Originally posted by @EatSleepDiablo
What is "CS"?
Chaos Sanctuary is the inner sanctum of Diablo in Act IV. Within the "Terror's Lair" are five seals that must be activated, three of which spawn super uniques: Grand Vizier of Chaos (Lightning Immune-100), Lord De Seis (Cold Immune-180), and Infector of Souls (Fire Immune-150).
Most importantly for our purpose is that CS is a Lvl85 area capable of generating every unique, socketable, and rune in the game, and nearly all set items (excepting Cow King's Leathers).
What is the "Glitch"?
Once all super uniques are killed, and the last seal activated, all remaining monsters in CS instantly die. There are occasional, weird exceptions to this, but, generally, those that have been aggro'd within the last 5+- seconds have the potential to drop an item, or items in the case of bosses and champions. No experience is gained for monsters "killed" in this manner, but the game designers curiously chose to allow the drop(s) none-the-less.
The vast majority are gold, scrolls, potions, low level white/blue items, etc. that are hardly worth a second look. However, since CS is a Lvl85 area, all uniques, runes, socketables, and non-cow set items are also in play. Although unconfirmed, some have speculated that magic find (MF) is set to zero by the glitch, but this "only" impacts unique/set drops. The good news here is that rune drops are independent of MF.
Maximizing the number of monsters caught in the "glitch" is an opportunity for legit wealth/profit and the reason for this guide.
Maximizing?
First, we will be running P7 from start to finish ("/players 7"). Second, before activating the last seal, we will aggro as many monsters as possible. I do this initially by teleporting to the top of the pentagram to assess densities there, often using the Confuse curse from Delirium to rile things up (more on this later). I then teleport directly to the entrance, again assessing density. If the former is more populated, my path to the last seal will track upwards to the pentagram. If the latter is better, I take a more direct route to the seal. Here is a video to demonstrate this approach:
As a last consideration, there are only so many builds that can handle P7 efficiently in CS because of its high density, varied immunities, and occasional spawns (i.e. Conviction). Cold, fire, and lighting builds will need the runeword Infinity (at a minimum), while physical based toons require Decrepify (via Reapers Toll).
Others are free to post their setups/strategies with one or more of these, but the preferred CS build for many has always been the Hammerdin. His damage is magic based without the risk of immunities. Further, max block is achievable with reduced contributions to dexterity because of Holy Shield. Lastly, all Paladin shields are capable of 4 sockets, so the runeword Spirit is possible within a 45 resist-all shield with a minimal strength requirement (shoot for Sacred Targe @60% block/86 strength).
The build has some hang-ups with its blind spots and unusual method of attack, but these are overcome with practice.
The Build
Hammerdin setups are pretty standard. Max Blessed Hammer, Concentration, and Blessed Aim. Allocate remaining points to pre-requisites, Vigor, Holy Shield, Redemption, and/or Fire Resists.
Likewise gearing is standard: Heart of the Oak (Hoto), Enigma, Shako, Spirit, etc. Try to overstack fire resists in case of Conviction, and make sure your faster cast rate (FCR) is 125. Because any coveted Set/Unique (S/U) can drop from non-seal bosses, keep your MF up as well (minimum of 250-ish). Consider keeping a 2 x 4 area open in your inventory, plus the Horadric Cube, for prospective drops. There will be many.
My recommendation for the merc is Act II Holy Freeze (Nightmare Defense). Equip with Insight, Delirium, and Shaftstop. The first and last of these is pretty self explanatory. Hammerdins need mana, and Insight keeps the blue bulb full. One-hit kills by Knights are possible, even without Iron Maiden, so reducing physical damage is key to his survival. Delirium, made in an ebugged helm, provides much needed crowd control (CC), along with a bonus in the form of Confuse.
When activated, Confuse causes monsters to attack one other. Because the curse often affects the entire screen, a small group of monsters will attract others to join the melee. Confuse does not last long, but by improving monster density in a defined area, drop yields are increased from the glitch. Of note, mages often override the curse with amp or decrepify, but that seems only to extend the desired effects.
The Run
Here are a couple of runs:
Odds & Ends
Yields
- Diablo, the Seal Bosses, and their minions are capped at TC84, so they cannot drop some of the more highly coveted uniques in the game (Tyraels, DWeb, etc.). All runes are in play, however. Further, Big D drops six items at P7, while seal bosses double drop, along with four potions (like Pindle). Rest assured, there is much loot to be gained regardless of reduced Treasure Class.
- Grand Vizier of Chaos (and his minions) are the easiest of the three seal bosses to kill, but make sure he/they are not suspended above the lava when killing them. They will not drop otherwise.
- I do not recommend tele'ing into the middle of De Seis or Infector packs. They both hit like a truck and occasionally spawn some nasty mods. I generally position near them and start my hammer field. Once numbers are reduced, I move up/teleport to finish off the boss.
- Nothing kills the merc faster than Diablo's Firestorm, which looks like a carpet of fire. As soon as it is released, give him a purple pot. Do not wait to see if he survives (he generally will not).
These are my high rune (HR) results generated in 151 Diablo essences worth of runs (1,511+- assuming one essence per 10 runs; ratio of one HR (Vex+) every 80 runs):
View attachment 12531
View attachment 12532
Those generated by the glitch include: 1 Cham, 2 Jahs, 2 Bers, 2 Surs, 1 Lo, 2 Vexs, 1 Gul, 1 Ist, 3+- Mals, 1 Um, 5+- Puls. Effectively, 1 glitched HR (Vex+) every 151 runs.
I look forward to any questions/feedback and will edit this guide as other tips/strategies develop.
Edit: Diablo drops six items (not five)
Edit 2: Clarified HR to Vex+