My tactics from Normal worked in NM zombie garden as well (be passive and wake up few of them at a time). First floor required great care because it had those huge packs of melee flayers plus the native Night Lords (or whatever the 'taurs here are called). Second floor was completely different since there was not much risk of running into something that would assault us. Flayer blowdarters (when encountered with no other monsters around, simply target practice for Meghan and free XP and loot) purcupines and, OMG, these:
But that was not as bad as last time, both becuase of more accessible dungeon layout and better weapons.
Third floor had witches, shambling undead and vipers. Vipers are much easier for this type of merc to handle than it is for the melee dudes. Nilly was LE. I used a couple of Revive charges to both deprive him of exploding fodder plus help for the Valkyrie to tank other spawns.
Valkyrie proved its worth again a couple of times. Against this guy:
and then against this one:
Madawc was CE and ignored Meghan until Helena ducked behind a pillar. Megan and Madawc then had a gunfight and I helped her with potions. Korlic (Extra Strong) ignored both Meghan and Valkyrie. Not knowing the strength of his weapon and with only him left, I found it best avoid tanking attempts and run-and-gun him down instead. Riphook's slowing sure is nice.
In the early part of the fight with Vile Fester's pack, I tried Revive again, on one of those extra fast CE minions. But he behaved so strangely and chaotic that I had to abandon that and make a run for it. Every time the Valk got killed (which happened a lot) this minion would break the frontline it held and run back to and past me and bounce around like a complete idiot. There were several damn fast critters zipping around - both this minion and the boss pack. Frenzied-up extra fast Frenzytaurs, not fun. It was too chaotic for me to keep track of. Better to lure over a minion at a time, CoS and kill. And take on the boss as the screenie shows.
The chilling and slowing made Baal completely useless.
The only spell/attack he got off at all was the mana draining flamethrower. Pathetic.
I took cows on players 3, which turned out to be a good choice. It was plenty sluggish enough as it was, and I had to make a run early. Found a small cul-de-sac that was empty of cows. A quick TP and only a few cows found us when we got back. Without a melee merc, it's easier to activate only small packs at a time until I had more space. This place was useful:
but it was not really needed. Just convenient to fight a large herd.
Recent finds:
- Hel rune (makes Lionheart possible)
- Sureshrill Frost, Moonfall, another Trang-Oul's Claws (kept them, but probably won't use them)
- completed a 14 perfect topazes gear setup (partways in cow level)
- two decent +life large charms
Now that I had access to Hell, I sold 198 items I had saved up becuase the vendors in NM could not pay their full price. I have 1.35 million in gold on the character and 16 more millions in Bank of ATMA. Going to gamble amulets, rings and circlets, I think. However nice Treachery would be for Helena, I think it is more needed on Meghan because she is responsible for the main damage output, at least until I have a corpse. So I need at least one +skill on my gear so I can have Death Sentry on my switch and not have them poof. Well, unless I either deicide to go dual claws on main switch (seems like a bad idea because my Rhyme shield is so great when it gets tough) or shop/gamble a claw with
both CoS and DS (possible, but very unlikely to spawn).
If Treachery goes to Meghan, then I can make Lionheart for Helena. That would open up stats for bigger elite bows and claws and can raise my blocking ambition above the 60% I currently have. I also like the prospect of 30% resist all and +110 life.
With merc's weapon so good, and Helena planning to make a better Harmony bow when a 4s Blade Bow drops, I decided to imbue some Greater Talons. Imbues have a bonus to the staffmod rolls, both to how many skills and to how big the bonuses are. They are decided with d100 rolls, where 91+ gives three skills, and 91+ gives +3 within a skill roll. The bonus for an imbue to these rolls is ilvl/2, which in my case was (75+4)/2=39.
First claw got +1 Martial Arts, +3 Phoenix, +3 Weapon Block, +125 AR and two poison affixes (resulting in 270 damage over 9 seconds).
Second claw got +1 Shadow Disciplines, +1 Mind Blast, +1 Fade, +2 WoI
Both seem moderately useful bot not spectacular. I think some more chippie rerolling and NM Anya shopping (yes, I skipped the Halls WP) is needed. I still have no Death Sentry claw with more than +2 and the only other useful skill on that claw is DTail. Then I need a new belt and new gloves. Some crafting is up. I think I'll start there. Probably going to try a few of those 'extra blocking' (safety) amulets, something I have not done much before.
[Highlight]Conqueror Helena the Assassin and Meghan the Riphooking Cold sister, level 75, Hell Rogue Encampment[/Highlight]