Act 5
The Bloody Foothills did not have any Burning Dead Archers this time around, so it was far less bloody than in NM.
All Thorned Hulk boss packs have the potential to quickly overrun your position once Frenzy kicks in, so they were always treated with caution and given the chokepoint treatment.
We quickly advanced up the Foothills and before long Shenk had
fallen. The Frigid Highlands were timid; so timid in fact that one mob coughed up a
TC3 unique for my troubles. Abaddon, on the other hand, was one of the most dangerous places in the entire game for Eternity. The reason? PI Frenzytaurs, with no efficient PI solution on hand (no, I do not consider Open Wounds efficient, even if it is 100% effective). These ‘mini-hells’ in Act 5 are rife with chokepoints and barriers, typically giving a ranged character with a strong tank a huge advantage; the fact that we still struggled so much against a pure melee monster type just goes to show how dangerous those Frenzytaurs were. A lot of the time, my merc just could not withstand their attacks for long, so although I wanted to keep him alive for the added damage he gave our team against the other mobs in the area, it was tough to position him effectively.
This was an ideal setup; the Valkyrie could tank 1-2 Frenzytaurs at a time on a bridge while the merc sat the battle out and just lent his aura from the sidelines. As long as I didn’t move, situations like this were fairly stable.
Just to ensure we had at least one truly challenging area, the game threw no less than three Frenzytaur bosspacks at us in Abaddon. As you can imagine, it took quite a while (and several trips to town for arrows) to whittle them all down with Open Wounds. We encountered the first boss from a safe position, so I tried to take advantage:
FECELE: With my resistances (17/-5/15), I opted to stay far away from this guy.
Unfortunately, after launching arrows for two minutes and seeing very little progress, I decided that trying to get added damage from the rest of my team would be more prudent for eliminating the threat, and we moved on with the hopes of pinning him on a bridge later. Right around the corner, we aggro’d another Frenzytaur boss, although fortunately he was a bit tamer than Mr Tri-Elementalist.
This situation looks manageable. The nice thing about pierce is that the Succubi behind these Frenzytaurs were taken down no matter where they lined up.
Things quickly got worse, however, when that earlier boss and his goons wandered over and joined his buddy on the bridge, leading to our team eating heaps of elemental damage to go with those painful melee attacks.
Still manageable, but just barely.
The bolts from the FECELE boss did a lot of damage, and thanks to Strafe’s auto-aim I kept hitting him and had to take damage from time to time. One bolt = one big red, two bolts = one big purple. After spending a lot of time picking that double boss pack apart, we ran across one more pack to finish off the area, and this had the hardest melee hitter of the bunch present.
The Valkyrie needed quite a few recastings.
Between liberal recasting of the valk and kiting halfway back across Abaddon, we finally took down the last Frenzytaur, and breathed a sigh of relief. Had any of the bosses been cursed, I do not think we would have been able to successfully clear the dungeon. Going back to the Frigid Highlands was almost a letdown after those fights.
The subsequent areas were all straightforward; The Pit of Acheron held no nasty surprises, and spawns on the Arreat Plateau, in the Crystalline Passage, and, mercifully, in the Frozen River, were all very vanilla and posed no serious problems.
Even Frozenstein was a piece of cake, as he could barely dent the Valkyrie with those weak mods.
Anya gave me a
worthless pike for our troubles; I guess she wanted its value to correlate to the difficulty of rescuing her.
The Glacial Trail kicked the degree of difficulty back up a few notches, as we soon faced off with an Extra Strong Cursed Frenzytaur:
Thank goodness these ‘taurs weren’t PI.
The limitations of an unsynergized Valkyrie were obvious in this fight; two double-swipes from the boss basically knocked her out. Still, it was slow enough where I could recast her while retreating, and eventually Steel Grumble fell. Bonesaw Breaker was deceptively dangerous, as his charge combined with a trio of dangerous mods could easily take someone by surprise.
Extra Strong Extra Fast Cursed (plus charge) – Yeah, those attacks stung. Good thing these zombies aren’t unbearably tanky and we were able to end the fight rather quickly.
The Drifter Cavern, Frozen Tundra, and Infernal Pit were again all tame, and at one point three white elite bows dropped in quick succession: Diamond Bow, Great Bow, Ward Bow. Perfect. Time to stop and
cube-socket some bows. Was this finally going to be my time to shine? Diamond Bow?
2os. Damn. Ward Bow?
2os. Damn! Great Bow?
This was a really exciting moment, as I had been trying (and failing) to get a 4os elite bow throughout Eternity’s entire journey. Getting it in what I considered to be the second best base (first would be Mat Bow, thanks to higher average damage but the same base weapon speed - the 20% IAS I had on my other gear allowed a 5/3/8 strafe, which was only one total frame slower than that afforded by the extra 30% IAS on Riphook) was a real nice bonus. Time to roll that Harmony!
I guess good things really do come to those who wait.
272% ED out of 200-275%; that roll is fantastic. I could care less about the + to Valkyrie after seeing the damage roll. So, into the stash went Spellsteel and on went Harmony. We had our first test with the new bow immediately, encountering PI Pindleskin on our way to Nihlathak:
Harmony took Pindle down much faster than Riphook ever would have.
After taking down Pindleskin in good time, we were still well-positioned to clear out Pindle’s garden without getting swamped, and Eternity gained one final level in the process. I never used Riphook again. The loss of 30% slow was not ideal but the added mobility afforded by Vigor largely offset the faster monsters. The added damage from Harmony was huge, as our Might-powered max damage (including elemental) was now well over 1500, a far cry from the ~800 we had seen previously with Riphook.
The first two levels of Nihlathak’s temple were uneventful, and I skipped the waypoint – the only waypoint I skipped throughout this entire journey – so I could possibly run Pindle in the future. The Halls of Vaught were a different story, though, with two PI mobs spawning – ghosts and witches.
Not the ideal welcoming party. Had vipers also been around, we probably would've been screwed.
Slowly, we made our way to Nihlathak, and this is where Eternity suffered her first non-careless-Countess-running death in Hell. With 17 fire resistance and under 850 life, I took one step too close to a corpse and was pressing escape to continue in an instant. OHKO. Fortunately she was able to use obstacles and range to out-maneuver Nihlathak, and we didn’t get hit again. Nihlathak held some gold but
nothing else.
The Ancients’ Way was easy, but the Icy Cellar was the only other truly difficult area in the game, along with Abaddon. This small dungeon spawned Frenzytaurs, Dolls, and PI witches. Yeesh.
Eternity had to put her dance moves to good use to survive the Icy Cellar.
I had to pause about halfway through clearing the dungeon to go do some real life task or other, and while I was away my PC decided it was time to restart, so I had to go into the cellar once again. This time it had PI witches, gloams, and bats, so still a pretty troublesome group.
No man’s land; nowhere to hide.
One gloam boss had the
name that always makes my inner 12-year-old snicker, but eventually it too fell and we found
Snapchip.
That was our last major battle, and this effectively wraps up the narration of Eternity’s journey.
Finds for Acts 4-5 included
Steelgoad, Lenymo (see above),
Right of Passage,
Isenhart’s Horns,
Skull Splitter,
Islestrike,
Stormspike,
Sigon’s Guard, and
Angelic Mantle. Fairly disappointing altogether, but I did manage to build a fantastic Harmony bow so I’ll count that as a win in the ‘finds’ department.
Eternity had the following items equipped at the end:
Helm: Tal’s Mask
Amulet:
Rare: 6% Resist all, 10% resist lightning, +11 life, 22% MF
Weapon: 272% ED
Harmony Great Bow
Switch Weapon: 219% ED
Riphook Blade Bow
Armor:
'Lionheart' Mage Plate
Gloves: Bloodfist
Ring: 27% MF, +68 AR Nagelring
Belt: Goldwrap Battle Belt
Ring:
Rare: +115 AR, 2% mana leech, 10% MF
Boots:
Rare: 30% FRW, +9 dex, 14% fire res, 11% poison res, 23% MF
Total MF: 112%
Kasim the Might Mercenary wore:
Helm: Tal’s Mask
Weapon: +4 Skills
Arioc’s Needle
Armor:
'Treachery' Great Hauberk
Charms: Various sizes totaling:
+439 AR
+19 max damage
34% resist lightning
24% resist cold
32% resist fire
11% resist poison
3-8 cold damage
10 poison damage
1-2 fire damage
+1 dexterity
+5 strength
+23 life
+12 mana
31% extra gold
5% FHR (hits an extra breakpoint with Bloodfist's 30%)
To wrap up, Eternity’s final stats and skills were as follows:
Passive and Magic, Harmony Bow + Might
Bow and Crossbow, Riphook + Might
Obviously, thanks to Lionheart she has far more strength than she needs, but I will be doing a lot of armor swapping before I settle into anything close to end-game gear, so I am happy with my 135 base strength (just in case a certain unique (or incredible rare) Hydra Bow comes along).
Before too long, you will be able to continue following Eternity’s journey in the Untwinked 99er thread; but first she will likely rest while I wrap up a couple of different projects, such as my “family” sept. And with that, one final time I would like to say: