The problem is that Infinity can't break most immunes, especially in Hell, effectively. The reason it works so well with Lightning immunes is because of the solid -lightning res modifier it has. The actual aura is more like icing.
I mean, even with my Infinity on East, Fire immunes remain in Chaos Sanctuary while Lightning ones are gone.
Of course, every bit helps. Not contesting that I really just think that they should have concise ways of breaking all immunes, not just Lightning ones. I don't think we should have them at all, actually. Resistances, yes. Immunes, no.
The actual aura is everything there is to it if the infinity is on a mercenary (OK it has nice melee stats as well though).
The -Lightning resistances does not have any kind of effect unless you are wearing the infinity on your sorceress herself, because mods like -resistance only affect elemental attacks made by the bearer i.e. on the mercenary it'll have no effect.
The fact you can remove light immunities with it is more to do with the fact that highest lightning resistance any monster has in Chaos sanctuary as a base is 100, so excluding some unique monsters a slvl 1 LR wand will do the trick as well. Fire resistances are way higher.
Does Conviction aura break resistances? If yes, a couple of paladin friends with high conviction will send Lord de Seis packing. As a side note, do Act II mercs have conviction?
Sorry, I've never tried a convy paladin so I dunno much about that skill.
Another tactic would be to just teleport across the doom knights before the chaos sanctuary.
Just teleporting around the area where Lord de Seis appears with a well equipped act 3 ice merc might do the trick though.
Conviction will break Immunities but at 1/5th the strength.
I usually do not like Teleport on a Sorceress since I like to play Hardcore and I find most of my deaths are related to that skill.
I always liked Hydra especially in Classic since you can spam it and investing in Energy was important. I like Hydra as an early warning device it lets me know if there are monsters one screen away and if the Hydras stop firing then I know it is safe to move have a screen and continue the process. If the Hydras do not stop firing than I know there are Fire Immunes and then I can decide what to do if I should let my Hireling go into action to earn his meal ticket or go into another direction.
Act 2 Hirelings do not have Conviction. Some mods such as Eastern Sun will have the Act 2 Hell Combat Hireling have that feature but Conviction is likely to break immunities in that mod than in regular D2. The Best character to break immunities is the Act % offensive Barb due to a cry he has that is fully 100% effective at breaking immunities.
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On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.