![]() ![]() The infinity is also a massive help against unbreakable cold immunes as it will both increase your fire damage and the conviction aura also reduces monster defense by 83%, effectively boosting your mercs attack rating by a factor of 5.8.Īnd with CTA and an SOJ, the plus mana from a spirit shield, 1 point into warmth, and a little plus mana gear, you should have absolutely no mana problems and will not need an insight.Ī common config is triple tals, spirit, oculus, harlequin crest shako, war travs, and your choice of glove, boots, and 2nd ring. ![]() With 1 point in cold mastery, a good amount of plus skills, and your mercs infinity, monsters which are not cold immune should be hit with -175% resistance, enough to take meph down to -100, and broken immunes down below 0. Infinity will let you break a handful, a bare handful, of cold immunes as well. Hell Immunities: Cold (The Countess, Dark Stalker), Fire (Devilkin, Blood Clan), Lightning (Dark Archer), Ghost (Physical) The Countess is one of the most popular early game farms because she drops a Rune almost every single time you kill her. You can stack meteors on the ground, blizzard the mummies down, and finish off stragglers with fireball. Its not the fastest to kill with such a low amount of fire damage, but if you know you're about to face cold immunes in bulk (for example Baal wave 2). 1 point fire mastery, 1 point fireball, rest into meteor. If you have access to infinity, it can facilitate this by letting you spend a mere 1 point into cold mastery and using the excess in the firetree. To be able to kill everything in the game, you need access to 3 elements of damage, as dual immunes are somewhat common in hell. ![]()
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