Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass
First thing I saw in Act 4: big fat corpse-spitters! These guys have a ton of life. I was worried they would take forever, but the mages did very well against them. It helped that I could break their poison immunity and prevent their healing. Helpless leapers and ineffective Venom Lords (which healed the fire golem) rounded out the draw. Safe and easy clear of the Outer Steppes.
Plains of Despair: more Venom Lords, wimpy Stranglers, and
Doom Knights. The latter type was considerably tougher than anything else up to this point. Their poison and physical damage demanded some respect.
Once again, the mages' effectiveness surprised me, against
Izual. He went down faster than some of the resistant bosses I've faced. His resists must not be very good. It's nice when all your missiles are auto-hit. AR and monster defense/blocking are meaningless.
More stranglers populated the City of the Damned. Ha, this is too easy! Then I saw the dreaded
spawners! I though for sure, this time, my team would falter. How could we possibly keep up with all those baby spawner births? Well, I was proved wrong yet again. I noticed three factors that helped us against them:
1. Spawners move around a lot. Many of them ended up hit by PMH poison, without any effort on my part.
2. Flux's lightning pierced through the distracting pups, taking a heavy toll on the mothers.
3. Plentiful pup corpses provided all the fodder I needed my keeping my army maximized at all times.
I certainly wouldn't say that we excelled against them, but it was far less burdensome than I feared.
The other notable monsters were
Abyss Knights. Mage vs. mage. There were several boss packs of them. Some I had to lure towards the pup corpse piles, for mid-battle reinforcements. Good thing I had them available, some of those knights took out all my skeletons in a few seconds.
More spawners on the River of Flame, plus maggots! What a mess...
It took a while to churn through, but there was never a shred of danger. Hephasto came running out early,
crushing my skellies. No worries, I had dozens of corpses available. While my team mopped up the forge area, I shattered the Soulstone. Pffft, lame drop, that's
no help at all.
Before entering the CS, I equipped my
new wand. I placed a reward skillpoint in LR, to get back to lvl 5. The fire resist jewel will be handy against Diablo. Also, I tried my final imbue, on a necro head. Not bad,
+5 Bone Spear, but definitely not suitable for Jolt.
The CS wasn't easy, but it was nice not to worry about IM! Oblivion Knights were eventually chased down (sometimes I teleported in front of them). We hit a huge mass of monsters at the start of De Seis' wing. Boss Knights and two boss Venom Lords, among other regular monsters. The fire golem succumbed to poison. I retreated and cast Gumby, forming a bottleneck at the
star point.
De Seis spawned with the Tri-fecta: Fanaticism Extra Strong Cursed. The skeletons were pretty much vaporized as they turned the corner. I ran out there to cast Terror and take heat off the golem. In all the chaos and obscuring graphics, I failed to notice Terror had pinballed one minion towards me. One hit took off about 2/3 my life. By the time I realized what happened, he swung again. Either he missed, or I squeaked away in time! It was close. I think he may have been out of Fanat range, which probably saved my life. I had to teleport across the lava and retreat, luring the minions in small packs. As usual, De Seis ran to his
corner.
Eager for some extra XP, I spawned the remaining seal packs at p8. The Grand Vizier was tolerable, but my plan back-fired against the Infector. Unbreakable FILI + Spectral! All we could do was peck away with some
cold damage, after summoning as many extra cold mages as possible. It still took about 10 minutes. :embarassed:
I went to p3 for Diablo. His lightning caught the fire golem right away, but the mages
carried on without him, slivering him in reasonable time. With max MF equipped for the kill, his drop was garbage. No luck from the Act Bosses lately. I'm on a bit of a dry spell for good items. :bored:
Best of Act 4:
Crow Caw
Immortal King's War Gauntlets
Steel (36) SC of Storms (1-22)
a couple weird
rares, +103 max damage?! :badteeth:
[highlight]Conqueror Jolt, Lord of Mages/Fire Golem necro, level 83, Act 5 Hell, Harrogath[/highlight]