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 Post subject: Re: 1.5c for testing
PostPosted: Sat Oct 22, 2016 7:37 am 

Joined: Wed May 12, 2010 9:43 am
Posts: 136
Got the return tome and found my way to act 1 NM so far. Sets/Uniques throughout normal are too good... there's no point really trying to customize with rares because S/U provide EVERYTHING. Still using Albrecht's on barb which has been steamrolling everything since he picked up the unique pike in the end of act 3. Mephisto was a cakewalk, Diablo was a cakewalk (as long as I dodged the lightning hose, yikes). Baal took a little more patience but was pretty easy in the end too with the unique Tabar. I like the potion changes but they're a bit too strong I feel. Also the 50% HP for 2handers seems too high, no point using shield or swords except for the few scenarios where you HAVE to have max DR%/sorb/block to avoid getting instagibbed...
Normal untwinked never felt this easy except the few times I played poison builds in 1.3.
I've done maybe 30 frost dragon runs and 40-50 nm mortanius runs, can't find a Warpspear for the life of me, 1 Skull Collector, 4 Chromatic Ire and most other lvl 50-60 uniques.
Build-wise I'm not sure where to go. Nec maxed amp/rs/sm so far... archers don't seem worth it? Guess it depends on what job he has to fulfill. CE for thrash grinding, decrep/blades for bosses?
Barb has max melee, bash, 1 point ww/bo etc... again not sure if I should focus on just maxing WW dmg or if i'll need the berserk synergy. BO doesn't seem worth the points.
Pala is max prayer+HB so far, debating whether or not to go FoH to get past hell Diablo or if I should just max out on support/auras.

Edit: I'm in Act 4 NM now, got Spire of Honor at Baal which made NM a breeze so far, I think the damage/ed on it is a bit too high. I like the new Samhain space, took some dirty dancing and like half a cube of pots to solo with the barb.


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 Post subject: Re: 1.5c for testing
PostPosted: Thu Oct 27, 2016 4:21 am 

Joined: Tue Apr 22, 2014 2:09 am
Posts: 70
PureRage-DoD wrote:
The reality is, HU has been getting easier since 1.21z and the player base has been steadily declining since then. There are a million and 1 easy mods out there, very few have the difficulty of HU 1.21z. The thing that attracted people to HU in the first place was always the difficulty, not the flashy skills/screen rape stuff that has been done to death.

We're aiming for a good middle ground between the ball punchingly frustrating 1 shot fest of 1.4 and ease of near immortal tanks and face melting dps.

We're under no illusions. Not everyone will love it as you can't please everyone, but it's a patch for those folks who enjoyed the original HU difficulty and stopped playing as it became easier and easier. There will be an easier solo edition available for people who play alone and don't want to group up. HU shouldn't have to adapt to new players. New players should adapt to HU.


I am new to HU. Im confused as hell with the versions (trying to learn about them now.... which sucks) but i do agree that a game or a mod shouldnt adapt to what kind of ppl there are out there, players should adapt to the mods. Especially mods since they are free and not mainstream money grap. As always much respect to the modders :!:

But yeah i am solo player myself and i would like to be able to have a chance and obtain every item in the game solo-ing.
I dont mind a very hard but solo-able game.
I played Netherworld Rises (by PureRage) to lvl 30 and i think it was the hardest game i have played. I stopped it but not because of the difficulty, but because i thought some skills dont work. And i deleted my saves :/

Anyway, my point is that i want a hard mod that CAN be soloed. So i wonder which version i should be playing.

I also like when there is "support" for two-handed weapons. Many times i find using one-handed and shield or duals (with barb) way better option that a two-handed and i think thats a shame cause especially Barb should be good with both duals and two-handed weapons. Like Eastern Sun and Nezeramontias does.
I like when there arent pre-requirements for skills, especially when those skills dont even get syngery bonuses from the previous skills.
I prefer low but challenging monster density.
I prefer atmospheric/dark game.
I prefer classes that do feel unique when you play them (stats and skill wise). For example there is a mod called Hell's Revenge which makes classes feel truly unique (its an old and unfinished mod though but the idea behind it was great).


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 Post subject: Re: 1.5c for testing
PostPosted: Thu Oct 27, 2016 3:03 pm 

Joined: Mon Oct 03, 2016 10:38 am
Posts: 11
Well, if you want a solo-able version why not try 1.21z? there's a solo version of it.
I'll just leave a link here, in case you want to try.
https://mega.nz/#!LUJnwK6I!g8YkRaKA5iqEh05YVOFlhUsYCBVXb0Dv2nJxlUpJHQ0

It's sfx and for d2se, ofc

Note: the resistances of all mobs are capped to 75 (by editting D2Game.dll), so if you don't want it just replace the dll with the original one.


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 Post subject: Re: 1.5c for testing
PostPosted: Mon Oct 31, 2016 9:55 am 

Joined: Wed May 12, 2010 9:43 am
Posts: 136
I've made it to Act 3 hell now. Barb still hasn't needed to use a shield. I took screenshots of the stats I had against most of the bosses. Barb solo'd most encounters only using decrep from Spellsteal paired with some slow from gear. NM Diablo took a bit of patience but mostly it was just being alert about when the lightning hose animation began and getting out of the way. I used eth upgraded Kelpie Snare so I think I had 21% slow not counting decrep for that fight.
Ancients were cheesed with my necro; summoning my full army and dealing as much damage as possible, returning to town and repeating. Their damage didn't seem as strong as it used to be so I imagine with a block setup I could've done them with the barb without too much trouble. At that point I finally picked a build for my sorc and decided to try Nova/Static/TS... Nova is ridiculously good vs trash but TS' range seems underwhelming, I don't think i'll be able to do many bosses with it since I have to get be so close.
Anyway back to Baal and his minions... I'm not sure what the rationale is between the changed order but it would make sense to me Asmodeous was the first one since he's still by FAR the easiest of them all. I ended up doing achmel with the sorc, I could probably have done him with the barb using sanctuary aura but I didn't bother trying. Glasya hurt as usual but I don't remember having much difficulty with her. Although Darkness spawned with fairly easy mods it still took me 3 or 4 tries I think. With only 17% PDR I had to be super disciplined about when I WW'ed him to not get thrashed by tornados.
Baal was a pretty good fight. It took a while to separate him from the tentacles. According to my screenshot I had 28% slow against him using the ethereal upgraded Kelpie that I used for Diablo as well. Once I got rid of the tentacles it was again mostly about being disciplined about not engaging and WW'ing with less than 80% health; after a patient battle and half a cube of pots or so he fell:
Image
For hell I've skipped everything that wasn't mandatory so far... While I didn't like how shitty act 1 hell and to a lesser extent act 2 was in 1.3 from a farming perspective I'm also not too fond of the idea that you can farm endgame gear minus 95 uniques already in act 1... Maybe its because the nova sorc is so ridiculously fast at farming trash (trash being too weak imo) but I have collected a bunch of 80-86 set/uniques and 2 cham runes in a very short time... I haven't really played melee since 1.21 so I'm not sure what the best use of the Zod is but I'm guessing Sorrow TM or the concentration War Pike? Apart from those I guess the best endgame weapon is still ethereal Executioner's Justice from what I can see in uniques.txt...?
Anyway, Tobial was fierce. The barb might've been able to handle him with a block setup but in the end I managed to kill him with my sorc and her act 5 wolf merc (which seems incredibly strong - I've never used act 5 mercs previously). Andariel herself was much easier by comparison. Using the 25% amp from my necro she fell in a pretty short while.
Act 2 - Ardual, Maggot Queen and Juggernaut were all complete pushovers with 70% LL and sufficient res. Only the juggernaut managed to bring my barb low briefly with the amp/aura damage spikes. Summoner was a different beast but mainly because I didn't stack enough cold res on the barb initially. I moved him out of the way with bash/TK and then cleared the mummies with the nova sorc. After I fixed the cold res he was a piece of cake with the barb. Champion Wyrms are still easily the one of the most silly things in this mod and I ended up parking/skipping them for the most part. Thrack was a complete farce, I hope his skills changing between 1.5b and 1.5c was an attempt to make him a bigger threat.
Duriel was another beast. Again if I had made a block setup with sufficient CB% he might've been easy enough but how I went against him proved to be a very close match. The only fight I've had so far where the changed monster HPTable that I use might've made a difference (I use vanilla values to make farming faster/less tedious, that means I fought duriel and other bosses with a 250 multiplier rather than the 350 value set by Mraw). I had 3 or 4 attempts where I tried a slightly higher defense setup but in the end I settled for using the slow setup albeit with a Stormspire rather than my eth Kelpie (thinking I might need it later and the durability is running low). Image

For act 3 I'll get the barb to 90, upgrade his equipment and maybe decide on the use of the zod rune/endgame weapon before giving Mephisto a go in the next days.

Edit:
As I was doing the act 3 quests and gathering the waypoints I found I had a perfect durance level 2 (shortest distance from WP to level 3 possible) and decided I might as well give Meph a go. Mithia spawned lightning enchanted and there was almost no champion Seraphs on top of that so it only took a few minutes before I had the portal open.
Meph was much less of a struggle than Duriel. I did use a full cube of healing potions and had to use my necro's amp for the last third of Meph's life (forgot to bring smith rune for my Spellsteal) but the barb never really got close to dying. Once again I used a 22% slow setup with enough light res to counter the LR curse.
Image
I'll be preparing for Diablo the next days. I'll try a few things with the barb and probably level/spec my pala into a FoH build if the barb falls short. I took a glance at the zod runewords again... I guess Hatred and Last Wish are options too, LW looks pretty good although i'll have to find some more runes and a suitable base. IDK how good slvl 5 Fade is now though. Sitting on 2 Cham/1 Jah/1 Ber/4 Sur/7 Lo for now, planning to make a Faith Glaive for the necro.

Edit2: Made the Faith and completed my hellforges: Cham, Sur, Lo, Um (!) and found another Ber so I can make Last Wish once I actually find a worthwhile base item...
CS is going to be a pita to clear with the Mariliths... probably gonna stack up on pierce on the sorc and yolo them. If I spec FoH on the pala it'll be quick to clear out all the other mobs but I'm not sure if its good enough in this version even with a lot of magic pierce.
I haven't been able to find Trang's gloves to complete the set but finally found the Overseer skill to not have to rely on Warpspear for the necro anymore. Trying to decide if Enigma+Mancers set or something else is really worth it or if Trangs is decent enough. Haven't actually used Mancer's set since 1.21..
About (elite) uniques - I understood the need to add more sockets to make them competitive but with everything having 3-4 sockets crafting/rares have become completely obsolete. Should be more of a middle ground IMO with uniques offering properties that cannot be gotten from rares/crafts but with extra sockets available on those making them better in some scenarios.


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 Post subject: Re: 1.5c for testing
PostPosted: Fri Nov 04, 2016 5:20 am 

Joined: Wed May 12, 2010 9:43 am
Posts: 136
Image

I ended up rolling a Sorrow thunder maul and got a hefty bump in damage^^
The hardest part of clearing the CS was as usual dealing with Champion Mariliths... even though I had a very lucky roll and had only 8 or 10 of them in total. I expected Vizier to be a tough opponent but he dropped like a fly to my damage output with the 25% amp.
Diablo. The fight was the toughest so far but still fairly short. It took me 4 attempts but that was maybe 20 minutes in total after I had bought potions and prepared for it. The lightning hose was lethal as expected and with my 0% fire absorb the firestorm was dangerous too although way easier to dodge. I don't think I would've had any chance without the 25% amp from the necro. Maybe with a 1h setup that allowed me to get fire absorb while maintaining the 50% PDR but I'd probably need something ridiculous like a 511ed selfrep weapon with cham or ber runes socketed. Two cubes worth of pots wouldn't be enough I think... No idea what 4-digit life characters are supposed to do against hell diablo other than stay at max range.

Hell Tundra greeted my return with a Templars drop within 5 minutes followed by 2 Bers and a Darkforce Spawn in the next 2 runs :D
I realized Sorrow might not have been the best choice after all from a boss fighting perspective but I have the runes to complete a Last Wish as well by now if I find a proper base... I guess it'll be a Colossus Blade but I'm not fond of giving up that juicy 2h HP bonus.
I'm not sure if i'll be giving Baal a go any time soon...


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