07-21-2003, 04:42 PM
My Zon is still kicking around in Act 1 Hell, learning how to survive. Far too many cold immune fast attackers, I'm spending a lot of time stringing groups of these out so my merc won't be swarmed.
FA makes all non-cold immune packs manageable, knockback helps - but is limited in effectiveness by the level difference between my Char ( 75 ) and the monsters ( 85 ).
However, the largest PIA in the Act are Ghosts.
In Hell, Act 1 Tower and Catacombs Ghosts are plentiful ( too plentiful AFAIK ). They are immune to physical -however they also seem to be immune to all forms of cold.
Freezing arrow does damage them, but does not freeze or slow them, the merc's Holy Freeze aura does not chill them.
It there a hidden immunity?
It takes forever to kill these things and when a boss pack is EF/LE it is simply not worth the effort ( and cost of multiple revives of the merc ).
Even with a Merc with > 100% crushing blow takes awhile to whittle a Ghost boss down. ( Merc has elemental damage in Hone Sundan ).
I'm doing mutiple Countess runs in the seemingly forlorn hope that I'll find a Pul ( or enough other stuff to upgrade to a pul ) so that I can upgrade one of the three exceptional unique bows I've found so far ( Kuko, Skystrike, Witchwild String ). Multiple Ghost boss packs make countess runs something of an endurance test ( you can't always run past everything on the level ).
The amp damage on the Witchy helps with the Ghosts, the Kuko might be useful if Ghosts could be frrozen or if the Immo timer were eliminated.
BTW - for BowZons a merc with >50% crushing blow is pretty much a prerequisite for survival in Hell 1.10, he'll make relatively quick work of most boss packs if you can keep him alive.
FA makes all non-cold immune packs manageable, knockback helps - but is limited in effectiveness by the level difference between my Char ( 75 ) and the monsters ( 85 ).
However, the largest PIA in the Act are Ghosts.
In Hell, Act 1 Tower and Catacombs Ghosts are plentiful ( too plentiful AFAIK ). They are immune to physical -however they also seem to be immune to all forms of cold.
Freezing arrow does damage them, but does not freeze or slow them, the merc's Holy Freeze aura does not chill them.
It there a hidden immunity?
It takes forever to kill these things and when a boss pack is EF/LE it is simply not worth the effort ( and cost of multiple revives of the merc ).
Even with a Merc with > 100% crushing blow takes awhile to whittle a Ghost boss down. ( Merc has elemental damage in Hone Sundan ).
I'm doing mutiple Countess runs in the seemingly forlorn hope that I'll find a Pul ( or enough other stuff to upgrade to a pul ) so that I can upgrade one of the three exceptional unique bows I've found so far ( Kuko, Skystrike, Witchwild String ). Multiple Ghost boss packs make countess runs something of an endurance test ( you can't always run past everything on the level ).
The amp damage on the Witchy helps with the Ghosts, the Kuko might be useful if Ghosts could be frrozen or if the Immo timer were eliminated.
BTW - for BowZons a merc with >50% crushing blow is pretty much a prerequisite for survival in Hell 1.10, he'll make relatively quick work of most boss packs if you can keep him alive.
Some people are like slinkys, not really good for anything but you just can't help but smile when you see them tumble down the stairs.