Part 2 of my update:
Frozen Tundra-- Goats, Mages, and Vulture Demons. Puh-leeeeze! I expected more of a challenge, but I sure wasn't complaining. I was still amused about the display bug that caused the barrel to impose over the valk's body, when I encountered a vulture boss pack. Now I had something new to laugh at:
http://img.photobucket.com/albums/v341/insane-wayne/black_widow2.jpg
For the second time with this character, a boss spawned with that name. Crazy.
The Ancient's Way was tough, but not too tough, with speedy Rogue Spearwomen, Snakes, and snow beasts IIRC. I was grateful nothing got out of hand there, because mentally I was thinking ahead a bit to the Ancients.
I found the Icy Cellar and jumped right in. Upon entering, I was hit immediately with a Conviction Aura. I noticed on the map I was in the center island formation, which I don't think I ever had before in the Icy Cellar. The Conviction boss Siren came flapping in, and a bolt of Gloam Lightning hit Narphet and caused an instant Curse on all of us. And I wasn't even 5 steps into the map yet! Conviction + Curse + Gloam Lightning = Adios! I consider myself lucky that several bolts didn't pour in (which I'm sure would be instant death). Coral is practically immune to lightning, in fact, it even heals her in some situations, but I heard that Gloam Lightning is bugged and causes physical damage, so there was no way I was going back in. The Icy Cellar was added to my to-do list.
How I defeated Hell Ancients ----------------------------
To begin with, I was mildly distressed that I'd failed to gamble a teleport amulet, despite dozens of attempts. I had hoped to use decoy + teleport (without valk) and try to break up the Ancients, so I could take them one or two at a time. I wasn't even sure it would work, but anyway it was a moot point because I couldn't teleport.
So instead, I commited myself to a frenzied run-and-gun shoot-out with all my weapons and spells. I've battled the Ancients many times (under less intense curcumstances), so I had plenty of experience to draw on.
I started by casting a decoy in the center of the altar. After releasing them, I made a frantic dash backwards and tried to ID their attributes. It was the only time I ever permitted a TP in the belt. The thrower was Cursed and Cold Enchanted. Hmm.. that could be big trouble. Korlic and Talic were Lightning Enchanted, Spectral Hit, Extra Strong, and Extra Fast.
The good news: No FE bug! No Physical Immunes either.
The bad news: The Thrower was Cursed, which caused the other's Extra Stong attacks to hurt a LOT! Narphet went down like a ton of bricks. I had to pop a couple rejuvs just running around and trying to get an opportunity to attack. For a few seconds, the valk tanked all three attacks and died instantly. With Madawc's Cursed attack, this just was not going to work. Too dangerous. The decoy was not drawing much attention either.
I resisted the urge to TP and reset for another attempt, because I was fearful of a FE disaster. And I still had an idea to try, for neutralizing Madawc. Madawc moves around a lot in response to your movements, and tries to set up for his throw attack, like any ranged attacker. If you can get your positioning just right, he'll stupidly throw right into an obstruction (like a pillar). Usually it's a temporary circumstance because of course you need to move/attack. I couldn't just stand there like an idiot! Or could I?...
As I was running laps around the summit and thinking, Madawc was chasing me. He couldn't hit me, so the Curse eventually wore off. I cast a new valk and Talic and Korlic battled her while Madawc continued to chase me. Uncursed, the valk managed to score about 20 hits before they killed her. I also managed to Weaken them which helped her out a lot. However, the pattern quickly broke up because the leap barb came at me, Madawc hit me while I cast a new valk, we were Cursed, my stamina was low, and it all fell apart.
Within the next few laps, I had an idea, so I ducked behind a pillar when I saw a favorable formation, and the solution revealed itself. First look at this pic:
http://img.photobucket.com/albums/v341/insane-wayne/ancients.jpg
As I'd hoped, Madawc's brain vacated his skull, and when he set up an attack position aimed at me, he threw straight into the pillar in his face. Meanwhile, the valk tanked the other two, just offscreen. Every now and then, Talic's whirling route brought him into the lower right corner of my screen. When that happened, I was barely able to reach him with a Weaken charge, which spread to Madawc, and (I assume) to Korlic offscreen. I saved the valk many times with the Weakening.
Other than casting Weaken, I did not move a muscle. The minutes crawled by, and then suddenly the valk took a lot of quick blows and she died. I instantly recast her as far towards the bottom-right as possible. I didn't expect it to work, but incredibly, the formation held. This valk was less powerful, and I soon had to recast again. I ended up casting 4 or 5 more times, with the same result. Then I heard one of the Ancients go down. The valk had killed Korlic! I predicted Talic would soon follow. But the formation finally broke and Madawc moved and Cursed the valk, so I ran out ready to rumble.
Sweet! Talic was slivered! We finished him in seconds! Madawc still had full life (except for what the Poison Creeper did to him with several poisonings. You can see him mid-strike in the screenshot). No matter, I knew I could take down one Ancient easily. I knocked him back and we boxed him into a corner. I pounded on him and rained Meteors on his head. Easy finish.
The Worldstone Keep -------------------------
I totally jinxed myself. Before entering, I considered the dreadful possibility of hitting a stair trap, retreating, failing to reach the waypoint, and having to fight the Ancients all over again!
Sure enough, within half a screen of entering, I was greeted by TWO boss packs of Sirens. They already have a built-in Curse, making them that much more dangerous. Narphet went down, but not before straying a tad and awakening a champion pack of Death Lords! WTF?!?! I jumped out of the frying pan, and into the fire! There was no way I was running out the door. So instead I ran blindly down a hallway for another screen-length.
Phew! No more monsters. I didn't dare venture out any further. What ensued was probably the craziest battle I ever fought in such a cramped area.
Run. Dodge. Weave. Cast Weaken. Run. Dodge. Stab 2 sirens. Monster Flee. Decoy. Run a figure-8. Evade a dozen red balls'o'cursing. Throw a few Scalpers. Valk dead. Recast. Weaken. Avoid red balls. Decoy. Decoy dead. Valk dead. Flee. Recast . CE. What, no corpses yet?
The Prevent Monster Heal saved me here. The Sirens don't have much life and a dozen isolated Scalper hits + Open Wounds was enough to kill one. It became exponentially less difficult with every death. I admit my heart was pounding. It doesn't take too many of those red balls to kill you, and though I dodged 95% of the hundreds of red balls, I still burned through more than half my potions.
The rest of the level was also extremely difficult. The valk died many times, but by then, I had enough cleared area to regroup and break up the packs.
Level 2 was a good draw, with slow monsters like Prowling Dead and Mages, but Level 3 was the worst yet. Knife flayers, Sirens, and SPAWNERS!!!!! I could not hand-select a worse combo. It took forever! I cleared the entire area, which drained me, and of course, the exit was in the last possible place I searched. Even worse, check out where it was:
http://img.photobucket.com/albums/v341/insane-wayne/keep_level3.jpg
Hahaha. :lol: How fitting for me.
The Throne Room was a semi-stair trap, but at least I had the circular entrance area to run around. The monsters were Sirens and Death Lords (sigh) but also Horadrim Ancients (without skellies) which were easy. Baal's Minions were surprisingly easy. I had switched to the Knout full-time for these areas and finished off most of the monsters myself, including the Minions of Destruction which had stun-locked the valk.
Against Baal, I dodged his initial tentacles and engaged him inside the T-Strip, as I'd hoped. I lost the valk during the run and had to recast her. Baal rarely spawns his tentacles in the T-strip and we commenced pounding on him. However, he did clone. The valk completely occupied the clone in the corner while I attacked Baal. With the CB, I got him down to roughly 1/16 life, but I was almost out of potions. Then he blocked me from my portal with tentacles. Damn. I had to run out. Then something strange happened. Because the valk was now cornered by both Baals, she couldn't follow. I stayed along the wall so as not to cause her to teleport to me. Here's a picture:
http://img.photobucket.com/albums/v341/insane-wayne/valk-baal.jpg
You can see the valk's blue "X" stuck inside the T-Strip. I remembered I had 5 reds in my cube, so I restocked my belt. I heard the valk and Baal striking each other, but couldn't see a thing. Could the valk really tank both Baals? Apparently yes! Although she was brought down to yellow many times, they couldn't kill her. Soon I heard the Baal death yell, the thumping, groaning, vomiting...etc...The dramatic music played, and then silence. No Tyrael's voice, no earthquakes, and then the normal Baal fight music started again. Hmmm.....
Fearing another Baal bug, like I had in Nightmare, I did not TP to town. Instead, I ran around back up the T-Strip, meeting the valk at the base. There was nothing up there. No body, no itamz, no red portal. WTF? Where are you Baal? When I ran out of the strip, tentacles appeared, and I found Baal in the corner, with 1/16th life just like I left him. With my remaining potions, I was able to outlast him and he died, for the second time(?), leaving me a drop and a Tyrael.
:lol: Whatever. Don't ask me to explain it! :scratch: Coral is now a Guardian! Woo-hoo!
Skills / Stats update: 93 Str, 140 Dex, 298 Vit (1222 life), 27 Energy. Resists: Fire=75, Cold=75, Lightning=75, Poison=75
1 Inner Sight
7 Critical Strike
10 Dodge
1 Slow Missiles
6 Avoid
20 Penetrate
20 Decoy
6 Evade
20 Valkyrie
4 Pierce
Character update:
Guardian Coral Far, level 85, Act 1 Hell, Hell Cows
"Black" Knout
Whitstan's Guard Round Shield, socketed with Perfect Diamond
The Scalper Francisca
"Rhyme" Grim Shield
"Smoke" Trellised Armor
Blackhorn's Face Death Mask, socketed with rare jewel (+4 max damage, +29 AR, +19 Defense, +26% Cold Resist)
Crafted Vampirebone Gloves, 20% IAS, 5% Life Steal, 10% Crushing Blow, +3 Dex, +11 life, +13% Lightning Resist
Rare Demonhide Sash, 24% FHR, +38 life, +4 mana, +12% Cold Resist, + 26% Lightning Resist
Ruby Light Plated Boots of Luck, 40% Fire Resist, 34% Magic Find
Rare Amulet, +2 Min Damage, +16 Strength, +2 Energy, +19% Cold Resist, +44% Lightning R, +25% Fire R, +19% Poison R
Ring of Perfection, +17 Dex
Carrion Wind Ring
Charms providing 1-2 cold damage, 1-31 lightning damage, 6 poison damage, ligtning resist 6, cold resist 13, fire resist 5, +63 life, 7% MF, +118 AR.
Guardian Narphet, level 79 cold Iron Wolf
Rare Sabre, Fire Resist +24, Lightning Resist +11
"Rhyme" Bone Shield
Peasant Crown War Hat
Rare Great Hauberk, 25% Enhanced Defense, +4 Strength, +50 life, +29% Cold Resist, Magic Damage Reduced by 3
In stash:
Runes: Gul, Ko (2), Dol (2), Hel, Sol (2), Amn (3), Thul(2), Ort (2)
Rare Cinquedeas, +1386 AR, 100% Monster Flee
Moonfall Jagged Star
Rare Fanged Knife
Nagelring Ring 18% MF
Nagelring Ring 19% MF