Insane Wayne
Active member
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass
Imps, Mages, and PI Death Berserkers poorly defended the Frozen Tundra. The only difficulty was pulling my team away from senseless attacks on gates/turrets. Usually I ended up teleporting directly into the monster packs.
Infernal Pit was a bit rowdy: Demon Tricksters (aka stupid imps) backed up by vampires and oblivion/death knights. I was grateful for the numerous angles and corners available to trap the fleeing knights.
At last, the wide-open areas were finished. Jolt descended into the Ancient's Way, where he met some speedy Dark Lancers. Terror was necessary to take heat off the golem, those gals can be pretty tough. The skeletons barley lasted a few seconds. After clearing some safe space, I switched to the Gull Dagger, which is my new standard procedure.
One last bonus area needed attention: the Icy Cellar. Jolt carefully tip-toed forward. The mages weren't as cautious, scattering about and attracting vipers, snow beasts, and gloams. Gloam lightning, from afar, decimated my troops. But as soon as the gloams themselves came into range, it was all over for them. Snakes, beasts, champion gloams, and Snapchip's gang combined to form a huge mob. Many mages and skeletons died, but were replenished by a large pile of corpses behind Jolt. I had enough leftover to finish the last survivor, Snapchip himself. The sparkly chest dropped gold, potions, and bolts. Not even a magical item! :\
Time for a showdown with Hell Ancients. No poison mages for this battle. I planned to separate them with teleport. It worked on the first try, Talic (Extra Fast) chased us to the top, leaving his companions behind. It was impossible to track him, he whirled too fast. All I could do was dodge him as best as possible. He managed to nick me a couple times. It helped that he targeted different skeletons with each attack. The damage was spread out, allowing them to heal. Talic fell under a barrage of fire.
Next, Madawc and Korlic teamed up. This time, the damage was too heavy to save everybody. Korlic (Stone Skin Spectral Hit) destroyed the skeletons and began pummeling the Fire Golem. Madawc ran around and picked off a couple mages. However, Korlic was fading. His Stone Skin didn't help him at all. He and the Fire Golem perished together, a fair exchange from Jolt's perspective. Then something unexpected happened, Madawc suddenly turned on Flux and dropped him with a few quick axes.
Now I was down to necro-mage power alone. Gumby slowed Madawc, and they opened fire. Slowed and chilled, Madawc never had a chance. I tele-bombed him as he hobbled to a corner. Victory! Jolt reached level 85, placing another point in Lower Resist.
Down into the WSK, the last leg of the journey. Vile witches! Not again, I've had my fill of them! :steam:
They were assisted by mages and unholy corpses. Being amped all the time, plus the presence of charging zombies, did not sit well with Jolt. I was very reluctant to teleport, so the area took a bit longer.
Level 2 was also tricky: Poison mages and Horadrim Ancients spread a lot of potent green sickness, while boss melee flayers darted about. Lots of deaths on my team due to poison, but flayer corpses were plentiful.
Latest finds:
T-God's Vigor
Soul Drainer Vambraces
ethereal 4-socket Hellforge plate
3-socket superior Grand Matron bow
[highlight]Conqueror Jolt, Lord of Mages/Fire Golem necro, level 85, Act 5 Hell, WSK 2[/highlight]
Imps, Mages, and PI Death Berserkers poorly defended the Frozen Tundra. The only difficulty was pulling my team away from senseless attacks on gates/turrets. Usually I ended up teleporting directly into the monster packs.
Infernal Pit was a bit rowdy: Demon Tricksters (aka stupid imps) backed up by vampires and oblivion/death knights. I was grateful for the numerous angles and corners available to trap the fleeing knights.
At last, the wide-open areas were finished. Jolt descended into the Ancient's Way, where he met some speedy Dark Lancers. Terror was necessary to take heat off the golem, those gals can be pretty tough. The skeletons barley lasted a few seconds. After clearing some safe space, I switched to the Gull Dagger, which is my new standard procedure.
One last bonus area needed attention: the Icy Cellar. Jolt carefully tip-toed forward. The mages weren't as cautious, scattering about and attracting vipers, snow beasts, and gloams. Gloam lightning, from afar, decimated my troops. But as soon as the gloams themselves came into range, it was all over for them. Snakes, beasts, champion gloams, and Snapchip's gang combined to form a huge mob. Many mages and skeletons died, but were replenished by a large pile of corpses behind Jolt. I had enough leftover to finish the last survivor, Snapchip himself. The sparkly chest dropped gold, potions, and bolts. Not even a magical item! :\
Time for a showdown with Hell Ancients. No poison mages for this battle. I planned to separate them with teleport. It worked on the first try, Talic (Extra Fast) chased us to the top, leaving his companions behind. It was impossible to track him, he whirled too fast. All I could do was dodge him as best as possible. He managed to nick me a couple times. It helped that he targeted different skeletons with each attack. The damage was spread out, allowing them to heal. Talic fell under a barrage of fire.
Next, Madawc and Korlic teamed up. This time, the damage was too heavy to save everybody. Korlic (Stone Skin Spectral Hit) destroyed the skeletons and began pummeling the Fire Golem. Madawc ran around and picked off a couple mages. However, Korlic was fading. His Stone Skin didn't help him at all. He and the Fire Golem perished together, a fair exchange from Jolt's perspective. Then something unexpected happened, Madawc suddenly turned on Flux and dropped him with a few quick axes.
Now I was down to necro-mage power alone. Gumby slowed Madawc, and they opened fire. Slowed and chilled, Madawc never had a chance. I tele-bombed him as he hobbled to a corner. Victory! Jolt reached level 85, placing another point in Lower Resist.
Down into the WSK, the last leg of the journey. Vile witches! Not again, I've had my fill of them! :steam:
They were assisted by mages and unholy corpses. Being amped all the time, plus the presence of charging zombies, did not sit well with Jolt. I was very reluctant to teleport, so the area took a bit longer.
Level 2 was also tricky: Poison mages and Horadrim Ancients spread a lot of potent green sickness, while boss melee flayers darted about. Lots of deaths on my team due to poison, but flayer corpses were plentiful.
Latest finds:
T-God's Vigor
Soul Drainer Vambraces
ethereal 4-socket Hellforge plate
3-socket superior Grand Matron bow
[highlight]Conqueror Jolt, Lord of Mages/Fire Golem necro, level 85, Act 5 Hell, WSK 2[/highlight]