The Normal Set Project

Maltatai

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Mar 17, 2020
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Arcanna has found her first set piece...
...which is nice but she won't be able to complete the set due to the impossile odds of the amulet dropping. Perhaps she can go with no amulet instead or something.

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Mimmi meanwhile wades through lightning into the City of the Damned...
...and I am still unable to keep Kundri alive as the gloams pose the same long range problem as the hydra casting council members. Mimmi has managed notably well given her worthless equipment. Only her belt, Bloodfist and the set jewelry is really good in hell. I am so disappinted in my inability to protect the hireling that I am tiring fast of the character and she will probably die soon.

The beginning of Act IV was amusing as Kundr got stuck in a corner and continued to shoot unopposed as Mimmi had snuck back inside the fortress limit. The plains of despair had four despairingly unpleasant burning soul bosses that Mimmi could knock back rather well with dragon talon, but only if she separated them from all the minions first. I put a point in mind blast, rising to 3 with equipment, which is helpful of course. I don't remeber if she was planned to go without the skill, maybe it should be considered cheating in some way that I have forgotten.

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Mimmi is now at the City of the Damned, almost reduced to a weak, and worse: casual gamer cookie-cutterly, trapper since her boots are too weak to make melee worthwhile at all. I try to use dragon talon regularly and it is certainly effective against some enemies but it is starting to get too risky.
 
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Maltatai

Active member
Mar 17, 2020
360
86
28
Sweden
Twice-damned devil!
Mimmi endured a slow trail through the River of Flame against maggots whose poison she has no tolerance of and maw fiends and pit lords that took forever to take down. At least there were no abyss knights, those are an absolute pain with their lightning immunity. The landscape is fairly good for a ranged character with both open spaces and bottleneck areas that allows for many kinds of tactics. Mimmi found a nice bridge and sharp turn close tot he Hellforge where she intended to trap Hephasto. That succeeded but he was so fast and wandering that he eventually got around and crossed the bridge.

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Hephasto can be knocked back reliably with mind blast which proved to be a good investment in the end of Act IV. Mimmi burned through her mana in no time alternating between mind blasting the fast smith, casting death sentries and throwing shurikens in spare moments. Kundri kept firing most of the time and added physical damage and open wounds. It was an effective but very tiresome tactic.

The guy looks totally silly in green. Why not the original brown, or some dark red instead? These green and blue demon leaders look quite out of place.

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The forge did yield a good rune, a Mal! I would have preferred a Pul, Um or Lem but the Mal in Mimmis sabre ensures no enemy will be able to resist the duo, and quickly proved its worth in battle against big demons.

The Chaos Sanctuary was very slow and dangerous with the oblivion knights and scattered formations of their minions. Mind blast added a lot to the effectiveness as enemy mobs gathered and became vulnerable to lightning shots and corpse explosions. Conversion does by the way attract monsters from fara way like the confuse and attract curses and bone walls do.

The last battle against the venom lords went well but some remained due to having been converted. I couldn't make them face Diablo though, which would have been a sight. Blade fury was handy even with its low damage, thanks to the Mal rune. Cutting regeneration shortened the battle a lot.

Against Diablo, I had decided to melee and that was the right decision, He favored his lightning, which in hell starts so far out from him that close combat is safer than ranged combat in that regard. Mimmi had taken note of a skill shrine close by and had great use of it. Goblin Toe quickly dropped Diablos hit points but the last quarter was slow and Mimmi ran out of potions and Kundri wnadered to far to the side and got hit by the lightning which she died of in milliseconds. It was all in all an encouraging experience, proving that Diablo can be tanked even with unimpressive equipment, as long as you watch out for the firestorms. He castt hose once or twice but Mimmi spotted his overly dramatical gestures in time to move out of the way.

So Diablo died and Mimmi had opened a town portal the very moment. Because of that or because of the converted and remaining venom lords when Diablo appeared, the game showed the quest as unable to be completed in this game! WHAT THE FLAMING FIRESTORMS!? She would have to do it all AGAIN!?

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So damned be it, then. To avoid even potential trouble with conversion I went in the opposite direction and started with the Infectors venom lords and saved the grand vizier of chaos for last, a pack that Mimmi would be able to handle well witout mind blasting. The tactics were otherwise the same and when going back to Act I to look for a suitable shrine the first good one she found was another skill shrine.

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The second battle against Diablo went mostly like the first but Mimmi had just two rejuvenation potions and had a risky moment when disengaging to retreat and resupply. I first tried to resume meleeing but it was far too dangerous with just a single rejuvenation potion left for emergencies like the firestorm. So it would have to be a ranged affair and eventually deaths entries took the title chaarcter down, this time for good.

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Mimmi is now at level 82, happy to be in Act V, less happy to run into gloams and vipers and ancients.
 
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