Sokol, I'm not sure why that is happening to your Sorceress when she has 280k life. It usually happens after the life cap has been exceeded. Talking to a healer or using a full rejuv at that point will bring the character's life to 1 immediately. Again, it is very strange that it is happening to you while being so far away from the cap... I really hope someone else has an answer for that problem. I sure don't.
Dopey had not used a full rejuv for at least a thousand levels, as nothing can so much as dent her life. Poison and burn curse can slowly drain it, but it is rare that they will do so faster than the next *ding* comes and fills her life bubble back up again.
Thank you for your commiseration, I appreciate that.
Best of luck to you, sir, in all your Zy-Eling adventures!
------------------
[EDIT1]
(I forgot to take some of the pics at the relevant times, so I took them much later – sorry!)
Dopey_II the Sorceress
I wanted Dopey_II's start to be as smooth and easy as possible, so I employed Happy to forge for her a few baubles and trinkets. For her starting ensemble, he took a Rixot's Keen and enhanced it a bit to give her a
fighting chance. To go with it, he added a few IAS and FCR scrolls to a set of starter
Chain Gloves and added a bunch of “hpX to any charm” scrolls to a FRW small charm for her. Next, he used some Demon Boxes to create a
Quad Charm and a
Hex Charm for her. (The Cherry Pit and the Squash Sprouts were added at level 12.) A simple
Pelta Lunata rounded out her starting equipment.
She started out of the gate at p127 and was doing a smashing job at first, until she noticed that groups of monsters were causing her to go into blocking animation way too often. She took off her shield, realizing that she would be doing that eventually anyway, but that didn't work out quite as well as she hoped. Even low-level monsters do plenty of damage at p127, eating through her 2700 life in no time flat. She stowed the Pelta Lunata (at level 12) and pulled a
Steelclash out of the stash, along with a pair of
Hotspurs and an ethereal
Venom Ward. At that point, she started fighting in a more strung-out style, so to speak – attack a group and freeze a few of them, run away a bit, freeze a few more, etc, until there are just a few. Kill those, then work back up the string of frozen monsters. It worked out well enough until level 30, at least.
Around level 15, she started using a pair of Shield ChoMs, for obvious reasons.
At level 30, she stowed her shield for once and all after socketing her
next gift from Happy. Notice that amazingly low level? Months and months ago, the team had set aside half a dozen of their lowest-leveled crafted jewels for just such an occasion! Without the shield, she was taking a lot of hits, but she had more than enough life to compensate. Her low-level equipment, however, was taking a major beating. Even with repair every 20 seconds, her Venom Ward shattered less then half an hour after losing the shield.
At level 40 she was finally done with her melee career because of the
amazing belt that Happy had stashed for her. Suddenly she had a super-powered Charged Bolt at her command! Things definitely improved at that point. The Rixot's, even with the damage jewels, was taking ages to kill things by this time. She flew through the rest of Act I, and she was
almost level 70 when she descended to Andariel's floor in the Catacombs. She cleared a few rooms using carpets of CB, dinged 70, learned how to Teleport, used it to immediately assault the Evil Queen herself, and left the Act while still level 70.
I debated whether or not to push her on to level 120 as quickly as possible, or let level 120 come by pushing through the Acts as quickly as possible, and the latter eventually won out. Dopey_II finished Act II at level 74, and Act III at level 84. Act IV was where she encountered her first real problem. She had started off at p127 and kept it at that setting the entire time, but she hit a very tall and extremely thick brick wall when she tried to kill Izual. Try as she might, she just could not make a dent in him without the bigger guns of the Sorceress' arsenal. She finally conceded defeat, restarted, set p1, and carried on through the rest of her journey at that setting.
She finished Act IV at level 87, at which point she employed the final gifts that Happy had left for her – the standard Zy-El's Requiem, of course, but with only a single “sor1 to any helm” scroll applied to it (that's all that she managed to scrounge during her journey, and her predecessor had left none in the stash), as well as a
Zy-El's Decorum with a Shard of Elements in it, and a
Zy-El's Vice with four Cat's Eye jewels in it.
She finished Act V at level 89, achieving the rank of
Destroyer. Nightmare difficulty was completed with similar alacrity – she achieved
Conqueror status by level 98. Hell difficulty took a little longer, but by level 132 she was once again a
Guardian!
That's where things stand at the moment. I have positioned her almost perfectly for taking a run at the “Insanity Achievement” listed on the Septathlon Tournament page on the Wiki – clear out all of the Insanities at p127 in Hell difficulty with the lowest-leveled HC character possible. Level 132 is pretty low. I hope she survives!
She has a Shard of Elements in her Decorum, but her level is not high enough to max her resists out yet, even with the spare
TC amulet the team had in the stash, so she will need a megaload each of those, plus a shot of Magic Resist as well. She will make a Zy-El's Idea ring for more skill levels, use a few more +AllSkills scrolls on her gloves, add a pair of +20 Charged Bolt small charms to her inventory, and add a +10 Hydra small charm to her inventory. At that point, she should be about where her predecessor was, and ready to proceed!
--------------------
[EDIT2]
Dopey_II the Sorceress
The Matrix went quickly enough – lots of Hydras everywhere made quick work of most things. The Killing Grounds, on the other hand, took hours and hours to clear out. The high-quantity monsters like Ryokin and Dolls were all fire immune, so spamming massive waves of Charged Bolt was about the only real option. Even doing 83k per bolt, it seemed agonizingly slow-going. Soooooo many of those little devils in there!! Everything else she mopped up with her 1.2M damage Fire Wall, finishing those areas at
level 1104.
The Secret Cow Level was much more fun, even with four Champion Immortals. She encountered them about halfway through, killed two of them, and left the other two alone while clearing the rest of the Succubi, Cows, and Skeletons (?!) from the area. When she returned to them, they were “ready” to be taken down as well, which was quite the lucky break. It certainly could have taken a lot more time, had she been forced to wait longer for them to be “ready.” The Skeletons were immune to lightning, so she used Fire Wall on them and the high-life Cow King. Everything else (apart from the Immortals) had very few hitpoints and fell easily to a few waves of Charged Bolt. She finished at
level 1250.
Suicide Sanctum had more of those annoying Ryokin, but not nearly as many as KG, for which Dopey_II was quite thankful. She finished it at
level 1432.
Wayside of Woe was where the real fun began, what with actual experience-giving monsters. She encountered some large packs of Chimeras, which helped boost her level up a few notches. With skill level 444 Charged Bolt and skill level 305 Lightning Mastery, she could barely touch Chimeras. She could take one down if she managed to get a good angle on it in order to deliver most of the bolts to it per cast, but it would take several minutes to do so. The key to her success, then, was to employ a Fade Away ring. Level 20 Lower Resist worked wonders on those pesky Lion-Eagle-Dragon abominations. There was a pack of Immortals in there as well, right next to a pack of Champion Immortals. She took out what she could, then continued clearing, returning every few minutes to see if she could take out any more of them. Fortunately, they were all dead before she got to the end of her run. Thanks to the roiling masses of Chimeras, she raked in 1354 levels, finishing at
level 2786.
Last on the list of p127 Hell difficulty Insanity Areas was Orifice to Oblivion. There were less than half a dozen Mini-Diablos in there, sadly, which she took out with Lower Resist and Charged Bolt. Two packs of Immortals, each with a unique mini-boss, gave her quite a bit of trouble. Even returning to them every few minutes did not see them all dead before she was done clearing.
The last one kept her there about ten minutes past the rest of the clear, but she finally dropped him! It really was a pathetic run, though, only netting her another 57 levels. She finished her entire Insanity clearing at level 2843.
So that is my entry for the Septathlon Tournament's “Insanity Achievement.” A level 132 character successfully clearing out the Matrix, the Killing Grounds, the Secret Cow Level, Suicide Sanctum, Wayside of Woe, and Orifice to Oblivion in Hell difficulty, at p127, the first time she entered them, one after the other.
She's obviously not done yet, but between my experiences playing both Dopey and Dopey_II, I must admit that the Sorceress has turned out to be a lot more powerful than I thought she would be in the endgame. From reading all of the comments by Zy-El veterans throughout the various tournament threads in this forum, I had the distinct impression that she was going to be struggling level-by-level on her arduous climb to 10k. Perhaps that was true of her in previous versions, but I'm here to tell you that it is true no longer! She is a killing machine, pure and simple!
The plan from here is to start cherry-picking Chimeras and Mini-Ds at p127, while keeping one eye on her life bubble and one finger on the escape key at all times. I'm hoping that whatever hinky nonsense was going on with Dopey the First will not be present in the second iteration.
I wish you all a big fat bowl full of Happy Zy-Elling!
--------------
[EDIT3]
Dopey_II the Sorceress
Well, the hinky nonsense that was going on with Dopey the First showed up again with Dopey_II, after all.
It happened a lot later, in the low 7,000s. It is insidious, it is fast, and it is really odd that there has not been more posted about it. The only time I've ever seen it mentioned was when Dapaba related his story about his Sorceress getting pummeled in Act III like she had no armor on at all. He had just added mana Based on Character Level to some item (his belt, maybe?), walked out into the countryside and some pisher lopped off a million or so life.
It turns out that somewhere over 2.05 million mana and somewhere under 2.25 million mana there is a thin blue line that Energy Shield does not take kindly to anyone crossing. An educated guess would be 2^21-1, or 2,097,152 mana. Without Energy Shield, there is no problem, but with it, at that amount of mana, it is just like wearing no armor and being level 1. Anything can hit you with 95% accuracy, it does full damage when it hits, and the entirety of the damage comes directly out of the life bubble (that is, Energy Shield does not take effect). It is truly scary how fast the red bubble empties! Had my finger not already been on the esc key,
and had I not been looking directly at the life bubble at the time, I am certain that there is no way she would have survived. It happened less than a second after she dinged.
Anyway, after fearfully waiting for that event to occur, it was a relief to be able to stop being so bloody twitchy. Dopey_II lowered her mana to under 2.05 million and kept it there (by removing Energy BoCL from her Requiem), and had no problems whatsoever reaching
level 10,000! Even with her intrepidless handler hindering her from truly supersonic leveling, she was by far the fastest of the bunch to level. Even Sleepy was not that fast! Actually, Doc was the fastest prior to team Dopey's adventure, but D_II was faster than him, as well.
On the one hand, it sort of sucks that I now have 3 deaths counted against me, as that last one was completely beyond my control, but on the other hand it created the perfect opportunity to achieve something that I could not have otherwise. On the balance, then, I'll gladly accept the death in return for her showing in the “side quest.”
The only reason I had not taken Bashful through before now was because I thought that she was going to be my lowest-leveled contender for the Insanities Challenge. Since that is no longer the case, her prep-work should be fairly straightforward and quick. Magic and elemental resists, along with refining her skills to max out at least one of her lightning-damage attacks should be all she needs. Actually, I think that I will test her Venom against Chimeras first – she may not need to max out a lightning attack after all!
Wow, starting work on the last of the seven... that is mind-boggling to contemplate.
Good luck to the rest of you!
Code: Select all
The RagTags
Name/Class Level Difficulty/Act Name/Class Level Difficulty/Act
------------------------------------------ ----------------------------------------
Bashful/Assassin 1106 Hell/5 Happy/Barbarian 10000 Hell/5
Doc/Paladin 10000 Hell/5 Sleepy/Amazon 10000 Hell/5
Dopey_II/Sorc 10000 Hell/5 Sneezy/Druid 10000 Hell/5
Gumpy_III/Necro 10000 Hell/5
{Total: 61106 Position: 1st Deaths: 3}
------------
[EDIT4]
Bashful the Assassin
It turns out that Bashful already had a Shard of Elements socketed, so she just cleaned a jewel and put 255% Magic Resist on it, then went out to test how well Venom worked against Chimeras. She left the MR jewel in her inventory for the time being, just in case she discovered that she needed something else on it, like any elemental damage. Silly me, I forgot about the MR for the next 6000 levels while it sat there in her inventory!
Venom worked a treat against everything except Mini-Mauls and the blue Banshees. Oh yeah, and Hell Whips. She used a few more scrolls (there were only a few left in the stash after the Dopey fiasco) to give herself a few more skill levels for Charged Bolt Sentry, Venom, and Wake of Fire, but it was a drop in the bucket. Even at skill level 444 (quite the coincidence – Dopey's Charged Bolt was at 444), CBS only does around 34.5k and WoF only does 52k. WoF was only useful against the blue Banshees, but CBS was useful against many things, including the blue Banshees. I use the word “useful” quite loosely – it took quite a bit of time to kill things with traps, but at first, she could not get to the good stuff without clearing some riffraff out of the way. Using Teleport was better, but when she had a lot of things pounding/casting on her (especially those red Banshees!), she could use neither traps nor Teleport.
She was not wearing a shield, but her dual claws acted as a shield, which meant that she was getting block-locked a
LOT! After about 2000 levels, I finally figured out that I could remove her off-weapon, Teleport out to a less busy spot, then re-equip it. Another thousand levels after that, it dawned on me (yes, I
am slow, thank you very much!) that I could just weapon-switch to no weapons, Teleport or cast traps, then swap back to her weapons. Finally, around level 6500 or 7000, I just stopped switching back. She hits almost twice as fast with her fists as she does with her weapons, and the only things she loses are the skills. The only point of swinging at all is to deliver massive amounts of poison damage, and that works with her fists as well as her weapon, even though the Lying Character Screen (LCS) indicates that the poison damage is not active when she is bare-fisted. But, that's why we call it the LCS, isn't it?
At the start of every new run, she would switch back to her weapons long enough to cast Venom (the extra skill points were beneficial in that case), then swap them out and carry on with the slaughter-fest. True, she took a lot more damage that way, but... that's why I gave every member of the RagTags a 20/20 jewel in the first place. Besides, she just kept Teleport on her secondary skill button and moved to the next Chimera/Mini-Diablo as soon as her current target was dead, so she never lost more than a couple million life before the next kill/ding. Actually, about the same time she stopped using weapons, I discovered that she could just sliver the monsters and move on to the next one
without waiting for it to die – the poison damage would finish it off about four seconds later.
Once the killing process was streamlined, she rocketed to
level 10,000 lickety-split. As you can see, she was pretty excited about it. It still hasn't fully sunk in, but... I seem to have
completed the Septathlon! Unbelievable...... I learned a ton about all seven of Zy-El's D2 characters during the last 5.6 months (Nov 1 to Apr 19 - time sure does fly!), to be sure. I had a fantastic experience, at least most of the time.
I don't really know what else to add, except that the conclusion of the journey is leaving behind something of a void. I'm sure that I will find a way to fill it, however.
Bon chance to all of my companions still slogging their way through these 70,000 levels of simultaneous bliss and torture!
Code: Select all
The RagTags
Name/Class Level Difficulty/Act Name/Class Level Difficulty/Act
------------------------------------------ ----------------------------------------
Bashful/Assassin 10000 Hell/5 Happy/Barbarian 10000 Hell/5
Doc/Paladin 10000 Hell/5 Sleepy/Amazon 10000 Hell/5
Dopey_II/Sorc 10000 Hell/5 Sneezy/Druid 10000 Hell/5
Gumpy_III/Necro 10000 Hell/5
{Total: 70000 Position: 1st Deaths: 3}