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May 14 2022 04:02am
Defiance merc or lawbringer merc is your friend.

Act 3 mercs are almost good now too, lawbringer with glacial spile would be alright.
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May 14 2022 07:05am
Know what the big dangers are and prepare mentally for them. Mainly:

- Cold enchanted boss monsters
- Diablo's lightning wave
- Generally being unprepared for bosses
- Scarab demons' charged bolt when hit
- Ranged monster boss packs
- Getting swarmed quickly

This post was edited by Taurean on May 14 2022 07:05am
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May 14 2022 08:08am
Make a barb
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May 14 2022 08:39am
Quote (Mastrin1994 @ May 13 2022 03:40pm)
Is it worth to put ITH rune into sockets? that moves damage to the mana pool


Heya, "damage taken goes to Mana" does not make the damage go to Mana, as you would expect.

It means "receiving x damage will restore x Mana, but it will still deal x damage".

Common misconception :)

Sol runes are your friend, since they reduce the damage by a flat amount, e.g.:

Assume you have 50% Dr (stormshield + strong of ears)

Take 100 damage from a physical attack. 50% Dr reduces the damage you take by 50%, the resulting damage taken is now 50.
A sol rune reduces the damage by 7, the resulting damage taken is 43.

Dr is hard capped at 50%, but there is no cap on integer damage reduction.

I would advise you also get max block & max res
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May 14 2022 03:57pm
another question.

Currently with lvl 82 what I have is:
- 90/95 all resi
- max block
- elemental damage absorption (rings and thundergod)
- phisical damage reduction (with stormshield)

and still there are three types of enemies that frighteen me and can kill me easily. I dont understand how to deal with them, it is:
- little skeletons from 3a that explode after death (way to mephisto and baal)
- harpies in the way to baal
- necromants in the way to diablo

idk why, but i can stay in the middle of fire, light and other attacks and feel untouchable, but these three could kill me easily. What can I do?

This post was edited by Mastrin1994 on May 14 2022 03:59pm
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May 14 2022 04:45pm
The guys are generally right, i can't swallow just one thing. Storm on hummer? Common. Any other character ss is bis but for pala just get a high def zaka and up it, it is the best shield in the game.

This post was edited by vuchkov on May 14 2022 04:46pm
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May 14 2022 04:57pm
before enigma
shaft+aldur/ spirit/spirit 75 fcr stack res

after enigma
125 fcr stack res

you are vulnerable to melee because of range (enigma fixes this)

you are also caster so you could just reposition (enigma fixes this)

and still there are three types of enemies that frighteen me and can kill me easily. I dont understand how to deal with them, it is:
- little skeletons from 3a that explode after death (way to mephisto and baal)
- harpies in the way to baal
- necromants in the way to diablo

dolls just let mercenary tank
harpies because there is no reduction through magic damage, you could block balls if you have max block. put on walk
doom knights u could just run back and cast you don't always need to cast hammers forward
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Posts: 29,274
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May 14 2022 05:11pm
Quote (Mastrin1994 @ 14 May 2022 23:57)
another question.

Currently with lvl 82 what I have is:
- 90/95 all resi
- max block
- elemental damage absorption (rings and thundergod)
- phisical damage reduction (with stormshield)

and still there are three types of enemies that frighteen me and can kill me easily. I dont understand how to deal with them, it is:
- little skeletons from 3a that explode after death (way to mephisto and baal)
- harpies in the way to baal
- necromants in the way to diablo

idk why, but i can stay in the middle of fire, light and other attacks and feel untouchable, but these three could kill me easily. What can I do?


1) The council members, those that are fire enchanted, they can deal big damage on death if you stand near them. Let the merc deal the last damage and take the hit.
2) Those hell temptresses' blood star spell deal physical damage, 47-84, each. So 10 of those can quickly add up if you don't have physical damage reduction. They can be blocked. Their physical kicks deal some magic damage, 37-70, which is hard to reduce, and always hits.
3) The oblivion knights are notorious for dealing high damage, along with amplify damage and decrepify which is usually the most used curse. They deal about 100 average physical damage each hit. That's 200 if you're amp'd .. EACH hit .. so it adds up fast. If they have an extra strong boss monster, they deal even more damage.

This post was edited by Taurean on May 14 2022 05:11pm
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