot of running around, but he goes down in the end.
Act 5 starts easy enough, but then the Frigid Highlands is all fire immunes including Vile Archers. With the guest monsters, archers are back. And in the area's dungeon, Undead Stygian Dolls.So many dangerous monster types that could pop up.
Still, nothing too bad in the initial above-ground segment.
In the Crystalline Passage, I see archers with fanaticism ... turns out that's a double boss pack. A fanatic mage, a cursed archer. Potentially very dangerous, but Cythandria avoids taking any arrows.
The Frozen River brings Sirens and Claw Vipers. One Siren boss pack takes down Emilio twice, and later an Evil Urn gives me a nasty surprise - spawning a Claw Viper boss pack practically on top of Cythandria. Oh yeah - those things can get scary too. Cythandria ends up needing both a fat purple and a teleport to get out of that.
Also, another Harlequin Crest drops in here. I give it a socket (it has better defense than the old one), and I plan to add a perfect topaz once I can. (I meant to take a picture, but somehow that one came out solid black.)
Free Anya, get more resistances, keep going. Though I'll probably swap some things once the session is over.
The Drifter Cavern drives me back. A Moon Lord boss spawns Cursed and immune to both fire and cold, and Emilio can't win the duel on his own. Continue on, clear the Frozen Tundra, and finally reach level 88 in the Infernal Pit.
I clear most of Nihlathak's temple, but stop short of the Halls of Vaught. Without any corpse-clearing ability, I don't want to risk fighting him.
Now, the Ancients. I've been running at players 5, but I drop to players 1 for this fight. Lots of running away, but eventually I get Madawc alone and burn him down. Then Korlic. Then I wait out the curses those two had and finish off the cold-immune Talic.
That still doesn't stop me from finding stuff. Like this elite unique:
As it turned out, I didn't get any scary draws. The worst annoyances were the Horadrim Ancients raising Doom and Oblivion Knights in the Throne. Lister wasn't cold immune, so he died easily. And that just leaves Baal. He gets static down to half, then fireballs and meteors from a distance.
New items found in act 5: Immortal King's Will, Ginther's Rift, Demon's Arch, Peasant Crown, Magnus' Skin, The Minotaur. I never did put together that Perfect Topaz I wanted.
So then I take a victory lap. Head back to Normal and Nightmare to personalize things, transfer in that perfect topaz, swap out a ring and some charms, then clear out the cows. On players 5. I find a few set items, but nothing new.
And so Cythandria's story is complete. Here's a composite shot of her stats and gear, in town (so no Oak Sage bonus) and after that post-Baal segment:
I didn't take a shot of Emilio, but he's been using the same stuff for a while. Insight in an ethereal Partizan (still can't find a good elite polearm for it), Tal Rasha's Horadric Crest, Duress.