Difference between revisions of "Pandemonium Event"

From Basin Wiki
Jump to navigation Jump to search
(D2R)
(D2R availability)
 
(2 intermediate revisions by the same user not shown)
Line 8: Line 8:
 
|-valign=top
 
|-valign=top
 
|width=13%|Type
 
|width=13%|Type
|width=87%|Special (Realm in Hell and [[Expansion]] only)
+
|width=87%|Special (Hell and [[Expansion]] only; Realm only in LoD, in D2R also single player)
 
|-valign=top
 
|-valign=top
 
|Initiation
 
|Initiation
Line 34: Line 34:
  
 
A new challenge introduced in patch 1.11, this is not available in [[Single Player]] LoD or [[Classic]].<br/>
 
A new challenge introduced in patch 1.11, this is not available in [[Single Player]] LoD or [[Classic]].<br/>
In D2R it is available in all game modes.
+
In D2R it is available in Single Player and online Expansion games.
 
 
  
 
==Key collecting==
 
==Key collecting==
Line 168: Line 167:
 
*When in [[Harrogath]] of [[Act 5]] in Hell, place one of each key in [[Horadric Cube|{{Ub|=Horadric Cube}}]] and transmute to generate portal to one of three areas: take care, since all look identical and only their label distinguishes them.
 
*When in [[Harrogath]] of [[Act 5]] in Hell, place one of each key in [[Horadric Cube|{{Ub|=Horadric Cube}}]] and transmute to generate portal to one of three areas: take care, since all look identical and only their label distinguishes them.
 
*Since area is randomly selected from those which have not already been accessed in that game, it is advisable to collect ''three'' sets of keys and create portals to all three areas in the same game: be sure to move to different positions for subsequent portals, otherwise they may be difficult or impossible to use.
 
*Since area is randomly selected from those which have not already been accessed in that game, it is advisable to collect ''three'' sets of keys and create portals to all three areas in the same game: be sure to move to different positions for subsequent portals, otherwise they may be difficult or impossible to use.
*[[Melee]] [[attack]]ers specialising in physical damage are recommended for the remainder of this quest, with [[Paladin (Diablo II)|Paladin]]s using [[Smite]] being particularly popular since it always hits and cannot be [[block]]ed. This is because monsters including the [[boss]]es themselves have one or two immunities that cover all damage types, many of which cannot be removed. However, none of bosses is [[Immune to Physical]], and those monsters that are can have it removed by [[Decrepify]] or [[Amplify Damage]], or ignored by [[Sanctuary (skill)|Sanctuary]] (since they are [[undead]]).
+
*In LoD [[melee]] [[attack]]ers specialising in physical damage are recommended for the remainder of this quest, with [[Paladin (Diablo II)|Paladin]]s using [[Smite]] being particularly popular since it always hits and cannot be [[block]]ed. This is because monsters including the [[boss]]es themselves have one or two immunities that cover all damage types, many of which cannot be removed. However, none of bosses is [[Immune to Physical]], and those monsters that are can have it removed by [[Decrepify]] or [[Amplify Damage]], or ignored by [[Sanctuary (skill)|Sanctuary]] (since they are [[undead]]).<br/>In D2R other elements are Pandemonium Event viable with the use of [[Sunder]], although Paladin using Smite is still the most effective.
 
*[[Prevent Monster Heal]] does not apply to any of the bosses encountered for the remainder of this quest. All have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*[[Prevent Monster Heal]] does not apply to any of the bosses encountered for the remainder of this quest. All have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
Line 219: Line 218:
 
*Town Portals cannot be cast in Tristram.
 
*Town Portals cannot be cast in Tristram.
 
*Grimborn's [[The Poorman takes on Uber Tristram]] contains details of how to draw out each one to be engaged in single combat, rather than all three at once.
 
*Grimborn's [[The Poorman takes on Uber Tristram]] contains details of how to draw out each one to be engaged in single combat, rather than all three at once.
*As mentioned earlier, [[melee]] [[attack]]ers specialising in physical damage are recommended, with [[Paladin (Diablo II)|Paladin]]s using [[Smite]] being particularly popular since it always hits and cannot be [[block]]ed: this is because [[Megademon|Pit Lords]] always [[immune]] to everything except physical damage can be summoned, and at least one of the three has an immunity to one of other damage types except for [[Magic Damage]].
+
*As mentioned earlier, in LoD [[melee]] [[attack]]ers specialising in physical damage are recommended, with [[Paladin (Diablo II)|Paladin]]s using [[Smite]] being particularly popular since it always hits and cannot be [[block]]ed: this is because [[Megademon|Pit Lords]] always [[immune]] to everything except physical damage can be summoned, and at least one of the three has an immunity to one of other damage types except for [[Magic Damage]].
 
*[[Prevent Monster Heal]] does not apply and all three have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*[[Prevent Monster Heal]] does not apply and all three have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
Line 241: Line 240:
 
**[[Skeleton Mage|Horror Mage]], firing poison bolts
 
**[[Skeleton Mage|Horror Mage]], firing poison bolts
 
*Has 0% [[drain effectiveness]]: casting Life Tap is recommended unless well-equipped.
 
*Has 0% [[drain effectiveness]]: casting Life Tap is recommended unless well-equipped.
*Characters specialising in Lightning Damage or Poison Damage will be unable to remove immunity unless playing with a [[Necromancer]] casting level >9 [[Lower Resist]] or a Paladin supplying level >19 Conviction: the former breaks both immunities while the latter can break lightning immunity. Once immunity has been broken, remaining resistance can be further reduced by -% [[Enemy Resistance]].
+
*Characters specialising in Lightning Damage or Poison Damage will be unable to remove immunity unless playing with a [[Necromancer]] casting level >9 [[Lower Resist]] or a Paladin supplying level >19 Conviction: the former breaks both immunities while the latter can break lightning immunity. Once immunity has been broken, remaining resistance can be further reduced by -% [[Enemy Resistance]].<br/>In D2R [[Sunder]] can be used.
  
  

Latest revision as of 04:36, 5 September 2024