→A note on Apocalypse
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This strategy guide to playing a high level mage was written by Flux back in the late 1990s, during Diablo's heyday. It was archived here, with permission of the author, in February 2009 | This strategy guide to playing a high level mage was written by Flux back in the late 1990s, during Diablo's heyday. It was archived here, with permission of the author, in February 2009. | ||
==Introduction== | ==Introduction== | ||
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* Disadvantages -- -40% light is a bad thing. If I need to put 6 or 7 chains into those steel lords, better I see them before they are 5 squares away. 0% resistance to all is a disaster also, making this only usable on melee levels. As a mage you are going to be taking by far the most damage from ranged attacks, mainly blood stars and fireballs, so resistance is more important than ac. Also 20 less mana than RC. | * Disadvantages -- -40% light is a bad thing. If I need to put 6 or 7 chains into those steel lords, better I see them before they are 5 squares away. 0% resistance to all is a disaster also, making this only usable on melee levels. As a mage you are going to be taking by far the most damage from ranged attacks, mainly blood stars and fireballs, so resistance is more important than ac. Also 20 less mana than RC. | ||
[Image:U-thinking-cap.gif|frame]] | [[Image:U-thinking-cap.gif|frame]] | ||
'''Thinking Cap''' | '''Thinking Cap''' | ||
* Advantages -- +2 spell levels, +30 mana | * Advantages -- +2 spell levels, +30 mana | ||
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'''Flux's Choice'''<br> | '''Flux's Choice'''<br> | ||
I'd recommend RC for 95% of the situations you'll find yourself in, only switching to TC in no-melee levels, for example witches and advocates, or for normal/hell item runs, or possibly for nightmare/hell lvl 16, where you need the extra fireball damage for the fire resisting blood knights and advocates, and +2 spell levels might save you a fireball per monster. Just be extra careful (artillery mage style) not to let get any knights close to you, as the loss in ac will get you hit most of the time, and just one hit every five or ten knights will negate all of the mana an time you were saving by having to shoot fewer fireballs at them. | I'd recommend RC for 95% of the situations you'll find yourself in, only switching to TC in no-melee levels, for example witches and advocates, or for normal/hell item runs, or possibly for nightmare/hell lvl 16, where you need the extra fireball damage for the fire resisting blood knights and advocates, and +2 spell levels might save you a fireball per monster. Just be extra careful (artillery mage style) not to let get any knights close to you, as the loss in ac will get you hit most of the time, and just one hit every five or ten knights will negate all of the mana an time you were saving by having to shoot fewer fireballs at them. | ||
===Body Armor=== | ===Body Armor=== | ||
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===A note on Apocalypse=== | ===A note on Apocalypse=== | ||
Apocalypse is a very useful spell, | Apocalypse is a very useful spell, and it hits for physical damage so can kill any monster, even triple immunes. It can not be learned in Diablo, so must be cast from staves or scrolls. (In Hellfire it is learnable, but you can only get the books from killing Na Krul. The damage is lowered, it no longer works out of line of sight, and the mana cost is very high, but the "kills anything" nature of the spell makes it very effective against triple immunes. | ||
The great benefit of Apocalypse in Diablo is that it works over walls and damages anything and everything on the screen. In other words, nothing is immune or resistant to apocalypse, including your character, though as a physical attack it can be blocked. Amongst monsters, only Diablo casts Apoc. | |||
A mage with a bountiful or otherwise charge-intensive apoc staff can clear out major portions of the toughest monsters very quickly. My only comment on it is, "Cheap, lame, and wimpy". Mages (or the occasional rogue) who used apoc staves in multi-games I played were almost always those who lacked the skills to kill the monsters for real. Killing tons of stuff over the walls w/o any danger to yourself is not much fun, not very sporting, and not really a tactic I ever saw used much by the higher level chars. | |||
Still, for pure speed, a nice charged up apoc staff left in town and retrieved quickly for some especially tough portion of the game, (perhaps item retrieval after death) can be very useful. I would say don't carry it around normally, though, as it takes the place of 6 full mana pots, and you can do a lot more damage with those pots than with even a bountiful apoc staff in almost every situation, but YMMV. | |||
==General Tips | ==General Tips== | ||
===What to stock in belt and inventory=== | ===What to stock in belt and inventory=== | ||
Blue, blue, and more blue. I usually have 1-6 blue on my belt, with a full yellow in 7 and 8, | Blue, blue, and more blue. I usually have 1-6 blue on my belt, with a full yellow in 7 and a Mana Shield scroll in 8, for emergencies. It can be useful to carry a few more full rejuv pots, and perhaps some Infravision scrolls in your inventory. Every other spot should be a full mana potion. | ||
One tip for quicker buying at the witch is to use the mouse and return keys. Point the mouse at the 150 blue potion on Adria's list, put your other hand on the return key, and alternate clicks as fast as you can. This will buy them much more quickly than "down, enter, enter". | |||
Also, for fast restocking of your belt, rather than picking potions out of the inventory and trying to click them into the small belt spots, I like to just drop 4 or 5 from inventory to the floor, close the "I" window, and then click them up, letting the auto-belt stocking function put them where I wanted them. | |||
===Equipment Switches=== | ===Equipment Switches=== | ||
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{{D1 masternav|Basics}} | |||
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[[category:Diablo I]] | [[category:Diablo I]] | ||
[[category:D1 Strategy]] | [[category:D1 Strategy]] | ||
