[Mod] Reign of Terror

Well, as it does 25-50% hp, this alone shouldnt result in a one-shot unless you dont resist any of the other damage. Which for this specific is mainly physical and bleeding.
Is it even that attack that one shots you or is it a different one?

My guess would probably be the ground slam thing, the other attack that shoot multiple projectile is less possible as i have taken those and at most might take about 30% or so which would be around 10k plus hp. Other than I am not really able to notice as it is an instant death and the dialog box you are dead pop up.

It seems like a single target as it kill 1 bear, full hp to 0 in 1 hit, but sometimes it takes out all the golems and bear, i am not entirely sure how the attack works. And the aggro holding mechanism as well, uber boss including uber tristram are generally aggro towards the bear or the golem, even if i cast amplify damage, it hardly draw their attention, butcher in the other hand would periodically aim my character instead. The other boss that behaves like that is probably the chronomancer boss before getting into act 6.

If i were to guess that it might have apply the debuff and follow by the attack in such a short time, which include the armor debuff and then critical me with the cb applied.

Maybe the armor of aldur set is too low, might test again with a paladin/ barbarian to see if the result is better.

So i made a ridiculous toon with paladin and babarian, with absurd amount of DA and armor to see what is the effect of uber butcher, and then strip down bit by bit to see.

At 4655 DA, and armor rating 4693, 80% physical resistance, it cast a -540 DA debuff and my DA is 4115, it is able to strip about 10k to 20k of hp depending on critical.

At over 5000 plus DA the debuff is unable to strip enough DA, so the critical chance remain at 0%, the maximum damage is about 12k or so.

Seems like it is not cb problem but rather the DA strip will screw anything less than 4500 and lower physical resistance. The damage that the ritualist took is 37552, which is instant ko. It has about 3700 DA normally, after the debuff it doesn’t stand a chance.

Now i am wondering how can my hardcore ritualist get the key if the bear can’t hold aggro.

… the Open Beta of Diablo 2: Resurrected is over, and I did play a Paladin shortly before the end, which ran quite reasonably!

But all in all, the game itself hasn’t changed in 20 years. The biggest bummer is still the extremely small box that sends you to camp more often than you spend time in the wilderness.

If you’re looking back to the old days and still play Diablo 2 LoD today, you should get it, because the game is visually quite something and even on a 32" 2K screen size, like the one I use, the game runs smoothly.

I won’t buy the game, because I think Reign of Terror is better, more innovative - and above all, it has so many big boxes that even I, as a collector, don’t miss out …

Seem like normal is still too hard, given that I am experienced in GD and know how to use augments and such. However, I am new to RoT and I was being destroyed together with my friend.

I think the difficulty is due to that the OA and DA of the monsters in both normal and nightmare are way too high, especially for SSF. As we are still leveling, achieving a high OA and DA while capping the resistance can be very challenging. Also, the lack of devotion points early on does make things worse.

So far, I have two SSF characters that have never been able to reach >70% of hit rate or <5% of chance to be crit. Most of the time I am tight to 60% of hit chance, even if I was 57 level while the monsters are 54. Seem like that the monsters are already having over 1800 OA and DA in normal. I don’t fine any drop, craft, runeword, component and augment that is craftable and useful on fixing this. I know that some are strong, but as a SSF player, I am not able to obtain them. To be fair, my character has no point in Dex, but 60% hit chance? Really? In normal?

I like how GD does the balancing more. As in normal, what we do is try to understand the game, pick the right skills, have rr, and try to do some damage. In nightmare/elite, we should cap the resistance and start worrying about the defense. OA and DA should only be a large concern in the hardest difficulty, as they are in fact the hardest to stack. From my experience of GD, capping resistance is an easy task and should be required early on. However, reaching a certain level of OA and DA should be more of an endgame thing as it involves full devotions, components, and augments. Put it simple, normal shouldn’t require you to use anything including component and augment other than normal gearing. Nightmare/elite should require the use of some components, and a few augments and optional crafting. You will only be required to worry about things like OA, DA, impaired aim, dodge, deflect and block in hell/ultimate.

There are still some imbalances like weapon damage skills don’t perform well when leveling as they are doing poor damage with high mana cost. However, the problem is still on OA/DA as if the hit chance is higher, they can still be used. Now it is like I will miss a hit out of three and not be able to leech the life back, while the monster have a chance to crit me once in 10 hits. In terms of player experience, I will prefer having a lower sheet DPS with a higher hit chance, and a overall similar real DPS instead of seeing the text “Miss” all the time when I am still in lower difficulty.

I leveled several characters, all SSF to test the “new player” experience. And I found it very doable. Runes just drop left and right, for at least some starter runewords.
Gearing is slightly different compared to base GD, but in case of the OA, you’d really want to spend most of your points in Dex for most builds, a few can get away with less. (Not much different really, compared to just dumping it all in str/vitality like GD/d2)

Lastly, use an act5 Battle orders merc, blessed aim merc or act4 offensive merc to help with OA issues (or one of each in case of multiplayer). Oh, and use those amethyst gems.

Its intended to be more difficult than GD however, as both normal/veteran/elite are pretty much a walk in the park, excluding some of the one-shot dungeons.

Regardless, more tweaks to enemy OA / DA might still happen, but for normal I do not find it a big issue anymore

I just know that there are those npc while I am already in nightmare act 4. Their price…I would say a bit high for normal, ok-ish for nightmare.

Now I throw everything in DEX and react 1800OA (>80%) in level 64. It does feel much better. Hopefully 1800OA and 1800DA are normal in such a level. Thanks for the advice.

Sound like that runes and runewords are necessary to process even in normal. However sadly, they are either not useful or not craftable due to lack of ingredient. But the +2 chest is really useful.

Lastly, is there a way to know which quest is missing for the character? One of my character is having 32 devotion points while she has already finished normal. I cannot find any npc in town that offers a quest anymore.



Mouse over any threads pencil (edit) icon, on the forum, to see when it was last updated. As for compatibility, it clearly says up top there that the game requires the base game, AoM, and FG. Otherwise, they usually update it if and when it needs it after any Crate update to the game - as soon as they can.

@ wizcacha

… which characters have you played so far that you had so many problems with? My wizard kills dozens of enemies at once without even getting into danger. My Act 2 mercenary (holy frost) forms the vanguard and blocks most enemies, while my chain lightning (120,000 damage per second at level 40) grills them all at once. And if there’s ever a problem with a lightning imune, I still have my max frost nova or the accompanying wall of fire …

Wing of freedom skill is missing some icon display

A question, on mercenary augment it says scale with player bonus, and amazon’s valkyrie is the same, what does it mean? these pets don’t take pet bonus like in devotion or item’s pet bounus? Like occutist’s hellhound scale with pet bonus, that’s easy to understand, while with player bouus, i really don’t get it, do i even need to put points in devotion to increase their stats? like damage and health or even AR…

Which item is that?

Player scaled pets scale with player stats, so they will use your %damage increase, Attack rating etc. Things like To all pet bonuses will not apply to them.

this is the augment wings of mercy which apply to medal.

it grants the skill wings of freedom.

And where do you find this? If its GDstash, it’s not a bug. It’s an item that’s not in the game.

My disappointmnet is imeasurable and my day is ruined.
So my hybrid amazon-occutist summon build is a no go, damn that hurts. But why though, to give summon creatures player bonus, it’s kinda weird.

found in stash indeed when i make the ridiculous toon

Because that way you can have strong pets while not gimping yourself on Pet gear.

Ha ha it was the sole reason i had pet gear, i actually gave up many good gears that don’t have pet bonus, and most importantly, summoners don’t have high damage weapons, which makes the mercs even weaker(they have %main-hand damage), now i understand why their performances are bad. Basically mers are duplicates of yourself.OK

GD does this as well for many pets.