So what I'm looking for is a good repository of information on how to survive and progress through Act 2 in Inferno.
I'm sure like many others, the build that worked for you in Act 1 got handed to you on a silver one-shot platter very quickly in Act 2. So that's part of the fun of Inferno, right? Adaptability. So lets adapt.
This worked a bit in Act 2 - in open areas. But the weapon damage I have is not dropping normal mobs fast enough. Using a 2-hander by the way with 800 dps on it (base dmg is 700-1000). Once I got into the sewers and ran into my old friends the Writhing Deceivers, I quickly had to change tactics.
I simply can not progress beyond the Oasis area of Act 2. The Writhing Deceivers are too powerful and I can not withstand more than 2 hits from one of them - let alone three of them appearing out of no where and hitting me all at once.
So I'm looking for strats and build combinations to battle this type of mob and progress. Some are using a Magic Missle/Arcane Dynamo build and I just saw a post that talked about Bleed effects cause Dynamo to proc. Also - stats and gear - one handers with a sheild for armor/defense? Stacking resistances to all? Or go the solid tick damage of a 2-hander and get crit gear?
Any help is appreciated by me and certainly to the other players out there that are face-rolling their keyboard because of the joy that is Act 2 Inferno.
This is closer to what I was using before - but removing the blizzard slowing effect and damage for some goodies. I have to admit - I've read a few posts commenting that Force Armor works well when you have around 35k life and I didn't buy into it. I was wrong. It makes a huge difference. I was also a huge fan of Celestial Orbs because while you kite, every orb (if launched correctly) its doing damage to all the things following you. But you are able to at best, launch maybe two of them after dropping a new hydra and DS. Tap the Source makes for a pretty good barrage and with careful kiting you can do some significant damage.
I suggest you skip certain packs in Act 2 to keep your sanity though, I'm close to beating act IV on Inferno and I still cannot kill rare/elite tiny spider packs in Act 2, they are absurdly fast even without the affix.
I swear they hit harder than Act 3 elites too. I have 500+ all resists and around 7k armor and I can take 3-5 hits from elites in Act 3 but was 2-shot by a champion pack in Act 2 today.
Could be very dependent on the base mob type, but it is still pretty ridiculous.
I'm soo close to rage quitting this game. I have 700+ in all res, 18k dam, 7k+ armor and 39k hp. Every damn elite pack in A2 rapes my ass. And I have farmed A1 in like forever. Everything in A1 is soo easy for me, and theres no way I can find better gear there to help me progress. What the hell is there to do!??!
since you have those resists with that hp maybe its time to sacrifice some of it for more raw damage? 18k damage does seem a little low in comparison to your other stats, even if you use a shield.
Yeah i'm running 27k life 30k damage 200 resist and like 7000 armor and the only elite packs i skip are certain combos of nagas, or the fast mobs that when they die spawn a poison cloud
I have been skipping blizzard and using the arcane slow passive, just using Arcane orb with Tap the Source and venom hydra. I miss Blizzard, but being able to stick another defensive spell seems to help a lot. I currently run with Teleport(fracture), Energy Armor(FA), Magic Weapon(venom), and DS(crystal shell). I dont think it is worth it to grab Blizzard over any of those passives/defensive spells, at least not while survivability is an issue.
Storm shield scramble is activated when you take damage from reflect champs, so its good for that at least.
Diamond skin is really good since it gives you a way to constantly negate reflect damage and also absorb an extra hit or two depending on what you are fighting. During the period DS is up you can go wild with damage and not have to worry about it eating you up. Even in a3-4 having it ready just in case you have to run through a plague or take an electricity champ proc it's nice.
It's not 100% needed but it's a nice oh shit button for certain things.
OP try using Mirror Image with duplicate rune. They can soak up a lot of time since each time a creature attacks it has to stop and go through an animation. This gives your venom hydra time to stack while giving you time to make more space or unload with others spells. Between teleport fracture and mirror image you should be able to deal with some of the faster more annoying packs... assuming you have the damage to back it up.
You can always try giving up the ability to take multiple hits and just go the true glass cannon route. You may have an easier time since packs will die faster. Build up the reaction to teleport if something surprises you and it works pretty well. Even if the mob is attacking, as long as you get far enough away before it hits you will not take damage. Many times a pony will pop out of nowhere only to hit air while i run like a scared child.
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I'm sure like many others, the build that worked for you in Act 1 got handed to you on a silver one-shot platter very quickly in Act 2. So that's part of the fun of Inferno, right? Adaptability. So lets adapt.
I was using this build rather effectively: http://us.battle.net...RlXS!XYd!cYbbaZ
This worked a bit in Act 2 - in open areas. But the weapon damage I have is not dropping normal mobs fast enough. Using a 2-hander by the way with 800 dps on it (base dmg is 700-1000). Once I got into the sewers and ran into my old friends the Writhing Deceivers, I quickly had to change tactics.
Now I use this build: http://us.battle.net...RlSO!UdX!YYabZZ
I simply can not progress beyond the Oasis area of Act 2. The Writhing Deceivers are too powerful and I can not withstand more than 2 hits from one of them - let alone three of them appearing out of no where and hitting me all at once.
So I'm looking for strats and build combinations to battle this type of mob and progress. Some are using a Magic Missle/Arcane Dynamo build and I just saw a post that talked about Bleed effects cause Dynamo to proc. Also - stats and gear - one handers with a sheild for armor/defense? Stacking resistances to all? Or go the solid tick damage of a 2-hander and get crit gear?
Any help is appreciated by me and certainly to the other players out there that are face-rolling their keyboard because of the joy that is Act 2 Inferno.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
The Shield ALONE goes for like 5-10mil
This is closer to what I was using before - but removing the blizzard slowing effect and damage for some goodies. I have to admit - I've read a few posts commenting that Force Armor works well when you have around 35k life and I didn't buy into it. I was wrong. It makes a huge difference. I was also a huge fan of Celestial Orbs because while you kite, every orb (if launched correctly) its doing damage to all the things following you. But you are able to at best, launch maybe two of them after dropping a new hydra and DS. Tap the Source makes for a pretty good barrage and with careful kiting you can do some significant damage.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
I swear they hit harder than Act 3 elites too. I have 500+ all resists and around 7k armor and I can take 3-5 hits from elites in Act 3 but was 2-shot by a champion pack in Act 2 today.
Could be very dependent on the base mob type, but it is still pretty ridiculous.
36k life, 7k armor, 500+ all resists 26k dps.
I use the Enchantress as she easily seems the best. Charm alone is incredible.
Working on Act 3 Inferno atm.
The Enchantress is probably the more popular choice because she has the Erosion ability, which synergies very well with Venom Hydra.
since you have those resists with that hp maybe its time to sacrifice some of it for more raw damage? 18k damage does seem a little low in comparison to your other stats, even if you use a shield.
Diamond skin is really good since it gives you a way to constantly negate reflect damage and also absorb an extra hit or two depending on what you are fighting. During the period DS is up you can go wild with damage and not have to worry about it eating you up. Even in a3-4 having it ready just in case you have to run through a plague or take an electricity champ proc it's nice.
It's not 100% needed but it's a nice oh shit button for certain things.
OP try using Mirror Image with duplicate rune. They can soak up a lot of time since each time a creature attacks it has to stop and go through an animation. This gives your venom hydra time to stack while giving you time to make more space or unload with others spells. Between teleport fracture and mirror image you should be able to deal with some of the faster more annoying packs... assuming you have the damage to back it up.
You can always try giving up the ability to take multiple hits and just go the true glass cannon route. You may have an easier time since packs will die faster. Build up the reaction to teleport if something surprises you and it works pretty well. Even if the mob is attacking, as long as you get far enough away before it hits you will not take damage. Many times a pony will pop out of nowhere only to hit air while i run like a scared child.