(Oh hey! New Immersion patch! Neat-o!
It has been - almost literally - years (a couple of months short, actually) since I've had the time to sit and play something that isn't turn-based.
(I don't actually really
have time now either, but I decided that I'm taking a break. :p )
So, for better or worse, I'm coming at this with a mostly blank slate.
d/led new patch.
This gonna be fun...
Launcher gave me trouble (I last installed D2... iirc 5 formats and 3+ years ago.), but alt-launcher + http://www.regfiles.net/file/145/
(edited for my path) works fine.
Still running Immersion on the same, non-clean install :p
Currently a lvl 11 Nec + Stat-pot.
All stats equally into Ene/Vit for tier unlocks.
Subsequently, (due to skill-respec but not stat-respec,) I've been trying out various summoners/casters.
I, personally, don't care much for dyes, but okay.
Noted the engine feedback on a few things (Enter game, Levelup notice + stats, WP auto-save). Cool.
The visible skill-lockout is sweet.
The Mortal Soul auto-collection is great!
(Correct me if I'm mistaken: It's an invisible aura on all (I assume) armors? As it didn't work when I was naked.
Also, it seems to have stopped working once my Soulsphere hit 100 souls.
Which the engine noted :p )
Misattribution. Soul Siphon is Soul Siphon and works correctly.
I was naked because I died.
I died so I S&Eed.
Removing Soul Siphon, which I hadn't realised I'd picked up.
(And here I thought that drag-and-dropping souls on the sphere instead of having to cube them was great...
Staff-bolts were surprisingly effective, lowlevel, before I got some minions.
That said, they're a less than excellent primary ranged option.
Namelocking with them doesn't track highlighted target's position very well.
Stacking tomes no longer works, apparently, but removing scrolls from a tome does.
Visible durability/stack on mousebutton's nice.
Hotkey letters don't show up there (only in the quickmenu) now, which I assume is a side-effect.
Worth it, if so.
Curse-auras are interesting, but not particularly useful for at low-clvl.
(14 sec between applications? With no indication of when the next tic is? Arf.)
Also, Confuse is... less than useful afai-can-see.
Confuse is an AI curse.
AI curses only take effect when the AI needs to choose a new command.
Curse auras, afai-c-s are nearly melee range.
So unless you run away after Confuse is applied, the monsters are just gonna keep swinging at you.
If you're trying to use to to support your minions, you're in an even worse position, as you can't
get them to run away, and you can't drag them away before the monsters uncurse.
Dim Vision suffers similarly (its' main use was shutting down ranged attackers/supporters. lol-melee-range.), but at least it has some non-AI capability.
Fallen Shamans (shamen? w/e.), curse immune? Ugh.
So unless I'm melee, the only way to deal with them (No more Attract (not that I have it yet, anyway...)) is to outlevel them sufficiently that my minions can bull-rush through their minions, or try some fancy footwork and hope my minions target the right monster.
Doable, but arg.
E: I stand corrected.
Despite the mondesc, both Fallen and Fetish shamans, despite not
showing the Attract overlay, ARE
affected by it.
Blood Bolt's been a great heal. Damage ain't much to write home about atm, but between using a plain wand and no stats into Dex, that's to be expected.
Hmm. Now I want to find a wand with Stun >:P
Ritual Killing and Reap both look interesting.
I'll give them a try when I'm not already so invested into Ene/Vit, and so able to actually kill
level-appropriate stuff with them
Correct me if I'm mistaken: Beckoning and Deanimation are not inherited by minions?
In that case, while they do thematically fit in the Undeath tab, mechanically they really should be in the Life tab to head off potential misunderstandings.
High Undead... Interesting idea. ...:
* Do they intentionally not have summon-icons (top-left of screen), or is that a mechanical thing?
* Not sure how they compare with Golems.
* Took me a while to figure out that they only conflict with Golems.
* I dearly, dearly love my Mockery of Life
atm Splash slaughters skeletons in droves. Need more defense.
If I skip the goatmen, though, I've been managing just fine.
Also, excellent results with Blood Golem + Life Tap (+ Skeleton Warriors),
Fallen Shaman bolt speed is good now, imo.
Blood Nova looks worth a point, but I think will be too situational to be worth more until I have a bunch of them already invested.
Not a fan of the vanilla Bone spells, but Calcify is cool even with ND.
mind, but cool.
We require more mana.
Not sure what the break-points are on monster anims, but vertigo looks like it should be a very nice disabler later, but not of much use initially (assuming monster anim BPs are similar to player's, i.e. first at ~20ish).
Currently stalled at the Barracks, so: respeccing.
(I could push on if I stayed High Undead + Skellemagi and went slow, but eh. Experimentation first!)
Have 148 mana.
Detonate Minion seems insufficient atm.
With slvl 6 DM, slvl 1/4 Clay Golem/Abb Mast. and
+9 Light rad (+3 equipped Torch, +6 consumed)
I ran out of mana before dealing with a single pack of Black Rogues.
(cast Golem. Let them gather. Wait for low life. Det. Golem, repeat. 3 cycles.)
They had... ~1/6 life left.
Similar results with Teeth, worse results with maxed/synergized Bone Spear.
Blood Golem+Life Tap works fine as long as you aren't too outnumbered.
Which I am. Oh well :p
Hmm. Maybe I'll divert a couple points to Terror.
I'm looking forward to seeing what the Umbral Nightmare looks like.
From the icon I'm guessing that it's an Infinity engine Greater Shadow.
I imagine things would/will be easier once/if I had some twink-worthy stuff to kit out in.
Off the top of my head, that's all.
HOW DID I MISS 'RALLY'?!Now
we shall see...
Level 15, 202 mana.
3 Skelemage, 1 B.Golem, 3 Mockery of Life. (1 SkeleMastery from wand.)
1 Attract (1 Dim Vision from wand)
(1 Blood Bolt from wand and) 7 CORPSE EXPLOSION
Holy **** how much difference that makes.
I mean, I'm not quite facerolling Dark One packs, but I can take on a pair of spawns (3-5 shaman, idk how many underlings) and win
Keep Attract on a distant underling. either it or a front-liner dies.
Frontliner? CE spam.
Backliner? Summon Skelemage. Rally. Cackle madly.
Suddenly this is so much more fun!
Just hit Cata2 WP.
Killed my MoL once.
On an unrelated note:
The +1s from my wand are showing up as +2 in the number box.
The skilldesc in the tree shows level 1 title but level 2 stats.
skilldesc on the mouse button shows the correct slvl title and stats.
The error is visual only. Mechanically it's working right.
Other skills are the correct level and white-numbered.
Skeletons get shared +%anim?!
... What can I do with that, I wonder?
Suncaps are immune to Attract?
(Not sure about other curses, but I assume them too.)
(Not sure about frostcaps, didn't have a curse at the time.)
3 El runes does nothing.
2 El runes returns an Eld.
Ditto for every gem I've tried.
Peridot in tome... Poison damage absorb? I assume that that's new code, if it works.
Rare Armor or Weapon + Abundant Reagent + Magic Jewel = Rare Armor or Weapon (Random affixes, ilvl = 90% ilvl)
Rare Armor or Weapon + Abundant Reagent + Rare Jewel = Rare Armor or Weapon (Random affixes, ilvl = 90% clvl)
Seem identical. Intended?
Oh inglorious day!
I got the Umbral Nightmare right.
I can't use him till I have a higher slvl than 2.
Either his damage is bad or his AR is, 'cause he's not able to take down a single skeleton in the HotD3. :'(
Those are some damn sturdy Blunderbores you got there, mate.
Took my MoL and 5 of them pounding on one to kill the first of the pack.
Of course, after that it was Corpse Explosion time.
MoL can't navigate the stairs in the Arcane Sanctuary.
Lightning Spires are a thing with which one should emphatically NOT
**** around with when said one has 0% resist.
252 HP, 1shotted twice.
Umbral Nightmare flies. Huh, cool :p
Also, 762 AR, 58-156 damage.
Can't keep a... forget the name. Arcane Sanctuary vampire below full health.
Tick down, tic up.
Jab fudging up, perhaps? *shrug* No idea.
Bone Horror (or was it Terror?) can't navigate the stairs either.
Okay, I give up.
I've cleared 2.5/4 paths.
One has triple flights of stairs that I can't forge through (alone), TP, return and still survive.
The other has a 'T' intersection, which I enter from the trunk, and a pair of Lightning Spires right across from me.
Hordes of Goatmen flood in as soon as I approach, and I can't get through them before a lightning bolt pierces something (MoL, Attracted monster, skelemage) and fries me.
On the 'bright' side, Razan is just as conductive as I am, so it's not just me.
Time to gear up, I guess, which means rebuilding my getup from the ground up.
My "favorite" part. Yay.
Bah. Hate inventory management, hate farming.
Decided instead to take the stairs slow and pray that the Summoner wasn't cowering behind the Spires.
That said, pinning the bleeptard down was a pain
Also, he had (note: had.
) the tendency to free my MoL T_T
Duriel, due to some jiggery of targetting and AI spent the entire fight wailing on Razan.
And for some reason, the Lv4 life pots were enough to keep him alive, so yay?
btw, what's the difference between life and health pots? Desc looks identical (Vit-based note aside).
Tearing the Veil claims a synergy from Threshold.
Reviewing patch-notes, found this:
* Items: The Brain reagent now poisons you, draining life for a 30 second duration (Necromancers with Blood Nova may want to invest in these)
Ohoho, I like.
We shall see.
Also, "• Items: Tomes no longer stack with each other". Ah-hah.
Have not yet come across any +0 or over 0 sec poison items.
Assuming intended, but staves don't spawn with sorc skills.
If I'm not misattributing, Hireling's Prayer aura displays 'unlimited' stamina text, but doesn't actually grant that.
Oh hey! I hadn't realised that an exp shrine colors your exp bar!
(I had noticed the much improved hover-bar, though.)