Re: The 12 Labors Tournament
Megara has faced the Ancients in a /players 8 cage match for the "Hell Ancients" labor (no TP, no rerolling) and she has lived to tell the tale.
I've grown pretty attached to Megara. My original plan was to just make a "disposa-sorc" wearing full Irathra's and teleport through most of the game, rerunning Andarial and Meph when appropriate to build gear for the needed challenges. Most of the labors weren't bad for a sorc, and my idea was just to have a go at the /players 8 Ancients and hope for favorable rolls the first time and see how it went.
But plans change- Megara was a fun character to play and did a lot of MFing over the last 8 months or so. And a lot of levelling, and a lot of thinking came to pass about being ready for the Ancients. I worked out the various double-immune possibilities and of course there are some potentially terrible combinations, so she had to be three element- I settled on Orb, Firewall and Lightning. Along the way, she gathered up a decent fraction of the grail herself MFing and levelling running Meph and then a lot of level 85 area runs, which I figured were good practice for the skill-switching, particularly in the CS which also gave good experience for Diablo. Earlier she'd done a decent amount of LK running and Trav running, the first pretty serious running there for me in 1.13.
She accumulated a lot of gear, and so the eventual gear was:
Full Tal's, Whitsan's, Magefist, SoJ, rare FCR ring, rare boots. Inventory full of skillers with some good +life ones and lots of +life small charms.
Merc: Treachery, ethereal Reapers, Andarial's Visage
That was a big change from her more MF-oriented gear and she'd been using the Oculus for what seems like forever.
Though she is technically "untwinked" she has done so much MFing that she's as well equipped as twinked sorc by now. One difference is that she only had three socket quests, and she'd used the first one on the Irathra's crown I was planning to have her wear. She did find a decent lot of facets, although there were a lot more poison ones than others and I decided she would hold off on her other socket quest rewards. I played around with various numbers on facet use and Ormus' combos but decided full Tal's suited her quite well.
For the Ancients, I wasn't too worried about resists but wanted +life as much as possible. This was a big change from the CS runs that she'd been doing just before I finally decided she should face the Ancients.
I have a bunch of SC sorcs and in preparation for Megara's battle, I practiced over the last couple on months in SC with similar-ish builds and kind of similar gear, getting used to how often there were double-immunities, and getting used to separating them quickly, and seeing how well a similar merc held up under the /players 8 damage rates. That was an interesting exercise and gave me some confidence, but also had me worried because sometimes the Ancients had pretty horrible mods and the merc didn't live very long. For a sorc who often depends on Firewall, a dead merc is likely to be shortly followed by a dead sorc.
For the Ancients battle, the prepration was:
1) use Leaf enchant staff to Enchant the merc
2) get Fade to trigger on both the merc and the sorc, then switch armor back to normal
3) put a lower resist wand on switch. With the merc alive, Decrepify was the main curse, but if the merc was dead then the Lower Resist would speed up the damage dealt pretty well. Level 3 lower resist (shoppable on an ilvl 99 wand) won't break any immunities, but the base resists of the Ancients are high enough that even without some bonuses, LR could really improve the damage a great deal. (See this post back in August
http://www.purediablo.com/forums/sh...s-Tournament&p=7985869&viewfull=1#post7985869 for some analysis there.)
4) the usual potion dispersal, thawing/antidote/stamina prebuff. There wasn't much point in shrine shopping for +skills, as the Fade meant that it wouldn't last long.
The final steps were to throw her Horadric cube and TP tome on the ground and then use the final spots for two more skillers. I didn't even want the ability to cast TP to make sure I didn't weaken in the face of a losing battle. I had resigned myself to possible very careful play in the CS if she lived but if the battle went so long that the TP tome poofed.
So- what happened after all of this preparation?
Well, as far as rolls go, it was pretty high on the offensive meter and not much on the defensive scale. The rolls were:
Talic: FE, extra fast -> fire immune only
Madawc: Aura Enchanted (Might) and EF -> lightning immune only
Korlic: Aura Enchanted (Fanaticism) and EF -> cold immune only.
For all my concerns about double immunes, I didn't get any! But those auras were a real concern.
Fanaticism/Might and all three EF meant the first few moments to separate them was pretty important, and fortunately that went pretty well. It actually took a while to get all the mods figured out. I didn't know which aura was from which until much later, though. The good news was Static would take two out of three of them down to 1/2 health without much trouble, and I could see that happen even before I'd sorted out their immunities. The rolls that I'd had more problems with in my SC experiments were dual immunes who couldn't be static'd and who hit the merc hard enough to be in danger of serious problems there.
I would have liked to get the Might and Fanaticsm out of the way first, but it was hard to get Korlic by himself so I first faced Talic which wasn't bad with orbs while the merc did a good number Decrepifying him and holding his own somewhat. I did have to tele away to feed the merc potions multiple times in there. But then he was out of the way, and even though he wasn't one of the aura-enhanced ones, it's a great relief to get the first one down no matter what.
From the teleporting around to engage the other two, I got to separate and face Madawc next and that went pretty well, orbs and fire walls while the merc's Decripify was important again. It was not too urgent and despite not being able to static him, he went down steadily. I realize now writing this up that LR would have probably broken his lightning immunity to static him, but I didn't remember that at the time and the Decrep would have interfered there probably. Once he was dead, that meant the Might was gone also.
The last was Korlic and for him was the first time I switched to Lightning from orb. Again, Decrepify + HF from the merc were very helpful in taking the urgency off and it was a reasonably steady whittling down to his death.
And then a huge sense of relief!
Total potions used were about 10 big reds, 8 fat purples. Total time is easy to figure out, as Megara's Fade wore off about 10 seconds after the third ancient died, which makes it less than five minutes but not by alot and that included a little time in town for the preparations. The Fade for her was just for the DR% as resists weren't much of a worry.
After that, I gathered up my gear and went to town and got rearranged for teleporting through the WSK to the WP. Guardianship can wait and she'll switch gear for that and of course for the Blister Lister labor. She's earned some rest for a while.
LCS info with "face the Ancient's gear":
Level 95
1488 life
orb (31) 495-518 with L20 CM
firewall (31) 7847-7925/sec
lighting (30) 2-3440
block 75%
resists: fine except poison, and after Fade all maxed with potion prebuff
I had several times over the last couple of months decided that it was about time to face the Ancients but managed to come up with some reason to postpone, but I am glad I was able to finally pull it off.
As far as the mods I got, missing out on double-immunes I think was more than made up for by the very offensive mod combos they had. I'm not sure how much of a sense of accomplishment I would have had if I'd gotten the kind of mods that I hope for when rerolling (teleporting, for example) but I'll never know now!
Thanks for the encouragement- I needed a push to finally decide to face them!