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The Nudist Gazette

ImMcTyraelGal NM Act3

Act 3 NM turned out to be a fun run. The Jungle and the Flayers Dungeons with those quick moving little guys in a dark environment presents a healthy amount of challenges for a girl with base vit. If one or two of those slip thru her defense and land hits she could hit the ground hard. The Councils at Travincal and Durance 3 put up a good fight, or, ImMcTyraelGal put up a good fight. Psychic Hammer, the one point wonder, came into good use. It does no meaningful damages but it's able to put most monster in Knockback loop. It's effective when you cannot or do not want to convert the monster so that the converts can gang up on it.

Councils



Clvl 56 @ Mephy





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KoP
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Yup, I've used Psychic Hammer that way for the knockback-lock too, when you don't want Mind Blast converting it.
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ImMcTyraelGal VS NM Diablo

Clvl 59 @ NM Diablo. Easier run than Mephy run...





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KoP
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ImMcTyraelGal vs NM Ancients & Baal

Although IMTG feels a little skittish because of her low health, there's not a lot of situations she felt threatened. The jungle, Flayer Dungeons are the worst because fast monsters can come from all directions and they are well camouflaged in their environment. The other real threat, the bane for many heroes, the Willowisp types can zap you dead before you are aware and react to them. Otherwise, IMTG feels in control and advanced steadily.

I wish the Shadow tree has more skills to play with, tho. The Shadow Master pretty well last the entire game unless I need to reposition her, Fade last about 6 minutes. CoS is useful but not really needed most of the time (yet), So that only leave MindBlast (which should not be over used to keep thing moving), and Psy Hammer once in a while.

Ancients @ Clvl61



There was more fun and actions in WSK 2 which was populated with Black Souls and Claw Vipers. Ouch! This is when CoS shines. Since Shadow Master is somewhat expensive to spam, I haven't been using her like a Decoy, an early warning system. Instead, I cast CoS whenever it can be active so I can see the Black Souls before they can see me. Of course, damn the extended duration with each skill levels. 27 seconds can feel like a lifetime for a normal toon but it's not too bad for a Variant. Besides, for the last few days I've been playing with IMTG, I noticed I was walking her in Zigzag patterns - just like one would with a BNM in Classic Diablo.  butcher2  It brought a smile to my face.


Baal @ Clvl64



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KoP
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FireEngineRed Does Hell Meph

Posted in the GoGoGadget thread. Linked here for reference.

https://www.realmsbeyond.net/forums/show...#pid826759


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KoP
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FireEngineRed Does Hell Diablo With GoGoGadgetz

The Naked Passive Only Zon is going strong in H4. She continued to lead the team through the River OF Flame to the Lord of Terror. FER is strong enough that she can choose to use weaker mercenaries, and Kyoto is doing an exceptional job even though she is only using a up'd Kuko in end game so far. Before facing off with the Ancients, I would like to get FER and Kyoto to clvl 75 so Kyoto would have enough Dex to use her bow to free her hat options, maybe for a Wisdom or a GFace, or even a Blackhorn Face to slow targets...

Meanwhile, GoGoGadgetz finally decided to socket his Trang hat and armor with a junk Fire Facet each, both 3,3. That's probably the equivalent of 1.5 Slvl for all Fire skills in total. That still leave Trang Wings plus 2 more sockets for the wand(s). This decision was affected by the fact his slvl 12 Lower Resist became too low to break immunities in Act 4, specifically of concern Fire immune monsters. Lower Resists applies with a penalty of -80% to immune monsters in Hell, so a Slvl 12 Lower Resists @ 57% is effectively 11%. Even if a Fire Sunder Charm is used, the Flame Rift charm would break the Fire immune to 95% Fire Res, and Lower Resist still is only effective at 11%. A Sunder Charm together with Slvl 12 Lower Resist would still leave Fire immune monsters with 84% Fire resist.

FER and GGGz vs Diablo @ Clvl 73






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KoP
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FireEngineRed Does Baal @ 77

Reported by GoGoGadgetz Here

[Image: FireEngineRed%20Clvl77%20Hbaal%20Stats-XL.jpg]


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KoP
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FoulMouthAlice VS NM Meph

Somehow forgotten, I found FMA in NM while everyone else landed in Hell Diff.

Alice can be quite capable in monster processing. He is responsible to dispatch most monsters, and quickly if he gets restless with the Amp and CE combo. He has certain amount of builtin safety with Dim Vision and Attract, to evade monsters. Attract is one of the balance-of-power skill for Alice who lacks any minions such as FER's Valk and Decoy, and ImMcTyraelGirl's Shadow Master and Mind Blast, Nature Calls' full compliment of Summons. With ALL THAT POWER, Alice still have to proceed slowly, since he is naked with negative resists. He still hasn't any points in Vit, and has barely (if) enough life to survive one hit.

FMA Clvl47 @ Meph



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KoP
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FoulMouthAlice VS NM Diablo

FMA @ Clvl47
I was going to try and hide FMA in the corner and let the merc have at it. Didn't work out, but worth trying again. Diablo's LBoD doesn't seem to do much damage to the merc and sometimes not at all, where as his Flame Wave can one hit the merc. Otherwise it was a lucky draw with Diablo locking on the merc and not run around.



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KoP
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(April 20th, 2023, 11:08)KingOfPain Wrote: Diablo's LBoD doesn't seem to do much damage to the merc

This is the "lightning bolt ground zero" effect that I've mentioned. On nightmare and hell difficulties, the bolt starts a short distance away from Diablo, and so it's possible to hide right next to him in the gap. It's not that the bolt is doing little damage, it's that it's skipping past the target entirely. If it does hit any merc, you'll know as they still melt in about a second.
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