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Post by starcore on Sept 29, 2020 1:56:57 GMT
Hi All, I've been on my first real hells run recently, and have found that, playing a pale master, my biggest challenge is knowing what spells to cast at which enemies. Hells seem to have rather a lot of them. I'll probably learn this after a few runs, but starting out it is proving to be quite a challenge. Thankfully most of the immunities are listed on the wiki, but this is a bit hard to lookup mid run. To help with this, i made myself a quick reference sheet, that i can filter for each area (areas still a work in progress). Someone else might find it useful docs.google.com/spreadsheets/d/1H9BhmMSsMpnQKuUAbeXV3RMYLX1bnbQhde4g9lYjzBE/
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Post by simpetar on Sept 29, 2020 13:55:24 GMT
Impressive cheat sheet, nice job Use1, 2, and 3 refers to efficiency of spells for the target, or does it reflect how to deal with paragons? In some cases a regular monsters can be killed in 1 way, but their paragons are immune to it and you need to use another. For instance Advespa dies from Weird pretty fast, but Swarm Masters are immune to fear (therefore Weird) and you need to kill them with death magic with lower DC. Anyways, couple things to point out: 1. Brachina (like other purely random spawn mobs) is high priority and takes level drain (only lvl 9 ED, she is immune to lvl 8 spells and below, like raks) 2. Cinderscale - paragons are immune to Weird 3. Coldforge Construct - level drain should take precedence over GR, they are plentiful in Styg and Cania, while you have only 1-2 GRs per rest 4. Cornugons take level drain 5. Dogai is high priority target; PMs are fully immune to their mortal strike, but the rest of your group can drop like flies 6. Ice Fiends - if you feel there are too many of them, it is perfectly legit to shut them down with Death of Magic; paragons are immune to Weird, but can be paralyzed with (extended) Ghoul Touch, if you are the only arcane caster 7. Infernal Machines fall in the same category as Coldforge Constructs, ED them 8. Malebranche - good target for 2x empowered Enervate and Wrack; Scare is always useful (aka it works on everything, if you can land it), but not high on priority list 9. Orthon is very high priority, normal can be killed by Weird, paragons need to be level drained to death or beaten down by tanks; Bestow Curse is risky because you don't want to get anywhere close to them, their instakill has high DC 10. Pit Fiends are in the same category as Malebranches, hit them with 2x empowered Enervate and Wrack, they are immune to level drain 11. Rakshasa - apart from stripping their mantles and weirding them, they are also good candidates for your epic spells: Mass Spell Destruction, Death of Magic and Starfire (sometimes you can kd them in the split second before their buffs go up)
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Post by starcore on Sept 29, 2020 21:45:23 GMT
Thanks! I really appreciate you taking the time to comment! Now i can go through and update the sheet My different columns were for priorities (rather than paragon vs non paragon, I think i might need a color scheme or something to indicate paragon vs non paragon) My internal logic is basically cast #1 unless there is no point (i.e it's already applied, its immune because paragon, I've run out, or i cant reach safely with a touch) It's my first time through hells, and I was already struggling a bit knowing what to do, so i was reflecting on what i'd been doing for each enemy type (along with cross referencing immunities on the wiki) and putting it down in sheet form. I'm sure there was quite a bit i was doing wrong, so you taking the time to go individually though each enemy and giving me specific advise is extremely valuable for me I think some of the info on the wiki might be wrong too, it lists pit fiends as non-immune to level drain (It only lists immune to ability drain), but as you mentioned, i'm pretty sure when i was trying to use it on them it wasn't landing.
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Post by starcore on Sept 29, 2020 22:12:41 GMT
8. Malebranche - good target for 2x empowered Enervate and Wrack; Scare is always useful (aka it works on everything, if you can land it), but not high on priority list What's the benefit to casting empowered ennervate twice? Does the immunity drain stack with its-self?
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Post by Lil' Mikey (Msowby2) on Sept 29, 2020 22:28:28 GMT
8. Malebranche - good target for 2x empowered Enervate and Wrack; Scare is always useful (aka it works on everything, if you can land it), but not high on priority list What's the benefit to casting empowered ennervate twice? Does the immunity drain stack with its-self? Enervate stacks up to a certain % (usually emp+reg is enough to hit the cap, unless it is raised for PMs) and the level drain stacks with mobs that are vulnerable.
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Post by simpetar on Sept 30, 2020 8:24:10 GMT
Yes, as Mikey pointed wrote, inflictions from Enervate stack and the cap for PMs is indeed raised to -30%, hence 2 empowered will do the job. Level drain always stacks with itself from all sources and you can drain monsters to death (even though it can be expensive on slots), such as Brachinae, paragon Orthons, or Gelugon minibosses in 3rd Stygia map and 1st Cania map. Don't forget you can cast Soulbind to store temporary CLs from ED for later.
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Post by starcore on Sept 30, 2020 22:12:28 GMT
Cool. Thanks Good to know.
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