In the jungle, the mighty jungle ...
Setting off from Kurast Docks, we met a Dark Wanderer out walking his dogs - but that's another story.
When we saw our first Thorned Hulks, we weren't sure what to make of them but Gumby tanked them easily and Aliza's shafts were
very effective. Balboa threw Poison Pots, mainly because he had them, but also to make up for the empty socket in Aliza's bow. When a stretch of water intervened, the 'Hulks were
even less impressive.
At some point, Aliza disappeared into the bushes ... I'm not sure what she was doing but
she seemed happier afterwards.
The Spider Cavern needed only a modicum of caution when
being explored. Immediately after this picture though, we were approached on all three sides by the gigantic spiders. Some ducking and weaving was needed to avoid Balboa getting too much punishment. Not cautious enough!
Despite that, when we approached the final chamber and the chest, it all seemed to be going
a bit too easily. With the Chest in sight, a sudden mob of Spider minions descended upon us, beating us back for many yards. Gumby required a recast as that Spider venom really didn't agree with him. We eventually gained the upper hand and fought our way back to the chamber. Khalim's Eye
fell to the floor as some unidentified boss was slain.
The Great Marsh threw Drowned Carcasses and Fetish/Soul Killers at us with glee. Some of the bosses needed
careful handling. When Gloams appeared, Balboa's state of alertness was heightened, but he couldn't resist a
photo opportunity when it arose. The lightning didn't hurt him too much, with 40-50% resistance, but one case of Mana Burn was enough for him. Gloams received the care they warrant after that. One tactic that he tried, for an single Gloam accompanied by other monsters, was to cast Attract on it. This tied up the Gloam but at the same time allowed Amp Damage to work on the nearby monsters. This is slightly more efficient than simply Dim Visioning the whole group, but slightly riskier too, I feel.
Another, even stronger, Carcass boss made an appearance, backed up by Fetish with blow pipes, but we'd already dealt with his kind before so
we knew what we were doing.
Nearing the Flayer Jungle, the tests became harder and creative use of curses (and so running out of mana) became the norm. A normal Shaman and a Ghostly one were
turned against each other with Attract. Larger, more widespread groups were dealt with using
Confuse and/or Dim Vision.
The Flayer Jungle Waypoint is ours.
Tech/Random
I finally found an emerald so I can cube up a flawless gem to fill Aliza's last socket.
Gumby appears to be suffering at the moment so I need to think about splurging some points into GM - currently have five points unspent. I will hold off allocating points to CG, particularly as I don't want the mana cost going any higher right now. The reason I keep upping CG instead of GM is simply this - I feel guilty using Gumby simply as a tank for the merc. I want him to be a killing machine and CG ups the damage he does whereas GM does not. I realise that this is foolishness, by the way! On the other hand, I could put some points into BG, IG and FG ... no, GM first.
Balboa's life hasn't been at
great risk now since Act One, I think, although he had his Bone Armour stripped away once, today. 80 unspent stats points and still the decisions to made regarding Strength (for gear), Dex and Vitality. Hmm ...
I think this is the first time I've used an Act 1 merc in Act3 to any great extent -
so much easier than a Spearboy! I'm having to think about when the Act 2 merc will make an appearance. Not sure at this point.
Golemancer GumbyBalboa - Level 30, Act 2, Flayer Jungle