Hell Mephisto, harder than I remembered!

Drixx

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Hell Mephisto, harder than I remembered!

So,

I've got my HC sorc up to level 80 and through the use of way too many full rejuvs I got the durance 2 waypoint, then re-rolled my map until I got a close durance 3 stairs. And Mephisto is killing my moron literally every run, which I cannot at all afford.

He's wearing an Insight exceptional polearm (Partizan?), a boneflesh and a rockstopper ... it's the best I've got for him. I even re-specced into a full Blizzard build and the moron still dies before I can down Mephy. Not only that, the kills are taking quite a long time.

I used to run mephy really fast a couple years ago ... I mean I had the full tal rasha set then, but it doesn't seem like the increase in difficulty I'm seeing can really be attested to the gear that much.

Any advice? I really need to get better gear (obviously) before I press on to Guardian this character, and of course mephisto will yeild lots of goodies over the course of a few thousand runs ... but right now it's taking way too long and it's way too dangerous in HC.
 
Re: Hell Mephisto, harder than I remembered!

In 1.13 you (or in this case your merc) can't leech off Meph, so, a lot of people run him without the merc at all I believe.

If you want to keep your merc alive getting a wand with life tap charges on switch is probably your best bet.
 
Re: Hell Mephisto, harder than I remembered!

I was pretty sure you couldn't leech him in 1.11 and 1.12 either. I haven't managed to find a shaftstop or vamp gaze yet which is usually what I stick on the moron... all that damage reduction does wonders.
 
Re: Hell Mephisto, harder than I remembered!

There is really nothing you can do to keep the Merc alive other than killing Meph very fast, having a very high level Merc or having another tank or yourself to take the heat of your Merc. Since you can't do anything of that sort for now I would just use the "Moat Trick" unless you think that's too cheesy.
 
Re: Hell Mephisto, harder than I remembered!

There is really nothing you can do to keep the Merc alive other than killing Meph very fast, having a very high level Merc or having another tank or yourself to take the heat of your Merc. Since you can't do anything of that sort for now I would just use the "Moat Trick" unless you think that's too cheesy.

I googled the moat trick and watched it done but he still shoots crap at my merc and also hydra's from the council sprout up all over the place :(

What's worse is I simply can't remember what I used to do that made it easier.



 
Re: Hell Mephisto, harder than I remembered!

If you moat Mephisto you should always leave the Merc at home. He just lures the council members to you just as you say. Don't revive him and try it again, then it works as advertised.
 
Re: Hell Mephisto, harder than I remembered!

Give your merc a 50%+ slow weapon (Kelpie's or Woestave), keep the Rockstopper and give him whatever damage reduction armor you have until you find a Shaftstop.

Also, in terms of killing speed I hope you maxed CM before the last synergy.
 
Re: Hell Mephisto, harder than I remembered!

If you moat Mephisto you should always leave the Merc at home. He just lures the council members to you just as you say. Don't revive him and try it again, then it works as advertised.

20 consecutive tries. I can never get him to go out onto the platform near the potal. No matter which side I attempt to go after him from, the council members either in the main room or the side rooms aggro on me and I have to S&E ...



 
Re: Hell Mephisto, harder than I remembered!

Kelpie snare plus liberal use of potions did the trick. It's slow going but I guess it will increase in speed as I find better gear. I remember Blizzard having a much higher damage number :(
 
Re: Hell Mephisto, harder than I remembered!

Is it worth just running AT for a few more levels? Say to 85?

That way, the merc survives a bit better, and you may well end up with better gear. When I used to play HC, I'd start Hell at about lvl 78 and then MF somewhere until 85+ before pushing on to the end.
 
Re: Hell Mephisto, harder than I remembered!

Alright, just took a butt naked Sorc out for a spin:

1. Teleport here
2. Then here
3. Then here

Meph usually moves to the top left corner, not the platform. If you stand in the spot in step 3 he just moves around a bit without attacking at all. The council won't attack either. Hope it helps.:)
 
Re: Hell Mephisto, harder than I remembered!

On my map that third location will piss off the council every time. They are spawning on the middle walkway every time.
 
Re: Hell Mephisto, harder than I remembered!

No, it's not a map issue. The council always spawns on the middle walkway.

Have a look at this screen.

I suppose you teleport along the green line. This draws the council to the top of the walkway. From there they attack you. If you teleport along the red line they won't notice you at all and you can safely stand in the spot of step 3 of my other post.
 
Re: Hell Mephisto, harder than I remembered!

Fine, but even if they spawn on the middle walkway you can easily teleport past them in a way that doesn't make them interfere with moating Mephisto, which was the point of my post and the screenshot.
I would never re-roll a good Durance 2 map just to rearrange the council on Durance 3. But different people can of course have different preferences.
 
Re: Hell Mephisto, harder than I remembered!

I'm working on getting a 2 teleport map anyway. Taking insight off the merc means mana problems again :(
 
Re: Hell Mephisto, harder than I remembered!

You could just wear Insight on your sorc (or on switch if you don't use harmony for vigor aura). It still gives 33 fcr. Especially if you find staff with +3 blizz.

Also I don't remember I ever had problems with moating meph :scratchchin:
 
Re: Hell Mephisto, harder than I remembered!

You could just wear Insight on your sorc (or on switch if you don't use harmony for vigor aura). It still gives 33 fcr. Especially if you find staff with +3 blizz.

Also I don't remember I ever had problems with moating meph :scratchchin:

I was in the low 90's when I previously farmed meph, so my guess is the level differences plus better gear on my moron and I is what allowed me to rapidly kill him without any potion usage. I am killing him decently now but I've got to buy pots each run so it leeches time :(



 
Re: Hell Mephisto, harder than I remembered!

Teleport more. I'm sorry, but much of this to me is a strategy challenge. If you use Insight, utilise it. Everytime your merc gets within melee range, teleport him to a safer distance.
If Meph closes the gap to you, teleport where he initially was. The exact opposite side of him.
If Meph starts a casting animation (time it, and watch for it,) teleport a couple of 'meters' to the side of the character and dodge the attack. If it's Charged Bolts, keep the merc away from them.

Mephisto isn't a fast demon. His only speed is the Ice Ball and Blizzard attacks, and only one is a real threat when you know them. [And lightning, but that's the same as the Ice Ball - you get a casting animation that gives you time to teleport to the side]
Blizzard is almost always only cast if you/merc are hiding behind something.
Ice Ball has the casting animation before he casts is, allowing you some slight preparation time to dodge it.

Yes, it has some danger, especially with low hp/resists, but you keep the merc well and truely safe by teleporting. His only real use is to give you infinite mana, so take advantage of it.

Of course, there are multiple 'moats' that you can take advantage of. I'll do a quick run, and take a screenie.
Edit: This is actually a worse one you can do, as Blood Lords 'may' spawn on your left side behind the wall. And if they do, you'll be dodging Fireballs, Iceballs, Meteors and potentially Blizzards! The benefit of it though, is that it blocks your merc completely!

The better 'moat.' You have lots of leeway. You can move closer, or further, and off to both sides a litte bit. But if you get too far off to a side, Meph can make his way out of it. Even then, he requires a fair amount of luck to escape that trap.
All you need to do, is teleport the merc back, whenever he wanders forward. You can actually teleport out of Mephs screen by a little, to position the merc further back. (I actually have range to cast on Meph in both these shots.)
Do clear out his invisible ghosts with a quick teleport though, as they could potentially be a danger.
 
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