Difference between revisions of "Pandemonium Event"

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(→‎Organ collecting: open portals one by one, not all at once)
(completing the quest using single element with Sunder)
 
(2 intermediate revisions by the same user not shown)
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*[[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]]).
*Characters specialising in [[Cold Damage]] and [[Poison Damage]] will be unable to kill bosses in all three areas.
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*Characters specialising in [[Cold Damage]] and [[Poison Damage]] will be unable to kill bosses in all three areas, unless in D2R and using [[Sunder]].
 
*Enter portals and search areas for bosses.
 
*Enter portals and search areas for bosses.
 
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*[[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]]).
*Characters specialising in [[Cold Damage]] will be unable to kill all three.
+
*Characters specialising in [[Cold Damage]] will be unable to kill all three, unless in D2R and using [[Sunder]].
 
*All level-adjusted stats ([[defense]], [[Attack Rating]], [[life]], [[damage]] and [[experience]]) are higher than the originals due to being level 110, which also makes them harder to hit with attacks.
 
*All level-adjusted stats ([[defense]], [[Attack Rating]], [[life]], [[damage]] and [[experience]]) are higher than the originals due to being level 110, which also makes them harder to hit with attacks.
  
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**[[Skeleton Mage|Burning Dead Mage]], [[Immune to Fire]] (130%) and Immune to Poison (110%), firing fire bolts
 
**[[Skeleton Mage|Burning Dead Mage]], [[Immune to Fire]] (130%) and Immune to Poison (110%), firing fire bolts
 
**[[Skeleton Mage|Horror Mage]], Immune to Lightning (130%) and Immune to Poison (110%), firing lightning bolts
 
**[[Skeleton Mage|Horror Mage]], Immune to Lightning (130%) and Immune to Poison (110%), firing lightning bolts
**[[Skeleton Mage|Bone Mage]], always [[Immune to Cold]] (160%) and Immune to Poison (110%) , firing ice bolts
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**[[Skeleton Mage|Bone Mage]], always [[Immune to Cold]] (160%) and Immune to Poison (110%), firing ice bolts
 
**[[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.
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*Like [[World Event]] [[Diablo (World Event)|{{Ub|=Diablo}}]], has faster [[movement speed]] than the original (further augmented by being Extra Fast) and uses all the same skills, although some are actually slightly weaker. However, he has also gained Diablogeddon, which is similar to [[Druid (Diablo II)|Druid]]'s [[Armageddon]] skill.
 
*Like [[World Event]] [[Diablo (World Event)|{{Ub|=Diablo}}]], has faster [[movement speed]] than the original (further augmented by being Extra Fast) and uses all the same skills, although some are actually slightly weaker. However, he has also gained Diablogeddon, which is similar to [[Druid (Diablo II)|Druid]]'s [[Armageddon]] skill.
*While both immunities can be removed by an [[Infinity|{{Ub|=Infinity}}]] polearm's Level 12 Conviction [[Aura When Equipped]] and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a [[Desert Mercenary]] the challenge becomes keeping him alive. Additionally, {{Ub|=Diablo}} can summon Pit Lords always immune to everything except physical damage.
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*While both immunities can be removed by an [[Infinity|{{Ub|=Infinity}}]] polearm's Level 12 Conviction [[Aura When Equipped]] and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a [[Desert Mercenary]] the challenge becomes keeping him alive. Additionally, {{Ub|=Diablo}} can summon Pit Lords always immune to everything (145%) except physical damage (50%).<br/>In D2R [[Sunder]] can be used.
  
  
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**[[Wraith|Specter]], [[Immune to Physical]] (100%) and Immune to Poison (100%)
 
**[[Wraith|Specter]], [[Immune to Physical]] (100%) and Immune to Poison (100%)
 
**[[Vampire|Dark Lord]], Immune to Physical (100%) and Immune to Cold (130%)
 
**[[Vampire|Dark Lord]], Immune to Physical (100%) and Immune to Cold (130%)
*While fire immunity can be removed by an {{Ub|=Infinity}} polearm's Level 12 Conviction Aura When Equipped and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a Desert Mercenary the challenge becomes keeping him alive.
+
*While fire immunity can be removed by an {{Ub|=Infinity}} polearm's Level 12 Conviction Aura When Equipped and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a Desert Mercenary the challenge becomes keeping him alive.<br/>In D2R [[Sunder]] can be used.
 
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Latest revision as of 05:46, 27 August 2025