Re: The Exposure Tournament
Faith has made great progress in Hell. Level 34 Phoenix Strike (heavily synergized (14 fire, 20 lightning)) is one of the more powerful attacks I've played with. Progress is not slow, but it can be dangerous and I've had some minor annoyances. More on those later. Also, the rules of this tourney runs the risk of having the characters being relly lonely. I find myself talking to the townspeople much more than I usually do.
Sometimes, luck in this game is very subtle. Look
here. I chose to go up/right from the entrance. Who knows if I had been able to handle Treehead and his buddies had I stumbled into them right away. When I fought them, I used a lot of space and separated them. Who knows if I could have taken them with much less space at hand. They are CI, so I can't keep the minions frozen (but they can be blinded). Running into unknown territory could easily have gotten ugly. There were strong spearwomen packs in several directions here. Had enough trouble with them even without the Brute pack.
Sometimes it's not worth the bother to go in and PS something. This happens mostly with LE bosses that are also FI.
Doom Bang indeed.
Annoyance #1: I am pretty much dependant on Fade from my 'Treachery' armor, and that does not always trigger when I want it to. Monsters doing just moderate elemental damage hurt like Hell when your resistance numbers are in the teens. Many times, the solution has been to find a
solo wimpy monster and let them have at me. I need to get hit 20 times on average, but there have been occasions where I used 2.5 columns of super healers to get it to trigger. In my stash, I have one Amber and one Ruby Grand Charm if I must fight something doing damage from these elements and Fade hasn't triggered. That gets the resist(s) at least into the forties. Cold resist can be fixed with thawing potions.
Super powerful archer boss. Delivering a Meteor on its head was very scary. It's much harder to run away safely from archer bosses than melee bosses. And that goes doubly so for Multishot archer bosses...
Pit level 2 was the last area one session, and just when I was about to enter it, Fade ended. Jeebers. Thankfully, nothing other than the obligatory Devil Kin early on, so I could play the
'Hit me, you bugger' game again.
Mind Blast is excellent against bosses I do not like to tank. Both for pushing them back when I Blade Fury them and I do not hit often enough for my Knockback on 'Black' to push them away from me and for melee situations like
this one. I really like the action in this screenie (even though the fire is usuless - that happens quite often).
Radament eating fire. Stacked flames vs. big monsters with low fire resist = pwnage. Holy crap how fast he died!
Tricky situation in Halls of the Dead. Mummy Sacophagus in the layout I have the most respect for. Some scary bat boss pack next to it, along with a pack of mummies (regular mummies, not the type the casket can spawn). Lucky for me, I found
the perfect distance where I could BF the sacophagus but it could not "see" me. "But you have crappy AR with BF, and Venom cuts poison duration to 0.4 seconds. There's no way you can overcome the regeneration even with a big amount of Crushing Blow." Yes there is. Mummy Sarcophagi have 0 Defense, so I hardly ever miss. :badteeth:
Silly me did the classical mistake again. Cranking it up to
/players 8 at the start of a session instead of the intended /players 3. I had expected snakes in the CVT to drop like flies in my flames and lightning. When they took annoyingly long to kill (not to mention the Guardians - jeez!) I understood what had happened and lowered the players setting. But two Guardian bosses had already spawned with a gazillion of life and superfast regeneration. Both were also LE, and this particular type of greater mummy is FI. I had no choice but to fetch my Vileness claw, then use BF on them. Around this time, Fade was running out again...
Night Ripper and his twin took freakin' forever to kill like this.
On the upside, the fight with Fangskin was incredibly short and sweet. A BIG FAT (like 3x) fire patch unleashed on a mummy pack, a perfectly timed MB Conversion and
down they went. Fangskin is already dead here.
Then there was a peculiar boss in the palace. It made Faith do something for the first time. A skeleton mage with mana burn, immune or highly resistant to my main damage types. Blade Fury with Black would of course have worked eventually, but the mana burn made that approach very annoying. Then I figured "I have Fade. This bugger can't hurt me much, especially if I avoid the sparks. What do you do with something that annoys you?
Hit it with a big hammer!" Yep, I used Attack with my maul. That gets me the crushing blows, the decent physical damage and the Venom damage. And the beauty of it - it does not require any mana. The fact that Faith can barely hit the broad side of a barn without her Fool's claw was less of an annoyance than fighting in other ways. Sometimes it's simply liberating to hit things with a big hammer. My upcoming Berserker in this tourney will use hammers!
The second annoying thing is that my claws often switch places. That is, which of them that counts as my primary claw. Of course I want my rare Fool's/Swiftness claw to be the one that counts and not my plain Kenshi's claw. The switch happens because Attack alternates between the claws. "Then why not use Dragon Claw as finisher?", you might ask. Well, I can't stand the screaming (which is weird, because I have no problems with cries when I kick - and I have played a Dragon Talon Assassin) and the difference in attack speed. To me, that would be even more annoying than whiffing a lot more because my AR suddenly drops from 7.6k to 2.8k and my claw is slower that usual. Weapon switching twice always fixes this problem, so I do that a lot between fights.
[Highlight]Conqueror Faith, dual claws Phoenix Striker, level 82, Hell Arcane Sanctuary next[/Highlight]