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Zealot Fundamentals
Since 1.10, zealots have become far more specialized. While Barbarians
are no longer your worst enemy, most of the other classes are invincible to whatever you can dish out. A lucky charge may
take out Necros, Zons, Assassins, and Elemental Druids, but for the most part, stay away from casters! This guide is for melee
duels, especially Paladin vs Paladin (you will NOT have much luck against Hammerdins and Smiters).
Since zealots are
basically click and hold duels, most of the skill will lie in choosing the right gear for your opponent. After that, it becomes
a game of chance with the winner (usually) being the person with the better setup for the occasion. There are only three things
to remember:
1. WALK INTO A FIGHT! – This keeps your blocking at 75% (which is where it should be). If you run
into your duel, your blocking is lowered significantly, which is an easy way to lose a duel. 2. DO NOT OPEN WITH A CHARGE!
– Charge increases the opponent’s chance of Critical Striking you, and you will probably miss him anyway. It’s
not worth the risk. 3. ALWAYS TRY TO GET 50% DAMAGE REDUCE – If you don’t reduce damage you don’t survive
hits. Keep your damage reduce above 40% at all costs.
Skills
The patch introduced several new things
to dueling. Probably the most important thing to understand is the new synergy system. Basically, you get a passive bonus
from investing in skills that you had no reason to consider otherwise. YOU MUST SPEND THE POINT ON THE SKILL TO GET THE BONUS.
Every now and then some moron puts on a ton of +skill gear thinking he will get the synergy bonus. Well it ain’t so.
Anyway, assuming you get your character to level 99 (a near-impossibility nowadays), you should be able to max 5 skills with
3 skill points left over. Here is a breakdown of all the skills that will ever concern you as a zealot.
Zeal - Your
primary skill. Always max this skill no matter what your build is. Adds to Attack Rating and enhances your damage.
Fanaticism
– Also another must. This aura gives you insane damage when maxed, adds to your Attack Rating, and increases your attack
speed as the icing on the cake. Quite possibly the best melee aura in existence.
Holy Shield – If you don’t
max this, you won’t have enough defense to last 2 seconds against a seasoned dueler. Not to mention your blocking will
suck. Make sure you always have this maxed! Note: Holy shield is activated passively, similar to Battle Orders. Keep a
Rose Branded Scepter and a Herald of Zakarum on switch and use them to cast Holy Shield and increase your defense. This is
known as prebuffing.
Sacrifice – This is a synergy that adds 12% enhanced damage to Zeal per point. This is something
that all physical damage zealots should consider maxing. With the right weapons, it will increase your damage dramatically.
Defiance
– Another synergy that adds 15% enhanced defense per point to Holy Shield. Max this if you are a more defensive player.
A paladin with maxed Holy Shield and Defiance is very difficult to hit.
Blessed Aim – This skill doesn’t
really count as a synergy per se, but it does passively increase your Attack Rating by 5% per point. Use this if you really
want to reach out and touch someone. A lot. Until they die.
Salvation – The quintessential one-point wonder.
Handy for leveling your pally to sickening levels and fighting non-paladin classes (and FoH). Put one point in it to max your
resists in Hell. If that doesn’t appeal to you, leave it alone.
Stat Point Allocation
There are
two ways to do this. One is listen to me and make a versatile Paladin. The other gives you a Paladin with set gear and insanely
high life. Both can be very good.
Versatility:
Strength – 140 Dexterity – 105+ Vitality –
Everything else. Energy – 15 (meaning you put NO points into it)
This allows you to switch between weapons
and gear to fit every situation you may come across. You won’t have nearly as much life as the other build, but you
will be far more flexible in a fight. This is how my points are allocated.
Survivability:
Strength – 30
(i.e. no points) Dexterity – 105+ Vitality – Everything Else (this will be a huge number) Energy –
15
This build requires that you use an Enigma with low strength requirements along with +STR gear that will get your
strength high enough to use it. Not very flexible but it gives you an insane amount of life, and that is always nice to have.
Note:
From now on this guide will assume you have something similar to a Versatility setup. If you decided on the Survivability
setup, some of this information may not be pertinent.
Defensive Gear
All zealots pretty much use the
same defensive gear. The only thing that changes is what you socket into them.
Helms
Crown of Ages –
This is truly one beastly helm. With resists, damage reduce, +1 to skills, good defense, and a possibility of 2 sockets, there’s
not much more you could ask for in a helm. Unfortunately it has a high STR requirement, and it kind of sucks when it doesn’t
have 2 sockets. It is also prohibitively expensive. If it doesn’t have two sockets, default to the next option. Otherwise,
don’t hesitate to use this bad boy.
Harlequin Crest – A helm second only, if not equal to the Crown of
Ages. Never mind the fact that it looks like a gangrenous cow scrotum, this thing has all the stats one could ever want. It’s
lacking in the looks and defense department though.
Rockstopper – A much underrated helm in my opinion. It looks
cool, has resists, damage reduce, vit, and faster hit recovery. A great option for the frugal paladin.
Vampire Gaze
– Kind of outdated with the advent of 1.10. Its only saving grace is the 20% damage reduce. Some people (not me) like
the way it looks too.
Delirium – A new runeword helm with interesting mods. A few are handy, but most of the
helms above are cheaper and better.
Andariel’s Visage (Ladder Only) – A high level requirement and not
much payoff. It has skills and poison resists, but it’s hideous and it has no damage reduce. Stick with anything mentioned
above unless you get this thing for free, which is likely since it sucks.
Armor
Stone – A new runeword
that could quite possibly be the ultimate armor for a zealot. It has insane defense against melee, even more insane against
missile, resists, vit, and tons of FHR. Cheap to make but expensive to repair.
Leviathan (Ladder Only) – An armor
with tons of good stats, assuming you can stand the ugly green color. Nothing outstanding other than damage reduce and good
defense but nevertheless excellent for PvP.
Arkaine’s Valor – When this thing has +2 to skills watch out!
It adds plenty to vit and has lots of defense. It’s also cheap.
The Gladiator’s Bane – Another underrated
armor. It has Cannot be Frozen, FHR and Poison Length reduce. Add a healthy dose of high defense and affordability and you
have a winner. High level requirement though.
Steel Carapace – It has high defense and it repairs itself. Only
rates this high if it’s ethereal.
Prudence – A cool new runeword armor that adds resists, FHR, and defense.
Oh yeah, and it repairs itself. Definitely worth trying if you have 2 socket ethereal armor.
Shaftstop – An old
favorite. It has damage reduce and it adds life. If you’re on ladder, upgrade it and it becomes one of the best
armors in the game. Also very nice when ethereal.
Duriel’s Shell – Another old-school favorite. It has
killer resists, adds life, and cannot be frozen. Upgraded it rocks.
Duress – A new runeword armor with excellent
melee mods. Consider using it if you want a little bit of damage with your defense.
Enigma – Another runeword
armor that is essential for the Survivability variant of zealot. Its only saving grace is the STR addition and the +2 skills.
Chains
of Honor – No.
Shields
Stormshield – The first and still the best. It has damage reduce and
good resists. It has a high STR requirement, but an Annihilus will fix that. I suggest this unless you absolutely must have
a Paladin Only shield.
Alma Negra – This shield is for the heavy hitter. It adds +2 skills, enhanced damage,
attack rating, and it has good defense. It’s lacking in resists and you will have to socket everything with a Ber rune
to survive with it. Otherwise it’s an excellent shield.
Herald of Zakarum – An old classic that is overrated
in zealot duels. It’s good to have for prebuffing, but otherwise it’s lacking in areas that the Alma Negra excels
at. The resists on it are handy for fighting Elementals, and its skills and AR bonuses are nothing to be sneered at. Still,
take one of the above if you have the option.
Exile – Yes it’s very good. Now leave me alone. This guide
doesn’t concern this type of gear.
Gloves
Bloodfist – They are easy to find and still the
best gloves. Life and FHR, what more could you ask?
Dracul’s Grasp – Since I despise life tap, I have decided
that the only redeeming quality of these gloves is the 25% Chance of Open Wounds. Use these on the Open Wounds Zealot.
Magnus’
Skin – They add AR and tons of IAS. They are also cheap. Go get yourself a pair.
Crafted/Rare Gloves –
These can spawn with great mods. You can get resists and IAS, not to mention the Crushing Blow on the Blood Gloves. The choices
above are usually better though.
Steelrends – They’re heavy. They’re slow. And they look like a pair
of steel oven mitts. If this doesn’t bother you give ‘em a shot. They add to damage at least.
Belts
Verdungo’s
Hearty Cord – This is the single best belt ever conceived. It adds tons of vit and it has Damage reduce. A must for
most zealots.
String of Ears – Another outmoded belt, it is still cheap and readily available. Get it for the
DR, but don’t expect anything else out of it.
Boots
Gore Riders – Great boots for any melee
character. Deadly strike, OW, and Crushing Blow. Definitely try and get some of these.
Classic Rares – These
are old .08 rares that have since been mass duped. They usually have FR/W, FHR, and great resists. Not a bad choice by any
means.
Waterwalks – Well, they have life. Can’t have everything.
Sandstorm Trek – Good for
poison resists. Otherwise they suck.
Raw Damage Zealot
This guy is designed to hit hard and hit often.
He doesn’t need any of them fancy things like “Deadly Strike” or “Open Wounds”, he just beats
the crap out of his opponents until they can’t take anymore. They are rather common and are considered somewhat generic.
At 99, he should shoot for something like this:
Skills
Well-Rounded: Glass Cannon: Zeal – 20
Zeal - 20 Fanaticism – 20 Fanaticism - 20 Holy Shield – 20 Holy Shield - 20 Sacrifice – 20 Sacrifice
- 20 Defiance – 20 Blessed Aim - 20
Weapons
Breath of the Dying – By now, everyone knows
about this runeword. It adds tons of damage and has tons of other raunchy stats that will leave your opponent a bloody heap.
Don’t assume that the Berserker is the best choice though. The War Spike not only looks cool, but it also hits more
often since it has a range of 2 as opposed to the 3 that the Berserker has (Yes, lower range hits more often but not as far
away). Usually BotD is your best choice for this build.
High-End Rares – Rares can now spawn with insanely high
eds (up to 450%), and the Raw Damage Zealot should take full advantage of this. A good rare will do more damage than BotD
and be original too. Rares also drop far more often than Vex and Zod runes do. Keep an eye out and always identify rare weapons,
since you can always upgrade them.
Stormlash – High max but low min. Not the best choice.
Cruel Weapons
– If you have any of these laying around from 1.09, give ‘em a shot. They aren’t as bad as you may think.
Jewelry
Angelic Amulet/Ring(s) – The Attack rating that you get from these items makes sure that you will hit often.
Since you do tons of damage anyway, you might as well hit them a lot right?
Highlord’s Wrath/Raven Frosts –
Some people decide that they have more than enough AR and decide to add some sweet Deadly Strike on top of their massive damage.
You won’t hit nearly as often with this setup, but when you do, they will feel it.
Charms
You will
mostly be using either Fine/Sharp Charms of Vita or Steel Charms of Vita. Try and fill you entire inventory.
Special
Notes
Hsarus’ Belt/Boots – This set works great with this build also. They add tons of defense and
Attack Rating. They will drop your DR if you are depending on a belt for it though.
Deadly Strike Zealot
Deadly
strike zealots don’t have the insane damage of the Raw Damage variant. Instead they depend on Deadly Strike to enhance
their damage. Deadly Strike effectively doubles the damage that they originally deal, and if you hit the Deadly Strike cap
of 95%, you will be hitting double damage almost every time (unless of course you are incredibly unlucky).
Skills
Well-Rounded:
Vicious Turtle: Zeal – 20 Zeal - 20 Fanaticism – 20 Fanaticism - 20 Holy Shield – 20 Holy Shield
- 20 Sacrifice – 20 Defiance - 20 Defiance – 20 Blessed Aim - 20
Weapons
Death Cleaver
(Ladder Only) – The ultimate Deadly Striker weapon. With 66% DS, -33% Target Defense, IAS, and incredible damage, this
weapon is reason enough to play ladder. Try and get one of these if at all possible.
Razor’s Edge – This
is the Death Cleaver’s little brother. It’s not quite as menacing, but it has most of the same stats. It also
has a range of 1, which makes it hit a lot, assuming you get close enough. Cheap and effective.
Headstriker –
This sword can max out your chance of DS on its own. Watch out though, because it requires lots of IAS. If you’re on
ladder, upgrade it.
Cruel Weapons – Since 1.10 these weapons have all been incredibly cheap. Try and get a LoLoEth
version and you will still be doing 40% DS.
Fury – Another weapon that has become “obsolete” since
1.10. It still has incredible mods and is cheaper than ever.
Hand of Justice – A last resort. This runeword is
too expensive for a deadly strike build, and it is also a gray area in Temple rules. Steer clear of this if at all possible.
Jewelry
Highlord’s
Wrath/Raven Frosts – With this build you need the Deadly Strike from this amulet, and in the case of the Headstriker,
you need the IAS.
Charms
Deadly Strikers are always low on Attack Rating. Consider using Steel Charms
of Vita if at all possible. Otherwise use Sharp/Fine charms.
Special Notes
You will usually be using
Gore Riders on this build. Some of these weapons do max out your DS without these boots. If this is the case, try the Hsarus’
combination.
Open Wounds Zealot
This is probably the most economic of zealot builds. It doesn’t
rely on overt damage. Instead you stick your opponents and let ‘em bleed. Try to get the 95% cap for OW damage.
Skills
Well-Rounded:
Vicious Turtle: Zeal – 20 Zeal - 20 Fanaticism – 20 Fanaticism - 20 Holy Shield – 20 Holy Shield
- 20 Sacrifice – 20 Defiance - 20 Defiance – 20 Blessed Aim - 20
Weapons
Fury –
This “outdated” weapon is the ultimate Bleeder weapon. It has 66% OW and other great mods. It even has deadly
strike so you can hit them hard while they sit there and bleed. Cheap and effective. What more could you ask for in a weapon?
Razor’s
Edge – In addition to its considerable DS, it also has a 50% chance of OW. Still a great choice.
Kingslayer –
Another runeword that gives tons of OW. It’s no Fury, but it might be easier to make.
Fleshripper – An
incredible weapon that has great mods and doesn’t require much IAS. It slows though, so many would consider it bad manners.
Bloodmoon
(Ladder Only) – A last resort. Take anything else if at all possible.
Jewelry
Highlord’s
Wrath/Raven Frosts – Bleeders do better with a little bit of Deadly Strike to supplement their OW damage. Use this if
possible. Otherwise try angelics.
Charms
Always keep at least 300 poison damage in your inventory to
supplement your OW damage. The rest should be Steels or Sharps/Fines.
Special Notes
Blood Belt –
It adds 5-10% Chance of Open Wounds. Consider using it if you aren’t at the cap.
Elemental Zealot
With
1.10, many people thought this build was finished. However, SoFine-Finest and RaTeD-X both managed to make incredible elemental-based
builds. Because Sacrifice only works on physical damage, it should be forgone for this particular build.
Skills
Vicious
Turtle: Zeal - 20 Fanaticism - 20 Holy Shield - 20 Defiance - 20 Blessed Aim – 20
Weapons
Famine
– Almost as expensive as BotD, this is the best possible Elemental weapon. It has great elemental damage mods, along
with considerable damage. Put it in either a War Spike or a Berserker Axe. Otherwise it is far too slow.
Nord’s
Tenderizer – A new weapon with great zealot mods. It adds tons of cold damage, and gives a massive AR boost. It’s
also incredibly easy to find.
Stormlash – While it has very nice elemental damage, its true beauty shines when
you see the lightning damage hit or a Tornado casts. Very handy for this variant.
Gimmershred – Don’t let
these tiny axes fool you. They deal more elemental damage than almost any other weapon. Definitely worth considering.
Baranar’s
Star – An old favorite. While it is no longer one of the best weapons out there, it’s incredibly easy to find.
It is also very fast. Ethereal versions are great.
Demon Limb – Certainly not your first choice if you have the
option. It will self repair though, making an ethereal version worth using.
Jewelry
Angelic Amulet/Ring(s)
– The attack rating is definitely needed for this build, and Deadly Strike won’t help your weapons too much. A
good choice.
Charms
Get elemental damage charms with the highest damage you can manage. Aim for Flaming/Hibernal/Shocking
Small Charms of Vita if you can manage it. Throw in some poison damage too if you want.
_________________________________________
NECRO
I. Intro II. Skills III. Stats IV. Best Item Set Up V. Cheaper Gear Stats To Look For VI. Tactics VII.
Thanks To
I. Intro: The idea behind this guide is to make a melee necro that doesn’t use Skeletons. The problem
is, unlike barbs or other melee characters necros don't have many high damage attacks. This build will use tons of mods to
make up for its low damage. Some of the mods that are used are: Static, Crushing Blow(50%), Open Wound(35%), and Deadly Strike(about
60%). Fast attack speed and a fast weapon make the mods hit in no time.
II. Skills:
Summon: Clay Golem:1
Useful against bosses Golem Mastery:20 Helps your Iron golem's life Blood Golem:1 Prerequisite Summon Resist:7-8
(10 with plus to skills). This will make an iron golem made from an ancient's pledge shield immune to all elements Iron
Golem:20 He's a really nice tank
Poison and Bone: Teeth:1 Prerequisite Bone Armor:1 bone armor is a must if you
want to melee. Remember that the syns give more absorb than putting point in the actual skill. CE:5 ... does anything need
to be said? It's CE I’ll leave it at that. Bone Wall:20 Syn. of Bone Armor. Bone Spear:1 Prerequisite Bone
Prison:12 Syn. of Bone Armor. Curses: Decrep:5 This is a very good all around melee curse. Since your damage isn't very
high to begin with this is much better to use than amp. Attract:5 This will get some of the monsters to stop attacking
you. All others:1 You'll need all of them at one time or another.
III. Stats:
STR-120 so you can use
your gear DEX-220 (at lvl 99) 193 (at lvl 85) Max Block. Note Total Blocking = [(Blocking * (Dexterity - 15)) / (Character
Level * 2)]. Just keep the minimum for max block as you level up. VITA-rest ENE-0
IV. Best Item Set Up: Your
Gear:
Helm- Guillaume's Face (15 IAS jewel). This gives: +30% Faster Hit Recovery (Always good for a melee character),
15% Deadly Strike (Double damage, you'll have about 60% in all), 35% Chance of Crushing Blow (1/4 Monsters life, 50% in all),
+15 To Strength (More STR is always good), and 15% IAS (This lets you hit the last IAS break point with a phase blade).
Ammy-
Highlord's Wraith. This gives: +1 To All Skill Levels, 20% Increased Attack Speed (This lets you hit the last IAS break point
with a phase blade), 0-37 % Deadly Strike (Based On Character Level, 60% in all), and Lightning Resist +35% (Your resists
will be low).
Weapon- Crescent Moon (Phase Blade). Why phase blade? It's the fastest weapon in the game and the faster
you hit the more often your mods will hit. This gives: 7% Chance To Cast Level 13 Static Field On Striking (This is the god
of all on strike mods), +20% Increased Attack Speed (This lets you hit the last IAS break point with a phase blade), +180-220%
Enhanced Damage (More damage), Ignore Target's Defense (remember this doesn't work against bosses or other unique monsters),
and 25% Chance of Open Wounds (More damage, you'll have 35% in all).
Armor- Shaftstop (Um rune) This gives: Damage
Reduced By 30% (40%-45% in all), +60 To Life (Every little bit helps), and All Resistances +15 (Your resists will be low).
Shield-
Homunculus (Perfect Diamond) This gives: 40% Increased Chance of Blocking (Max Block), 30% Faster Block Rate (faster blocking),
+2 To Necromancer Skill Levels, +20 To Energy (This will give you some much needed mana), Regenerate Mana 33% (This will give
you some much needed mana), All Resistances +40 (Your resists will be low), +2 To Curses Skills (Your curses will save your
life)
Ring#1- Raven Frost This gives: +150-250 To Attack Rating (good vs unique monsters), Cannot Be Frozen (Speed
is key to this build), +15-20 To Dexterity gives AR for bosses and more dex for max block), +40 To Mana (This will give you
some much needed mana), Cold Absorb 20% (Don't fear cold with this)
Ring#2- Whatever floats your boat. If you think
life/mana leach helps most then get some, or get some resists/absorb.
Gloves- Laying of Hands This gives: +20% Increased
Attack Speed (This lets you hit the last IAS break point), +350% Damage To Demons (Gives you the damage to kill demons faster),
and Fire Resist +50% (Your resists will be low)
Belt- Verdungo's Hearty Cord This gives: 10% Faster Hit Recovery (Always
good for a melee character), +30-40 To Vitality (Life is good), Replenish Life +10-13 (Life is good), and Damage Reduced By
10-15% (40%-45% in all)
Boots- Gore Riders This gives: 30% Faster Run/Walk, 10% Chance Of Open Wounds (More damage,
35% in all), 15% Chance Of Crushing Blow (1/4 Monsters life, 50% in all), and 15% Deadly Strike (Double damage, 60% in all)
Don't use marrowwalk for the extra bone armor, Gore riders helps this build so much.
Weapon Switch- Demon Limb This
gives: Level 23 Enchant (20 Charges). Cast this when you fight a unique monster and need more AR
Keep an Angelic Ammy
and 2 Angelic Rings for boss fights. The AR really helps. Only use one of the rings unless you still can't hit the boss.
Resist
Charms are needed to improve your resists.
Merc:
Type- Holy Freeze. Might isn't every effective because you
only have about 200 damage so might doesn't give you that much more damage.
Helm- Tal's Helm This gives: 10% Life Stolen
Per Hit (life leech is a must), All Resistances +15 (resists help your merc out a lot), and +60 To Life (life is good).
Weapon-
Bonehew (2 Amn runes) or another fast/high damage weapon. You need speed over damage because your merc may need to leech back
life fast because he won't have skeletons to hide behind.
Armor- Shaftstop (Um rune) Damage Reduced By 30%, +60 To
Life (Every little bit helps), and All Resistances +15 (Your resists will be low).
Golem:
1.Ancient's Pledge
runeword shield (immune to all elements golem) 2.Hwanin's Refuge (static golem)
V. Cheaper Gear Stats To Look
For:
Your Gear: CB Deadly Strike Open Wound Resists Vita/Life FHR IAS
Merc Gear: LL IAS Resists
DR
Golem: Resists Chance to cast Elemental damage (cold mostly, for the slow)
VI. Tactics:
When
you come across a group of monsters cast Attract on one or two then Decrep the rest this will let you attack one enemy at
a time so you aren't outnumbered. Once you get a few bodies use CE to clear the rest. If you run into elemental attackers
hide behind your golem so that they hit him and not you.
Physical Immunes- These really are not a problem because your
mods still work on them it just takes a few more hits than normal.
Bosses:
Andy- Put some antidote potions in
your belt for her poison. Put on an Angelic Ammy and an Angelic Ring and cast Enchant for more attack rating. Cast Decrep
on her then let your merc and golem walk up to her first so that you can walk around behind her and hit her in the back. If
she turns around and doesn't attack your golem or merc don't run away just keep swinging.
Duriel- Use a few Thawing
Potions so you have higher cold resist. Put on an Angelic Ammy and an Angelic Rings and cast Enchant for more attack rating.
Cast Decrep on him and walk up to him as fast as you can and start attacking. If you don't start hitting him fast enough he
will use his charge attack and the can do so real damage.
Mephisto- Use a few Thawing Potions and Antidote Potions
so you have higher cold and poison resist. Put on an Angelic Ammy and an Angelic Rings and cast Enchant for more attack rating.
Cast Decrep on him then let your merc and golem walk up to him first so that you can walk around behind him and hit him in
the back. Mephy is one of the easier bosses to kill.
Diablo- Put on an Angelic Ammy and an Angelic Rings and cast Enchant
for more attack rating. Cast Decrep on him then you want to end up right next to him so the his lightning attack goes over
you and does no damage. Walk at him at an angle so he doesn't hit you with any of his attacks. If you see Diablo raise both
hands in the air RUN he is shooting he Firestorm (fire that moves on the ground) at you.
Baal- Use a few Thawing Potions
so you have higher cold resist. Put on an Angelic Ammy and an Angelic Rings and cast Enchant for more attack rating. Cast
Decrep on him then make your back face the nearest wall so that if Ball uses his Hoarfrost (Blue "V") you won't be pushed
far away. You may want to cast a clay golem for the slow.
Dclone- Make him appear in the cold plains so you can kill
the monsters around him easy. Put on an Angelic Ammy and an Angelic Rings and cast Enchant for more attack rating. Cast life
tap on him then charge him and start hitting life tap should give you the life you need so that you don't die. Don't run away!
This will get you killed.
Areas:
Chaos Sanctuary
Grand Vizier of Chaos (Storm Caster) and his friends-
They do little damage so you can walk up and start hitting after you cast attract and decrep on them. They aren't a big problem
to deal with.
Lord De Seis (Oblivion Knight) and his friends- If you use attract on his minions (they aren’t
Oblivion Knight's) to keep them off of you and just kill his minions first lord de seis isn't that hard to kill. This is a
harder fight than Grand Vizier of Chaos but not by much. Oblivion Knights in general are very hard to kill if you see iron
maiden on you stop attacking and go back to town. Rushing an Oblivion Knight will force him to cast decrep and not iron maiden.
Infector
of Souls (Venom Lord) and his minions- This is your hardest fight in the Chaos Sanctuary, even harder than Diablo. Attract
doesn't work as well on Venom Lords so try to use bone walls to cut one of them off from his buddies. Killing them in a one
on one isn't hard but it is hard to split them up. Do this group last so that you don't run into any more monsters.
Arreat
Summit (This area sucks)
Madawc- This guy is a (insert swear here). He doesn't attack your golem at all. Bone prison
him in an take care of the others first.
Korlic- He isn't hard one on one but you have to get him away from the others. Talic-
Easy to kill one on one. He mostly attacks your golem so you can hit him in the back.
Throne of Destruction
Colenzo
the Annihilator and his buddies- Bone prison his warped ones and attack him. He isn't hard to kill. He can't really hurt you
too much.
Achmel the Cursed and his cronies- Use a few Antidote Potions so you have higher poison resist. Kill And
CE his mages first (CE so they don't come back). Then just go after him. The poison can kill you if you run out of Antidote
Potions but it is unlikely that you will die.
Bartuc the Bloody and his lackeys- Use Bone Wall so you can fight them
one on one. Bartuc's lightning is a pain but it isn't to hard to kill them.
Ventar the Unholy and his comrades- Use
Bone Walls/Prisons to separate so you can fight them one on one. The Clay golem's slow can really help in this fight.
Lister
the Tormentor and his minions- Use Bone Walls/Prisons to separate so you can fight them one on one. The Clay golem's slow
can really help in this fight.
The best order to attack monster in is: 1. Unique monsters with Auras (might
or fanat) 2. Ranged attackers (you could kill them or just use an AI curse to make them stop shooting at you and then come
back for them later) 3. Monsters that Heal others (it's no fun rekilling monsters because they don't give you any more
exp) 4. Minions/Champion 5. Normal Monsters 6. Ranged attackers that you left alive 7. Unique Monsters without
Auras IAS Breakpoints With a Phase Blade: IAS Frames per attack Attacks per second 0 % 14 1.7 7 % 13 1.9 20
% 12 2 39 % 11 2.2 70 % 10 2.5
FHR Breakpoints: Frames Hit Recovery 13 0 12 5 11 10 10 16 9
26 8 39 7 56 6 86 5 152 4 377
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