With the finish line approaching, I have tried to become more careful. Not that I would ever consider skipping or quitting an area (you know I wouldn't...) but I have started to enter all indoor areas on players 1 and raise that to 3 only when the first part is cleared.
Crystalline Passage and Frozen River were quite relaxed, with no real dangers. Nice to have better resists. With Malah's scroll, they now went to Fire 85, Cold 40 and Lightning 47. Cold can of course be taken to 85 with potions.
Glacial Trail was also a bit tame, but then came the Drifter Cavern, reign of the fire immune Moon Lords. Entrance area was calm, and thankfully not located on the central island. Some early Bone Mages could be killed. When Jemali chased after the last one in a pack, I noticed multicoloured Moon Lords. Ah, champs. I knew I had to fight one at a time, otherwise they would overpower the Decoy and Jemali quickly. I set up an escape portal in a far end of the southeast island, which was secured. If any duo (or more) of those bullheads would get there, I could get out, return from WP and get at least one more chance to separate them when I approached from the entrance.
This was the best fighting situation. Decoy is closest, followed by Jemali and then me. There were a total of 13 (!) such Champions and one Fanatic in this place. Every one of them required a full column of blue potions to support the Charged Strike usage. Decoy typically died about 2-4 times in such a fight, but I experienced everything from 0 to over 6 deaths. At one time, Martina happened to be closer than Jemali when a Decoy died, and her life went to half in an instant. Ouch!
There was a boss Moon Lord, too. I knew it had Might aura because we had lured a couple of his minions away from the pack and out of Might reach already. Then I saw the boss: Extra Strong! Oh crap...new method needed - too dangerous to recast Decoy when it dies. Need to spam it so the boss never attacks anything else. Then
about three Charged Strikes and new Decoy recast. A good thing with high-level Decoy is its ultra cheap casting cost. Twice, the Decoy was recast further away from the boss than Jemali was, and he died. Of course I quickly popped out both times (note the portal).
Easy Frozen Tundra and tough Infernal Pit with Doom/Oblivion Knights, Balrogs and vampires. I had to do some portal parking early on several times. The Decoy usually does not survive tanking several Doom Knights for long. As soon as their heavy poison hit, I know she does not have many seconds left. Two Balrogs spawned on that weird strip of space out in the lava that you can't get to without Teleport. I had no Spellsteel with me this session, so I had to kill them with arrows. They are FI, so I used regular Attack instead of Immolation Arrow. I needed more than a full arrow pack to kill them. Thankfully, they dropped only gold (would have been very annoying if they had dropped something nice that I couldn't get to!).
Halls of Valor had a tough melee setup with Night Lords, beetles and Death Whatevers (forgot the exact name - those that shoot spikes through the ground). There were two Frenzytaur boss packs, but I saw both early, through walls, so I did not "activate" them until I had lots of space to fall back on. Also, this type of Frenzytaur is vulnerable to fire, plus they did not have too dangerous abilities either.
Halls of Pain was taxing on the patience but not dangerous. Most monsters had some type of fleeing behaviour (FI Flayer blowdarters, Temple Guardians and Zakarumites) so much of the gameplay was about pulling Jemali back to where I wanted him to be and stop him from chasing after fleeing monsters and wake up a gazillion of enemies before the last pack was killed. Halfway through, I experienced the 'ignore the merc' bug but it was really weird because it did not affect the Flayers. They still shot at him, but the rest went straight for me or the Decoy. Once I got used to it, it wasn't so bad. I just needed to be more aggressive with the Decoy castings and keep in mind that Jemali could not be used to shield me from the melee dudes or the Heirophants.
Halls of Vaught had one of the worst monster mixes possible: skelly archers, Arachs and Tomb Vipers. Both the latter are highly poisonous but their poison works differently. When I entered, I cast Cloak of Shadows immediately. There was one archer pack and one spider pack there. It got a bit crazy and Jemali died. Once I had almost reached some control, we happened to wake the first Viper pack. More crazy fighting, and I managed to win without plunging into unknown territory (always a plus). Jemali was now back to normal. What happened on the last floor was weird. Not typical 'ignore the merc' because that is not curable within a game.
Nihlathak had Cursed + Stone Skin. Deep in his room, there was one spawn pack of Vipers, one of spiders and two of archers. Lots of work needed to lure out the meleers and kill the archers. Before I was done, Jemali had died (probably Corpse Exploded too much) and the Decoy soon was also dead. A frenzied Ice Spawn (not mutated, but boosted with that red aura that makes them hit harder) chased me and I instincively fled.
BOOM!!
No visible life! Panic purple!
There must have been a corpse there just in front of the mound that acts as a wall to Nihlathak's room and here I was on that corpse, AMPED! In any other version of D2, I'd be very dead by now.
I thanked my good luck, my 85% fire resist and heavy focus on getting life as high as possible, and vowed to be more careful. Stand FAR away from corpses and if Jemali dies, recast Decoy in Nilly's face and TP out asap.
Everything went according to plan from then on.
Recent finds:
- Cloudcrack (grailer for me, if you count v1.10 and onwards. This sure brought back memories from my first Swordmistress (= passive skills amazon using 2h-swords) back in Softcore 1.09. This was her weapon for the late game.)
- Ohm rune, from random container on Frozen Tundra (my second highest rune ever)
- Mal rune, in Halls of Pain (only second Mal I've ever seen)
Anything above Pul is useless in this tourney! I muled off those runes to a special stash, in case I ever feel like twinking some nice RW, or maybe I'll just eventually give that stash away. It starts to get quite impressive now (at least for my standards).
[Highlight]Conqueror Martina the Immozon and Jemali the Holy Freeze guard, level 86, 13 S/U items equipped, Hell Ancients' Way next[/Highlight]
(Next session will be the Guardian run. I'll bring Speelsteel so I can separate Ancients with Teleports. Not sure if I want to bring my spear to the Summit. Talic is the FI one, isn't he? Not sure I want to be close to him at all. Those 8 spaces will be much desired for potions (plus I think I want a backup arrow pack with me). Maybe I'll bring it, drop it on the ground and then go back for potions...)