In the Palace, there were two CE ape bosses, and I was a complete idiot for not going to town and quaff some thawing potions before those fights, leaving me with a meager 8% resistance. Those ape bosses are so fast and unpredictible when hurt. The second boss got a few quick hits in right before it died, so I was quite far from top life. Had already decided to drink a red the very next second, but the death nova struck first:
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(and that's
after the potion has had time to take a little effect!
Hopefully I have learned to be more careful with CE bosses from here on...)
Outdoor areas in late Act II were pretty standard, but the seven tombs had some tricky parts, especially the starting areas of them. That's where it matters the most, of course.
Beetle bosspack (and extras) getting owned by an urn:
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Tough tomb start #1:
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High life bosses (vamps, greater mummies, Gorebellies) with heavy physical/fire resist now had faster life regeneration than Gwinni's damage output. Started to use more Thunder Storm and Blaze against them. Ancient Kaa had no nasty extra ability, only Teleportation, but he got Blazed anyway.
A testament to my MF craziness is my current weapon. It's a measly 3-socketed Axe (found in Act V Normal) with a 3% MF jewel. But one of my cold resist charms deals 3 seconds poison damage, and against some Ghoul Lord Champs, I actually used Attack for the first time for about three acts. Vampires have very little Defense, and Fran could easly score hits when they were Inner Sighted by her merc:
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(Fire resist is 55%, so standing there wasn't too bad.)
Another tough tomb entrance:
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Once you get into the right position,
you simply don't leave unless your life depends on it:
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Familiar fire pattern in the slug lair:
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I tried to tank for Gwinni so she could take off the last sliver of his life, but that was so painful that I had to drink a lot of purples. When only one column remained, I started to madly teleport around instead, which worked out much better.
Somewhere during the seven tombs, a rare Short Battle Bow with +175% ED dropped. After a quick calculation, I upgraded it. It wasn't that easy to compare with Hellclap, but here is an attempt, at Gwinni's level at the time:
Hellclap listed damage: 137-277, where 122-232 is physical and 15-45 is fire. Average 177+30.
Rare Short Siege Bow listed damage: 140-265, all physical. Average 202.5.
Same base speed. Even though Hellclap has 10% IAS, the other bow sort of felt "heavier", like the shots had a bit more punch (especially the Fire Arrows), so I had Gwinni use this bow instead. She still does, and that's a problem...
Looking at the minions, I understood that Sszark was Extra Fast. That is probably the worst possible mod for my character at this stage. Dreadful, really. I took great care to clean out everything else first. A good thing was that I could get to the sparkly chest area from several directions thanks to the dungeon layout and Teleport. Then I noticed a familiar part of the terrain, and decided to do a portal park of Sszark there. Spider AI is quite like Mephisto - from its longest awareness range, the creature can only move straight towards you, with bad pathfinding. Look here:
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If I were to move closer to zap some Statics, Sszark would immediately come storming around the obstacle. Thankfully, Gwinni's damage output was enough, even vs. the heavy fire resist of Flame Spiders in NM. This far away, a damaged spider doesn't even go into 'Web & Flee' mode. Ha!
More GS tanking:
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Kurast Bazaar handed me a Champ pack of Sextons. Normally, I'd probably buy a weapon 'of the Bear' and smack one of them far away from the others, but weapon shopping is out in this act. Gambling could have worked, but before starting to gamle, I realized I had a solution available:
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Both Bazaar temples had their lively moments. Nothing too bad, although Ruined Temple had a Cursed LE spider boss quite far back in the first room. It entered the fight a little too soon for my liking, as I was fighting a minion and two Night Lords already. I used Blaze to hurt the boss enough so it fled back again.
In this Act III, I randomize every stat point as I get them, and all the skills points (probably 4 of them) at once near the end. It's not too bad if I get up to 10 more in STR, because then I can wear Gwinni's now-fully-topazed Full Plate. Crappy footspeed nonwithstanding...
I have some ideas how to get Gwinni a better bow. For gambling and upgrading a rare, every clvl is important for gambling now. On the other hand, a certain mid-level rune would make us two
very happy campers right now.
Fran herself also has a bow now. In the last act of so, she's had a dagger with Terror charges and Whitstan's Guard on switch. Now she has the runeword Edge in a Hunter's Bow. Good for getting more gambling out of the money, sometimes the Thorns gets some use when I want Gwinni to "tank" something dangerous and hard-hitting and last but not least, it has Prevent Monster Heal! Fran almost requires some Inner Sight in order to hit (otherwise she might miss 20 shots in a row...) but the thing with PMH is that you only need one hit.
[Highlight]Destroyer Fran the Blaze Sorceress and Gwinni the Fire Rogue, level 62, NM Kurast Sewers next[/highlight]