Questions: Difficulties with Nightmare difficulty
Posted: 10 Jul, 2019 0:59
Currently four of the my six classes reached Nightmare difficulty (Rogue and Assassin are still stuck in normal Terror's Domain for now). In this second difficulty, I ran into some difficulties I currently cannot figure out on my own and I was hoping for a hint into the right direction. They are independent from each other, but I did not want to open multiple threads within a short time.
1. My lvl 32 Warrior struggles with regular enemies in any dungeon lvl despite having max resistances and an Armor Class of 244 and 321 with 'Valiant Strike', but they are still manageable. However, sub bosses and quest bosses now have many modifiers and so not only their high 'To Hit%', which make my high Armor Class nearly pointless, hit me hard, but also the modifiers, each in its own way, take away my HP so fast that I can hardly attack. For instance, I was only able to defeat Zhar the Mad with a bow (duration: about 15 min), Lazarus with lvl 12 Lightning, and the Creature of Flame, where I was lucky and it was not moving, with Bone Spirit and Ice Blast (duration: about 30 min !!!)
Any idea for dealing with modifiers effectively without having access to the highly praised attributes like life steal, ignore target defence, and cannot be frozen for the Moment ? I haven't found any of those a single time in Nightmare difficulty, so apparently I cannot find and rely on those.
2. I tried to fight Nightmare Diablo a few times with the Necromancer. The problem is that he can take a lot of damage and whenever he has something between 75 and 50 % of his HP left after about 3 minutes, he suddenly disappears (in one case even in front of my eyes) and reappears at his spawn point with full health. Does anyone know why this happens and how to prevent it ? I already had this issue often in normal difficulty and was lucky that it did not happen in the instance where I finally defeated him. I am losing lots of time and potions because of that issue.
3. Is there a difference between Vitality and Hit Points other than that Vitality has synergy effects for the Necromancer or can be used to lvl the Insanity skill ? While Strength and Dexterity affect multiple aspects and Magic increases the 'To Hit' and provides synergy for some spells, Vitality seems to only increase Hit Points. From what I have seen, items that increase Hit Points directly have a higher bonus (+98 HP is the highest I found so far) than Vitality (I heard that +30 is the highest possible value, which would result in +75 HP for the Barbarian). My question is: Is there a reason to prefer Vitality over Hit Points ?
(4. Nothing important, but just out of curiosity: If you start the fight with Diablo in minute 59, will he receive the modifiers in the middle of the fight in minute 60, or can you still continue fighting Diablo without modifiers as long as you don't die so he will not reappear at his spawn point and have the modifiers for sure ?)
I am thankful for tips to any of the questions above.
1. My lvl 32 Warrior struggles with regular enemies in any dungeon lvl despite having max resistances and an Armor Class of 244 and 321 with 'Valiant Strike', but they are still manageable. However, sub bosses and quest bosses now have many modifiers and so not only their high 'To Hit%', which make my high Armor Class nearly pointless, hit me hard, but also the modifiers, each in its own way, take away my HP so fast that I can hardly attack. For instance, I was only able to defeat Zhar the Mad with a bow (duration: about 15 min), Lazarus with lvl 12 Lightning, and the Creature of Flame, where I was lucky and it was not moving, with Bone Spirit and Ice Blast (duration: about 30 min !!!)
Any idea for dealing with modifiers effectively without having access to the highly praised attributes like life steal, ignore target defence, and cannot be frozen for the Moment ? I haven't found any of those a single time in Nightmare difficulty, so apparently I cannot find and rely on those.
2. I tried to fight Nightmare Diablo a few times with the Necromancer. The problem is that he can take a lot of damage and whenever he has something between 75 and 50 % of his HP left after about 3 minutes, he suddenly disappears (in one case even in front of my eyes) and reappears at his spawn point with full health. Does anyone know why this happens and how to prevent it ? I already had this issue often in normal difficulty and was lucky that it did not happen in the instance where I finally defeated him. I am losing lots of time and potions because of that issue.
3. Is there a difference between Vitality and Hit Points other than that Vitality has synergy effects for the Necromancer or can be used to lvl the Insanity skill ? While Strength and Dexterity affect multiple aspects and Magic increases the 'To Hit' and provides synergy for some spells, Vitality seems to only increase Hit Points. From what I have seen, items that increase Hit Points directly have a higher bonus (+98 HP is the highest I found so far) than Vitality (I heard that +30 is the highest possible value, which would result in +75 HP for the Barbarian). My question is: Is there a reason to prefer Vitality over Hit Points ?
(4. Nothing important, but just out of curiosity: If you start the fight with Diablo in minute 59, will he receive the modifiers in the middle of the fight in minute 60, or can you still continue fighting Diablo without modifiers as long as you don't die so he will not reappear at his spawn point and have the modifiers for sure ?)
I am thankful for tips to any of the questions above.