Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass
Jolt resumed his quest, summoning a new army from helpless Fallen. Word must've gotten around that Jolt liked exterminating quill rats; they summoned a frightening
leader to cut down some of my ranks! Fortunately my mages took it down before it killed the golem.
Clearing the Barracks was messy, thanks to mobs of Fallen, long-range resurrections, and sneaky hidden archers. I had to scour the floor and destroy all the corpses to be safe. Boss packs spread their auras through walls, causing all sorts of dangerous
weirdness. Sometimes, there is so much going on, I can't even find myself! That's actually a risk with this build. With so much random fire and trajectories, I'm bound to take a few hits now and then.
The Smith got
owned. Even with Magic Resistance, he was quickly overwhelmed by mage missiles. He dropped a decent item:
Trang-Oul's Wing
Cantor Trophy
Defense: 189
Durability: 16 of 20
Required Level: 54
Required Strength: 50
Fingerprint: 0x37ddae9c
Item Level: 73
Version: Expansion 1.10+
Properties:
+25 to Strength
+15 to Dexterity
30% Increased Chance of Blocking
+125 Defense
Fire Resist +43%
Poison Resist +40%
+2 to Poison and Bone Skills (Necromancer Only)
It turns out, I have another common item from this set, Trang's Gloves. I had no idea the +18 Fireball was available with only 2 pieces! I was excited about this golden opportunity, but I realized there were problems:
1. Equipping Trang's Gloves/Shield reduces my field summoning skills, costing me a mage, and individual mage damage.
2. Also I lose ~60 net points of quality resistance.
3. I have nowhere near enough mana to support a Fireball attack, Lower Resist, AND resummoning. So it looks like Trang's is out for now.
The Jail levels were weakly guarded with wimpy enemy mages. "Dragon Jade the Jagged" quickly regretted
Cursing us. Wait a sec... what's this deja vu?...
another "Dragon Jade the Jagged", same room, same mage type, same
color?!!! It was his twin brother, equally feeble.
Soon we found Pitspawn Fouldog, trapped in a
cage. This might seem ideal, but it's actually better to get close and engage the enemies. Otherwise they run and scatter around, causing the mages to miss. I teleported the crew into one end of the cage, the monsters stood still, and we had no problems.
The Catacombs were a bit tougher, against hard-hitting zombie boss packs. Skeletons dropped like flies, but the golem usually held out long enough to keep the monsters still and let the mages work. It didn't take long. The key is frequent teleports. Whenever the scene gets messy, with mages wandering/firing at different packs, I need to correct it. The best strategy is to teleport into a corner. Now the mages are forced to retarget and fire in the same direction. With their neatly focused efforts, it's amazing how effective they can be.
I expanded that technique on Andariel's level. After killing a couple tough packs of zombies and lightning spitters, we were swamped with Fallen. I wanted to save some corpses for reinforcements against Andy. So I teleported through the chamber, dumping the mages on top of the shamen. After a quick barrage they were killed. Then we finished off the Fallen.
It turned out I was over-cautious. Andariel had no chance. I only needed a few extra skeletons and a few mages.
Lower Resist all the way, no decrep necessary...
Sadly, I had forgotten to have my MF gear available, and
paid the price.
[highlight]Conqueror Jolt, Lord of Mages/Fire Golem necro, level 78, Act 2 Hell, Sewers[/highlight]