- Feb 24, 2004
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Originally posted by @Pyrotechnician on Feb 1, 2014:
Guardian DeathBecomeLife - Phoenix Strike Assasin
Behind on my write-ups, so let’s get down to business.
Guardian DeathBecomeLife
This is a Phoenix Strike assassin. Incredibly fun, but also difficult at times. The timing of releasing the charges is really tough to get into a rhythm and after periods of not playing for a while makes it even worse, but more on that later. I believe I was somewhere around level 84 at the end of the play through. I quested through the game with crawlingdeadman and his Maul/Shockwave/Summoner Bear Druid, which I will link in here if he ever writes his thread. Which is now done.
Shout out to maxicek for his excellent write ups on phoenix strike assassins as I referenced his information a lot while progressing the build.
Stats/Skills #2:
(Full set bonus never display right in Go Mule – corrected some to show true stats where important)
Gear:
Inventory:
Merc:
Build and Gear Progression:
The build was standard for a phoenix strike sin skill wise. Early levels I pumped fists of fire and claws of thunder until level 30, putting one point into relevant shadow skills and traps as I went along. From level 30 on I went full on maxing phoenix strike, and then maxed fists of fire and claws of thunder evenly through leveling up until they were both maxed. After that I sunk spare skill points into Death Sentry for a nice corpse explosion radius. I think I need two more points in death sentry for it to reach max level, and then after that I would call the build “complete”. The extra damage from pumping the cold synergy didn’t seem worth it to me, and if I were to progress further I would probably boost dragon claw next.
Stats are of course, enough to equip gear, rest into vitality. Somewhere near end game when I was finally able to equip Nat’s claw and decided on the jewels I was using I burnt a respect to bring myself down to the minimum strength/dexterity needed to equip gear and the rest into vitality. Being a martial arts sin that didn’t rely on physical damage to a large extent, I worked on the more life the better approach.
Gear was kind of mish mashed for early leveling as I scoured through my random rare claws that I had, and kind of shifted them in and out as I leveled. I did use the standard array of low level sets until more interesting exceptional level items became available. At level 42 I switched to Bartuc’s and never looked back. I did consider and in fact use jade talon at one point, but it’s slow, and I didn’t need the extra resistance to a large amount. As the Nat set pieces became available I put them to use, so it did mean that I was using the helm and boots for quite some time, even though on their own they are pretty much nothing more than stat/res boosters. The claw has quite an annoyingly high level requirement, so it limited my play time with the full set, but I think I got to use it for most of Act 3 and onward, might have been a bit in Act 2 as well, but I can’t remember. I believe I got the 3 socketed armor from cdm as I didn’t have one with 3 sockets available at the time and some members of the HC MP group were kind enough to trade me a full set of skill charms, and they all match, and you know style is everything. When finishing the setup, for the first time I combed through my stash of rare jewels, and picked out the ones that worked the best, while still fitting together name wise. Raven Eye, Raven Heart, Stone Eye in the armor. Skull Heart in the Bartuc’s. Grim Eye is Nat’s Claw.
Questing and Gameplay:
Questing was pretty smooth and steady. The point of the two characters together is to make game play so that one person doesn’t feel like they are doing any less than the other, while not using overly common and over powered builds. The two builds worked well together, cdm provided the tanks, stun, and physical damage, and I provided the array of elemental damage. The summons allowed me to focus less on walking around crowds to find the best angle to get the ice charge out, which was great when you have to stand there and charge up the first strike to the last one. His merc used infinity for that nice conviction, increasing our chances to hit and upping the elemental damage, and my merc used reapers to slow everything down and increase the physical damage he and his summons did, it was all around a good setup.
No real trouble in terms of game play. I don’t recall a lot of details other than a lot of pretty colors, so that’s probably a good thing. Phoenix Strike though is an interesting skill. There are three options, fire, lightning, and cold. Great for an array of damage, and hey! The first charge is fire, and you can drop meteors as fast as can release the charge, this is great for non-fire immunes, and generally isn’t too hard to release, as soon as I saw one orb floating around I knew I could drop the meteor, no problem. The second charge was a bit tricky. I was commonly releasing the charge too soon, or too late, the first case was more annoying than the second, as hey, frozen monsters for longer no big deal, but in most cases I was trying to cast the 2nd charge on a group of fire immunes and dropping a meteor on their head wasn’t helping anything. I got better at this as we went along, but there were times where we wouldn’t play for a few days and I would have to rebuild my ability to watch for tiny orbs floating around. Missing with an attack through me off the most, but other than that, it wasn’t too terrible. General strategy was throw down a couple death sentries, gauge the immunes, rush in and try to release the right charge, some random cloak of shadows here and there, of course.
Interesting finds:
We had good rune luck questing, but not much else. An Ohm rune from Andy which I kept and a Sur in the Palace levels which cdm ended up keeping. I don’t recall the forge being an impressive drop.
Future Plans:
Not too much, random MPing and Baal runs, but nothing else in the works.
Screenshots for your enjoyment:
Dark Wood – Normal, Duriel – Normal, Random Act 4 - NM, Izual – NM, Random Act 4 – Hell, Diablo – Hell, D in a B, Minions - Hell, Baal - Hell, Baal #2 - Hell, Baal Drop – Hell, The End
Thanks for reading!
Guardian DeathBecomeLife - Phoenix Strike Assasin
Behind on my write-ups, so let’s get down to business.
Guardian DeathBecomeLife
This is a Phoenix Strike assassin. Incredibly fun, but also difficult at times. The timing of releasing the charges is really tough to get into a rhythm and after periods of not playing for a while makes it even worse, but more on that later. I believe I was somewhere around level 84 at the end of the play through. I quested through the game with crawlingdeadman and his Maul/Shockwave/Summoner Bear Druid, which I will link in here if he ever writes his thread. Which is now done.
Shout out to maxicek for his excellent write ups on phoenix strike assassins as I referenced his information a lot while progressing the build.
Stats/Skills #2:
(Full set bonus never display right in Go Mule – corrected some to show true stats where important)
Code:
Name: DeathBecomeLife
Class: Assassin
Experience: 1050503436
Level: 85
Naked/Gear
Strength: 60/106
Dexterity: 25/92
Vitality: 410/449
Energy: 25/25
HP: 1448/1646
Mana: 151/196
Stamina: 687/806
Defense: 6/1238
AR: 100000089/2100035574
Fire: 125/85/25 (75)
Cold: 112/72/12 (62)
Lightning: 125/85/25 (75)
Poison: 110/70/10 (60)
MF: 5 Block: 11
GF: 38
FR/W: 40
FHR: 48
IAS: 60
FCR: 0
Fire Blast: 1/3
Shock Web: 1/3
Blade Sentinel: 0/0
Charged Bolt Sentry: 1/3
Wake of Fire: 0/0
Blade Fury: 0/0
Lightning Sentry: 1/3
Wake of Inferno: 0/0
Death Sentry: 18/20 (23)
Blade Shield: 0/0
Claw Mastery: 1/5
Psychic Hammer: 1/5
Burst of Speed: 1/5
Weapon Block: 1/5
Cloak of Shadows: 1/5
Fade: 1/5
Shadow Warrior: 1/5
Mind Blast: 0/0
Venom: 1/5
Shadow Master: 1/5
Tiger Strike: 1/12
Dragon Talon: 1/12
Fists of Fire: 20/31 (34)
Dragon Claw: 1/12
Cobra Strike: 1/12
Claws of Thunder: 20/31 (34)
Dragon Tail: 0/0
Blades of Ice: 1/12
Dragon Flight: 0/0
Phoenix Strike: 20/31 (34)
Gear:
Code:
Angelic Wings
Amulet
Required Level: 12
Fingerprint: 0x235f5302
Item Level: 75
Version: Expansion 1.10+
20% Damage Taken Goes To Mana
+3 to Light Radius
Set (2 items): +75 to Life
Set (3 items): +1 to All Skills
(2 items): +10 to Dexterity
Angelic Halo
Ring
Required Level: 12
Fingerprint: 0x7b353432
Item Level: 49
Version: Expansion 1.10+
+20 to Life
Replenish Life +6
Set (2 items): +1020 to Attack Rating (Based on Character Level)
Set (3 items): 50% Better Chance of Getting Magic Items
(2 items): +10 to Dexterity
Natalya's Soul
Mesh Boots
Defense: 145
Durability: 66 of 266
Required Level: 25
Required Strength: 65
Fingerprint: 0xf1c2f019
Item Level: 49
Version: Expansion 1.10+
+40% Faster Run/Walk
+106 Defense
Heal Stamina Plus (Based on Character Level) +21%
Cold Resist +23%
Lightning Resist +24%
+50 Maximum Durability
(2 items): Magic Damage Reduced by 15
(3 items): +200 Defense
(4 items): Poison Resist +20%
+3 to Assassin Skill Levels
14% Mana stolen per hit
14% Life stolen per hit
+150 Defense
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%
Damage Reduced by 30%
Unrecognized property: 181
Storm Grasp
Heavy Gloves
Defense: 5
Durability: 14 of 14
Required Level: 35
Fingerprint: 0x7d876541
Item Level: 75
Version: Expansion 1.10+
+2 to Martial Art Skills (Assassin Only)
+20% Increased Attack Speed
Fire Resist +5%
5% Better Chance of Getting Magic Items
Raven Frost
Ring
Required Level: 45
Fingerprint: 0xa4706127
Item Level: 85
Version: Expansion 1.10+
+219 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+17 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen
Natalya's Totem
Grim Helm
Defense: 256
Durability: 40 of 40
Required Level: 59
Required Strength: 58
Fingerprint: 0x8d2ddf58
Item Level: 75
Version: Expansion 1.10+
+173 Defense
+19 to Strength
+27 to Dexterity
All Resistances +35
Magic Damage Reduced by 3
1 Sockets (1 used)
Socketed: Um Rune
(2 items): Magic Damage Reduced by 15
(3 items): +200 Defense
(4 items): Poison Resist +20%
+3 to Assassin Skill Levels
14% Mana stolen per hit
14% Life stolen per hit
+150 Defense
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%
Damage Reduced by 30%
Unrecognized property: 181
Um Rune
Required Level: 47
Version: Expansion 1.10+
Weapons: 25% Chance of Open Wounds
Armor: Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Shields: Cold Resist +22%
Lightning Resist +22%
Fire Resist +22%
Poison Resist +22%
Verdungo's Hearty Cord
Mithril Coil
Defense: 143
Durability: 16 of 16
Required Level: 63
Required Strength: 106
Fingerprint: 0x67ca29ae
Item Level: 85
Version: Expansion 1.10+
+10% Faster Hit Recovery
+117% Enhanced Defense
+39 to Vitality
Replenish Life +10
+119 Maximum Stamina
Damage Reduced by 15%
Natalya's Shadow
Loricated Mail
Defense: 666
Durability: 36 of 36
Required Level: 73
Required Strength: 32
Fingerprint: 0xf4d43f4a
Item Level: 87
Version: Expansion 1.10+
+2 to Shadow Discipline Skills (Assassin Only)
40% Enhanced Damage
+31 to Attack Rating
Adds 13 - 49 Fire Damage
+245 Defense
+4 to Life
+85 to Life (Based on Character Level)
Fire Resist +18%
Poison Resist +30%
Poison Length Reduced by 75%
Requirements -30%
3 Sockets (3 used)
Socketed: Raven Eye
Socketed: Raven Heart
Socketed: Stone Eye
(2 items): Magic Damage Reduced by 15
(3 items): +200 Defense
(4 items): Poison Resist +20%
+3 to Assassin Skill Levels
14% Mana stolen per hit
14% Life stolen per hit
+150 Defense
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%
Damage Reduced by 30%
Unrecognized property: 181
Raven Eye
Jewel
Required Level: 37
Fingerprint: 0x9ff4840d
Item Level: 49
Version: Expansion 1.10+
25% Enhanced Damage
Poison Resist +5%
Requirements -15%
Raven Heart
Jewel
Required Level: 24
Fingerprint: 0x3b5c0b6c
Item Level: 75
Version: Expansion 1.10+
15% Enhanced Damage
+28 Defense
Requirements -15%
Stone Eye
Jewel
Required Level: 49
Fingerprint: 0xe16f2987
Item Level: 85
Version: Expansion 1.10+
+31 to Attack Rating
Adds 13 - 49 Fire Damage
+4 to Life
Fire Resist +18%
Bartuc's Cut-Throat
Greater Talons
One Hand Damage: 85 - 150
Durability: 69 of 69
Required Level: 42
Required Strength: 79
Required Dexterity: 79
Fingerprint: 0x54ad4d5d
Item Level: 75
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
+2 to Assassin Skill Levels
+30% Faster Hit Recovery
186% Enhanced Damage
Adds 25 - 50 Damage
20% Bonus to Attack Rating
7% Life stolen per hit
+25 to Strength
+20 to Dexterity
+5 to Mana
Fire Resist +22%
16% Extra Gold from Monsters
1 Sockets (1 used)
Socketed: Skull Heart
Skull Heart
Jewel
Required Level: 25
Fingerprint: 0x1fd3d1cf
Item Level: 80
Version: Expansion 1.10+
+5 to Strength
+5 to Mana
Fire Resist +22%
16% Extra Gold from Monsters
Natalya's Mark
Scissors Suwayyah
One Hand Damage: 11172 - 12393
Durability: 68 of 68
Required Level: 79
Required Strength: 54
Required Dexterity: 54
Fingerprint: 0x44ecfbe0
Item Level: 85
Version: Expansion 1.10+
+40% Increased Attack Speed
200% Enhanced Damage
+12 to Minimum Damage
Ignore Target's Defense
+200% Damage to Demons
+200% Damage to Undead
Adds 12 - 17 Fire Damage
Adds 50 Cold Damage Over 4 Secs (100 Frames)
Lightning Resist +17%
Requirements -15%
1 Sockets (1 used)
Socketed: Grim Eye
(2 items): Magic Damage Reduced by 15
(3 items): +200 Defense
(4 items): Poison Resist +20%
+3 to Assassin Skill Levels
14% Mana stolen per hit
14% Life stolen per hit
+150 Defense
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%
Damage Reduced by 30%
Unrecognized property: 181
Grim Eye
Jewel
Required Level: 37
Fingerprint: 0x39b62584
Item Level: 85
Version: Expansion 1.10+
+12 to Minimum Damage
Lightning Resist +17%
Requirements -15%
Inventory:
Code:
Horadric Cube
Fingerprint: 0xc0a3e803
Item Level: 13
Version: Expansion 1.10+
Tome of Town Portal
Fingerprint: 0x784af3df
Item Level: 12
Version: Expansion 1.10+
Tome of Identify
Fingerprint: 0x4d71754
Item Level: 12
Version: Expansion 1.10+
Shogukusha's Grand Charm of Craftmanship
Grand Charm
Required Level: 42
Fingerprint: 0x403a451b
Item Level: 80
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
+1 to Maximum Damage
Shogukusha's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x4fb0f25c
Item Level: 80
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
Shogukusha's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x19e6d41
Item Level: 85
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
Shogukusha's Grand Charm of Greed
Grand Charm
Required Level: 42
Fingerprint: 0xfb03982a
Item Level: 80
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
22% Extra Gold from Monsters
Shogukusha's Grand Charm of Shock
Grand Charm
Required Level: 42
Fingerprint: 0xdcf58567
Item Level: 65
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
Adds 1 - 2 Lightning Damage
Shogukusha's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x52be7a13
Item Level: 80
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
Garnet Large Charm of Balance
Large Charm
Required Level: 18
Fingerprint: 0xc7e58c03
Item Level: 85
Version: Expansion 1.10+
+8% Faster Hit Recovery
Fire Resist +11%
Sapphire Small Charm of Strength
Small Charm
Required Level: 32
Fingerprint: 0x5f928bcc
Item Level: 58
Version: Expansion 1.10+
+1 to Strength
Cold Resist +10%
Amber Small Charm of Strength
Small Charm
Required Level: 32
Fingerprint: 0xffe6d95
Item Level: 85
Version: Expansion 1.10+
+1 to Strength
Lightning Resist +10%
Tangerine Small Charm of Dexterity
Small Charm
Required Level: 5
Fingerprint: 0x3026243f
Item Level: 80
Version: Expansion 1.10+
+1 to Dexterity
Lightning Resist +5%
Emerald Small Charm of Sustenance
Small Charm
Required Level: 32
Fingerprint: 0xe02145f4
Item Level: 83
Version: Expansion 1.10+
+14 to Life
Poison Resist +11%
Sapphire Small Charm of Dexterity
Small Charm
Required Level: 32
Fingerprint: 0x3e348c6a
Item Level: 71
Version: Expansion 1.10+
+2 to Dexterity
Cold Resist +10%
Shimmering Small Charm
Small Charm
Required Level: 25
Fingerprint: 0x7b612308
Item Level: 80
Version: Expansion 1.10+
All Resistances +4
Merc:
Code:
Name: Ilzan
Race: Desert Mercenary
Type: Comb-Normal
Experience: 66156478
Level: 84
Dead?: false
Naked/Gear
Strength: 188/188
Dexterity: 152/152
HP: 1790/1850
Defense: 1317/2478
AR: 1961/1961
Fire: 166/126/66
Cold: 196/156/96
Lightning: 166/126/66
Poison: 166/126/66
Tal Rasha's Horadric Crest
Death Mask
Defense: 129
Durability: 19 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0xb8b17933
Item Level: 85
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15
Treachery
Wyrmhide
ShaelThulLem
Defense: 1032
Durability: 13 of 13
Required Level: 50
Required Strength: 74
Fingerprint: 0xf83bec1b
Item Level: 85
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
Ethereal
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem Rune
Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate
Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%
Lem Rune
Required Level: 43
Version: Expansion 1.10+
Weapons: 75% Extra Gold from Monsters
Armor: 50% Extra Gold from Monsters
Shields: 50% Extra Gold from Monsters
The Reaper's Toll
Thresher
Two Hand Damage: 37 - 442
Durability: 38 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0x3477b63c
Item Level: 87
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
214% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 1 Secs (28 Frames)
14% Life stolen per hit
33% Deadly Strike
Requirements -25%
Build and Gear Progression:
The build was standard for a phoenix strike sin skill wise. Early levels I pumped fists of fire and claws of thunder until level 30, putting one point into relevant shadow skills and traps as I went along. From level 30 on I went full on maxing phoenix strike, and then maxed fists of fire and claws of thunder evenly through leveling up until they were both maxed. After that I sunk spare skill points into Death Sentry for a nice corpse explosion radius. I think I need two more points in death sentry for it to reach max level, and then after that I would call the build “complete”. The extra damage from pumping the cold synergy didn’t seem worth it to me, and if I were to progress further I would probably boost dragon claw next.
Stats are of course, enough to equip gear, rest into vitality. Somewhere near end game when I was finally able to equip Nat’s claw and decided on the jewels I was using I burnt a respect to bring myself down to the minimum strength/dexterity needed to equip gear and the rest into vitality. Being a martial arts sin that didn’t rely on physical damage to a large extent, I worked on the more life the better approach.
Gear was kind of mish mashed for early leveling as I scoured through my random rare claws that I had, and kind of shifted them in and out as I leveled. I did use the standard array of low level sets until more interesting exceptional level items became available. At level 42 I switched to Bartuc’s and never looked back. I did consider and in fact use jade talon at one point, but it’s slow, and I didn’t need the extra resistance to a large amount. As the Nat set pieces became available I put them to use, so it did mean that I was using the helm and boots for quite some time, even though on their own they are pretty much nothing more than stat/res boosters. The claw has quite an annoyingly high level requirement, so it limited my play time with the full set, but I think I got to use it for most of Act 3 and onward, might have been a bit in Act 2 as well, but I can’t remember. I believe I got the 3 socketed armor from cdm as I didn’t have one with 3 sockets available at the time and some members of the HC MP group were kind enough to trade me a full set of skill charms, and they all match, and you know style is everything. When finishing the setup, for the first time I combed through my stash of rare jewels, and picked out the ones that worked the best, while still fitting together name wise. Raven Eye, Raven Heart, Stone Eye in the armor. Skull Heart in the Bartuc’s. Grim Eye is Nat’s Claw.
Questing and Gameplay:
Questing was pretty smooth and steady. The point of the two characters together is to make game play so that one person doesn’t feel like they are doing any less than the other, while not using overly common and over powered builds. The two builds worked well together, cdm provided the tanks, stun, and physical damage, and I provided the array of elemental damage. The summons allowed me to focus less on walking around crowds to find the best angle to get the ice charge out, which was great when you have to stand there and charge up the first strike to the last one. His merc used infinity for that nice conviction, increasing our chances to hit and upping the elemental damage, and my merc used reapers to slow everything down and increase the physical damage he and his summons did, it was all around a good setup.
No real trouble in terms of game play. I don’t recall a lot of details other than a lot of pretty colors, so that’s probably a good thing. Phoenix Strike though is an interesting skill. There are three options, fire, lightning, and cold. Great for an array of damage, and hey! The first charge is fire, and you can drop meteors as fast as can release the charge, this is great for non-fire immunes, and generally isn’t too hard to release, as soon as I saw one orb floating around I knew I could drop the meteor, no problem. The second charge was a bit tricky. I was commonly releasing the charge too soon, or too late, the first case was more annoying than the second, as hey, frozen monsters for longer no big deal, but in most cases I was trying to cast the 2nd charge on a group of fire immunes and dropping a meteor on their head wasn’t helping anything. I got better at this as we went along, but there were times where we wouldn’t play for a few days and I would have to rebuild my ability to watch for tiny orbs floating around. Missing with an attack through me off the most, but other than that, it wasn’t too terrible. General strategy was throw down a couple death sentries, gauge the immunes, rush in and try to release the right charge, some random cloak of shadows here and there, of course.
Interesting finds:
We had good rune luck questing, but not much else. An Ohm rune from Andy which I kept and a Sur in the Palace levels which cdm ended up keeping. I don’t recall the forge being an impressive drop.
Future Plans:
Not too much, random MPing and Baal runs, but nothing else in the works.
Screenshots for your enjoyment:
Dark Wood – Normal, Duriel – Normal, Random Act 4 - NM, Izual – NM, Random Act 4 – Hell, Diablo – Hell, D in a B, Minions - Hell, Baal - Hell, Baal #2 - Hell, Baal Drop – Hell, The End
Thanks for reading!