Median XL Hardcore Challenge - Mitsuki

Unfortunately, no. Been swamped by work and RL, no time to play Diablo, Median or Torchlight.
That said, I've been playing a little bit of a ( diablo 2 ) mod called 'Le Royaume Des Ombres' (The Realm Of Shadows). It is still unfinished and in the initial stages, but it shows great promise. the modmaker is clearly very dedicated, talented, original and creative. I wouldn't be surprised if it becomes as popular as MXL after two years.

'Witch queen' is not truly hard, ( though having the merc there is a bad idea ). The red swirlies go off when you kill any of the countess minions and then you can cube the charm. Though, to get the quest grayed out ( ie completed ), you do need to kill the countess. The combination of witches and deathstrike procs from countess and her minions make the countess the deadliest 'Diablo 2' quest ( ie, not uberquest ) in the game, by far.

'Crowned' on the other hand is incredibly dangerous. The boundary area between witch pounce range and getting star range is incredibly thin, and I've got ( SC ) characters killed many times that way.( By the way, witch pounce has AOE on it, so if it pounces minion right next to your character, it will kill. I did not like the placement of daystars in that pic, too close to character ) On my last two characters, I tried what I call the 'bum-rush' strategy to good result. This involves initially clearing out the whole area around the witch, opening inventory tab, pre placing the components in the cube. Then throw a minion into the witch, it will kill it, then just rush straight in, open cube, transmute, press esc twice, S&E. Witches have a 7 sec cooldown on pounce in terror, and 7 sec is comfortably more than enough to do those actions.

In the end witches are not truly hard. I just don't like the idea of messing with them on hardcore, the payoff isn't worth it.
 
zaphod said:
In the end witches are not truly hard. I just don't like the idea of messing with them on hardcore, the payoff isn't worth it.
Too true. The reward is nice, but I hardly feel worth the danger of a complete death. But... It's part of the challenge, and part of the completion. I had to do it, otherwise it wouldn't feel complete.
Once I realised I found a special Witch, I just started putting the Daystars closer and closer to the Witch, until I got the diamond and it didn't pounce. Occasionally it did, but I was well out of its AoE range. Once the diamond was there, I knew that I could safely get to the same range. Witches CAN pounce through walls, as found by my SC character. All my merc and elementals were unsummoned/killed well in advance, so the only risk was if I missed something, and the Daystar moved into the Witch - I was confident I had gotten rid of most in the area. I moved inch by inch, using Shift Attack so that Railgun didn't run too far. And eventually, expecting death or a mis-click, she got it.

Moving on, I will complete the rest of Act 1, and then move on to the last Level Challenge - kill Tal Rasha before/by level 90. I know their dangers, and their Fireballs are immensely deadly. Very fast, can come without warning, and can insta-kill. I did it with the SC character, and after many, many deaths, eventually made it through. I expect I will be lucky to survive this (Fatal Morgana is still a danger beforehand, but it seems easier in Ultimative than MXL - I think Ultimative toned Fatal Morgana down a bit.)
So, I believe if Railgun makes it to ~level 88/89, she will probably deedz to Tal Rasha and the Horadric Mages. I'll be away all week with work, so may have some time during the week (but won't have any internet connection.)
 
Tal Rasha and gang are a walkover. I don't even know what you're talking about.
Just get 95% allres ( ie, lightning, fire, cold ) + 250% overstack res and you can do it with eyes closed. That quest is designed to be basically a gearcheck and nothing else, you only need a couple of honorifics.
Unless they changed something in Ultimative, and I don't know about that.
 
I don't know what you're talking about either. :(
When a fast moving fireball can do thousands of damage, there is a real risk in HC. I sent my SC Sorc back to try out damages - 7500 life with 75% resist all, and while she could tank most of the damage and heal (Moon thingies), she was slightly threatened (not too bad, but in HC, you don't want even that low level of risk) if she took too many on. The Nova didn't do too much, nor did the Frost Orbs (although their damages could add up with other elements.) The Fire Elementals I didn't get a good look at, but at certain times, she was taking up to 2000-3000 damage in an instant. And with ~6000 life on the HC Railgun, that's a big chunk of life disappearing in a second. Get too many elemental attacks on you, and you can't dodge them all.

As to 95% resist all: Where are you getting +15% max resist all from? I don't think I've seen any item that gives % to All Max Resist - and even the odd one with + single elemental max resist haven't even been close to being useful comparatively. Unless you're referring to the Character Orb, which will have to be thrown away, so I haven't put much into it (mainly mana and some life). I think the sudden drop in max resists would hurt, late Terror/lvl120, and I may suddenly take too much damage due to overconfidence/carelessness.

Okey-dokey!

Act 1: I thought this was kind of cute. A unique Porkchop! Nice to see some of the new monsters spawn as Unique as well, but not threatening.

Act 2: I got suddenly engulfed by a hailstorm of fire. An amazing effect, but I never did manage to kill off these Heroic creatures. I got close enough to see what was casting it, but couldn't stand still or get the merc or summonables close enough to attack, while surviving the firestorm. They do have a useful drop, so I will have to go back and find these again.

Finally, the level 90 Challenge - Tal Rasha
In this, you summon a bunch of Horodric Mages (or something like that) who give Immortality to Tal Rasha. Kill his mages, or lure Tal Rasha himself away far enough, and the Immortality drops. Problem is, the mages fire Nova (not that bad,) Cold Orbs (again, not bad, but the damages can add up if you try taking too many out at once, and it is much harder to dodge a barrage of spells.) The Fire Elementals target and can change direction, but again, aren't too bad. Normally they change direction into your summonables, so don't have to dodge too much. And finally, a damaging Fireball which can be dangerous.
Standard tactic of divide and conquer. Lure off a couple at a time, and slowly whittle down their health. Once they're in melee range of summonables, they're practically harmless.

Eventually, Tal Rasha was lured away, he began fighting in melee range, and there wasn't any further threat. A nice little challenge, but taking things slowly and cautiously, and the Railgun avoided most of the damage. (And apparently can be made even easier with items Railgun hasn't come across.)

LvlSix_Railgun has definitely exceeded my expectations, and her eventual death will hurt. :(
 
The hail of fire thing is the druid 'rain of fire' skill used by fairy witches in Canyon of the Magi ( veteran monsters ). They drop evil eye of fairy witch, which will be required. Mostly the way to kill them is to get resistance ( this applies to most elemental damage ).

I didn't say you 'need' 95% elemental resists. Most of the time I did that quest with 75% or a little more, but that's only because it's so easy and I didn't bother. You see, going from 75% to 95% res is more effective at decreasing damage than going from 0 to 75% res. Don't believe me? Do the math.

+% max resist can be gotten by socketing perf. bloodstone, amber, turquoise , onyx in your equipment, each will give you +2%. There are also some RWs like Kali ( Pul in gloves ) and later on in the game there are things like WitchHunter's hood and Azmodan's heart and many other things that give +% max resist. In destruction I usually go about with 80-85% res, 95% is overkill and not really required, but very safe.

Overstacking is also the key here. You need to get +250% fire/cold/lightning res to overcome their pierce. So in terror, if you're aiming for let's say 90% resist, you need 40+90+250 = 390% resist, very easy with a couple honorifics and mass bloodstones/ambers/etc socketing.

Overstack + 95% resist + some other stuff like % absorb and poison length reduced by %, is key to some ubers, such as Quov-Tsin, Assur, and of course Tal Rasha. This is commonly referred to as a 'gear check'.

Edit: I made a quick video. This is destruction Tal Rasha, and I didn't do the gearcheck as well as I could have ( eg. only 90% res, and not enough lite res ). Also let them beat up on me in the beginning for a while.
[YOUTUBE]3i4-sbuq1Kg[/YOUTUBE]
 
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Yup - the Fairy Witches - I couldn't recall their name, and yes, Veteran monsters, not Heroic. Good pick up, thanks. I couldn't keep the merc alive long enough, to get those, and they're Fire Immune, taking out my main element. Just couldn't stand still for long without the fire coming down, and didn't want to risk deedz.

Is Rain of FIre for the Druid a good skill? It looks pretty fun - it has such a great effect, and fighting against it with 75% resists at that stage was tough. I tried to out-maneuver them, but as I did that, they just shot down the merc. I'll definitely be paying them a revisit and taking their drop.

zaphod said:
You see, going from 75% to 95% res is more effective at decreasing damage than going from 0 to 75% res. Don't believe me? Do the math.
How so? You're saying that a 75% decrease in damage (going from 0 to 75% resist) is less efficient than a 20% decrease in damage (going from 75% to 95% resist.) An example:


1000 Fire Damage at 0% resist = 1000 damage
1000 Fire Damage at 75% resist = 250 damage ; knocking back 750 Fire Damage
1000 Fire Damage, going from 75% resist to 95% resist is 50 damage (20% of 1000), knocking back 200 damage.

While obviously, 95% resist means you only take 5% damage, and is greater than 75%, I'd prefer to go from 0-75% to eliminate 3/4 of the damage (750 damage) than go from 75% to 95%, which would only knock back 1/5 of the damage (200 damage.)
75% vs 20% ; 3/4 vs 1/5 ; 15/20 vs 4/20.

Of course, maxxing out resists at 95% is much better than maxxing out at 75%, but how is increasing resists by 20% better than increasing resists by 75%?

zaphod said:
+% max resist can be gotten by socketing [certain perfect gems]
Ahh, I've been putting Tal's in all my equipment to ensure I have enough +Stats for the higher tiers. I've only put points into Energy so far.

How does piercing work? I've only seem a couple of monsters with Piercing resists. Do they ignore all resist, a percentage or numerical value? Is it common among higher ranked (challenge/uber) monsters - those that don't show their abilities/mods? Where does the +250 overstack come into it? Is that in the documentation, or did Laz provide that info somewhere?
 
Drystan:

It works this way: Going from 0 to 75% reduces damage by 3/4, and going from 75 to 95% further reduces damage by 4/5
If a monster does 100 dmg, you take 25 damage at 75% res, and 5 damage at 95%. Thus damage has been cut by 20, and since the initial damage taken was 25, we have reduced damage by 80%.
It's a simple mathematical trick really. It can easily be shown, as well, that going from 90% to 95% resist halves your damage from incoming monsters.

Some monsters pierce and most don't. It's all noted in the documentation. Atleast the Tal Rasha one for sure.

Piercing simply works the way D2 cold mastery and such like. If you have let's say 300% fire res, and a monster pierces 250% res, and you are in terror so get a 40% penalty, then your fire res is effectively: 300-250-40 = 10%. If you have 400% fire res in the same case, your fire res is effectively 400-250-40 = 110% but since this is greater than the cap, it will be at the cap ( gold resist ). If you have 100% fire res in the same case, it will be 100-250-40 = -190%, but this is capped at -100%.

At -100% resist, you take 40 times more damage than at 95% resist.
This accounts for why you faced difficulty ( maybe, I'm not sure what you did, exactly ).

Ok maybe I was a bit hasty. It's fine to use luring tactics and such like, I just find the idea that Level challenge 2 is 'difficult', to be absurd.
 
I see what you mean, but that figure (going from 90% to 95% for a 50% damage reduction,) is based on the already heavily reduced value. It's still 5% of the original damage value. Yes, that 5% jump changes the damage taken from 10% down to 5%, a 50% reduction, but that's due to the value already being reduced by 90% and not taking into account the original damage value. It just seems like an odd way to think about it (for me anyway, as I've never considered it that way.)

I didn't have over-stacked resists. I believe I got about enough to reach 75% in Terror, and left it there, so my results from the SC sorc (multiple deaths,) could have stemmed from this. On the last test with the level 120 SC sorc, who has 75% resists in Destruction, it was probably easier because she would've had over-stacked resists in Terror. She still took some hefty damage, but much less than when she originally ran Tal Rasha - less than I had anticipated. I thought the only Pierce resists were from those Frog Prince exploding guys, as they are the only place I saw it as a comment/ability under their name.

I also thought Pierce resistance just meant that it considered your resistance as 0%. Not that it worked like Cold Mastery and could put you into negatives. Damn, I'll have to start looking at changing around a few items.

Yeah, I'm sure Tal Rasha could be a lot easier if you know they can put you into negative resists, and prepare by over-stacking. I know you mentioned it before, but I was looking out for a Conviction/Lower Resist style ability - not one like Cold Mastery that you don't see. When I didn't see any aura, and still had 75% Resist All, I thought that Fireball was just deadly, when... I was probably taking nearly double the normal damage from it. :/
 
Another thing for the Tal Rasha level challenge is that if you do it at exactly level 90, you can now use your uberskill and Ennead challenge skill. Sometimes this can make all the difference if you are otherwise struggling.
 
Good point, Oscuro. The Sorc's are the Moon Gem things (instant healing of health and mana,) and Uber skill I ended up choosing was: If life >90%, damage is increased.
The Slows Target would be nice as well, but I don't feel like monster speed is what will deeds the Railgun - it will be any form of high damage range/teleporting thing.

In other news, LvlSix_Railgun has surpassed A2 and A3 Terror, without too much challenge. Bring on Act 4 (and the dangerous molten-boulder casting Blood-somerthings. Caution will be used.
 
I can't really tell with them. They just seem to appear out of nowhere, and are partially invisible, so can be somewhat difficult to notice them among all the effects - Not sure if they teleport, can go invisible, and then go partially invisible when they attack, or I just don't notice them at first. Then a highly damaging Molten Boulder starts rolling through. The boulder has caused some challenges for my SC sorc, but with caution, they should be okay. They're quite annoying, as they just seem to appear behind you, and if they have cast Molten Boulder, they can do a good deal of damage.
 
Molten boulder isn't cast by any monster, they're just there. At any rate they're very easy to avoid.
Landmasses ( veteran monsters ) in Act 4 are pretty challenging. Do not at any account tank melee hits/ shower of rocks from them.

Uber skill witch blood is good, but don't underrate Chronofield ( the slow thing ). Chronofield charges can be gotten on the unique dagger (Helgotha's Fang), and I have found that to be useful switch weapon for many characters.

Well done so far.
 
It may not be defined as "Molten Boulder," but it is the same skill, and when you see it, you would call it something similar. It is from Firebloods, the corpse devourers from D2:LoD. I think they need to eat a corpse before they fire a slow moving molten boulder, but they may not.
Also, they are at least partially invidisble. In the screenie, I cleared the area, and ran back within 5-10 seconds, and this Fireblood appeared. I don't think he was there before, as I clearly missed him on the first run. Their boulders do some serioius explosive damage.

Personally, for these characters, I thought the Landmasses were pretty easy. Different playstyle obviously, but for me, there wasn't anything dangerous. Just move safely.

 
That screenie above was actually with the SC sorc. I went back to A4 to try get a picture of the Fireblood casting a boulder (and a death caused by it,) but that was the only Fireblood I saw, and it died too quickly to fire a boulder.

But yes, LvlSix_Railgun has also passed Act 4 Terror as well. :) There weren't any real threats, although, that was due to a cautious playstyle and prior knowledge of the areas. Everything was cleared slowly, so that any Fireblood that appeared wouldn't appear within range of Railgun, and could be targetted quickly.
Diablo was quite fun. I love his attacks. A fair amount of kiting, and killing off his summons, and a couple trips to town, but no scary moments.
 
Yea, well done anyway.

Small update from me. I completed Act 1 ( hatred ) with hardcore sorc ( melee build )
I started out as a caster but respec'ed ~lvl 12 to melee. Moonstrike and bladestorm for attack, living flame and warp armor passive, familiars. It is pretty awesome to be honest. Melee sorcs are pretty popular in mxl.
Had a mind**** at around lvl 20 when I upgraded my T1 warp blade to T2 and found it requires lvl 23. I had to get the gift box again using 1 pt tempest/charge bomb. The gift box for sorcs gives melee build items, which is nice.
Other than that nothing really notable about Act 1. Countess, of course, I was careful around her but I don't really fear her these days, deathstrike is easy to dodge.
 
Another update. I have completed Act 2,3,4 on the melee sorc ( HC ).

The most dangerous part was Diablo. I dropped to 300 hp at one point, close NDE. I also had to S&E when facing Hephasto because my weapon had just broken and his stupid ice wall doesn't allow you to escape.
Pics: Fatal Morgana ( yes it does exist ), Mephisto . She is now my highest lvl ultimative character (screen)

Ultimative is absurdly easy. Practically infinite gold from selling apples, way better drop rates, gift box, character orb, yadda yadda. I have T3 weapon T2 armor, and 3 arcane crystals still to use.

So far I have not re run any area, it's been strictly single pass. However I'm considering doing a few mephisto runs to get my level up and find some more items.

Up next: dealing with detonators, Level challenge stuff and Act 5.
 
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