Immune to Lightning

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To be refined at a later date...


While compiling lists of normal monsters and minions in Hell whose lightning, fire and cold immunities couldn't be broken by an [[D2 Rune word blade#Infinity|Template:D2 Unique bold]] polearm's Level 12 Conviction Aura When Equipped (Lightning Resist -85%, or -17% vs immunity) to contribute to a topic on Battle.net's Test Realm forum, a thought occurred to me: it's widely known that a player or hireling equipping this weapon can break practically every Immune to Lightning normal monster or minion in the game outside the Pandemonium Event, but how many are left if you only have access to the much more realistic level 1-3 Lower Resist (LR -31-41%, or -6-8% vs immunity) charges, which can be found, bought or gambled on wands, daggers or staves?


This is the complete list of normal monsters and minions in the game outside the Pandemonium Event that would remain Immune to Lightning in Hell after being cursed with LR charges:

LR %   MONSTER             ACT   AREA(S)
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100    Lightning Spire       2   Arcane Sanctuary
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110    Hungry Dead           1   Cave 1-2, Burial Grounds, Crypt, Mausoleum, Stony Field
       Night Clan                Tristram, Black Marsh
       Misshapen                 Underground Passage 1-2, Hole 1-2
       Dark Archer               Tower Cellar 1-5
       Dark Lancer               Tamoe Highland, Pit 1-2
       Burning Dead Mage     2   Sewers 3, Stony Tomb 1
       Scarab                    Maggot Lair 1-3
       Fiend                 3   Arachnid Lair, Spider Cavern, Swampy Pit 1-3
       Soul Killer               Flayer Jungle, Flayer Dungeon 1-3
       Temple Guard              Kurast Causeway
       Burning Soul          4   Plains of Despair
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115    Disfigured            1   Monastery Gate
       Black Archer              Inner Cloister
       Horror Mage           2   Ancient Tunnels, Palace Cellar 3
       Steel Scarab              Canyon of the Magi, Tal Rasha's Tombs
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120    Horror                2   Sewers 3, Stony Tomb 1-2
                             3   Sewers 1-2
       Bone Scarab               Forgotten Temple, Ruined Fane, Disused Reliquary
       Damned                4   City of the Damned
       Dark Familiar             City of the Damned
       Returned Mage         5   Arreat Plateau, Frozen Tundra
----------------------------------------------------------------------------------------
130    Horror Mage           5   Worldstone Keep 3

That's just 21 monsters in 50 locations, 18 of which you never have to visit to progress through the game, and many of which you only have to pass through. Of course, breaking an immunity can still leave a monster with as much as LR 99%, so there's not much point unless you can equip items with -% Enemy Lightning Resistance, as listed below:

-% ELR   ITEM
-----------------------------------------------------------
   35    Crescent Moon axe, sword or pole-arm
   15    Tal Rasha's Lidless Eye Swirling Crystal (4 Items)
 3- 5    Rainbow Facet Jewel
   15    Thunderstroke Matriarchal Javelin
15-20    Griffon's Eye Diadem
45-55    Infinity pole-arm

Some of those are more realistic than others, but none have anything like the sheer rarity of Infinity. The most realistic single item is the Crescent Moon axe, sword or polearm, and fortunately it also has the second highest -% ELR (although this won't do a pure lightning Amazon a lot of good): even if you only play with what you find, an Um has 1/11 chance of dropping from the Hellforge quest in both Nightmare and Hell, or approximately 17.35% chance of at least one dropping overall... and if you're patient enough, there's always [[D2 The Countess|Template:D2 Unique bold]]...


However, once you can equip -% ELR items and cast LR, then aside from the monsters listed above you only have to worry about individual (Super) Unique monsters and the occasional Immune to Lightning Possessed Champion, all of which could potentially be handled by a well-equipped hireling. Interestingly, in the end-game the following level 85 areas contain no Immune to Lightning normal monsters or minions that cannot be broken by LR charges:


  • River of Flame
  • Chaos Sanctuary
  • Worldstone Keep 1-2
  • Throne of Destruction


Even more interestingly, none of the (Super) Unique monsters that can spawn in the Throne of Destruction can be both Immune to Physical and Immune to Lightning at the same time... and because Burning Souls already have two immunities, lightning (100%) and poison (115%), even if a Unique spawns Lightning Enchanted (LR +75%), it'll remain breakable at LR 100%.


This information is probably most relevant to a pure lightning Sorceress, although I'm now intrigued by the possibilities of a Paladin investing 20 points in Holy Shock, Resist Lightning, Fist of the Heavens and Holy Bolt: as already mentioned a pure lightning Amazon would be harder to accomplish without the option of Crescent Moon (although technically if she switched to it in the time between the javelin being thrown and hitting, or immediately after attacking with Lightning Strike, -% ELR from Crescent Moon would be applied), and a pure lighting trapper Assassin could only apply -% ELR to Shock Web damage (and a martial artist wouldn't have a problem both maximising lightning damage and dealing with immunities... well, neither would a trapper).


This may have come up before (I'd be surprised if it hadn't), but I couldn't think of which terms to enter in the search function to narrow down the results enough to confirm that suspicion before posting.