So my wizard is now 60 and just got into inferno a little while ago. Some of the champion/ elite packs that you run into in Hell and of course Inferno are damn near impossible to kill!
So far my least favorite was this jailor/ mortar/ invulnerable minion Hulking Phasebeast elite i ran into on my way to Azmodan in hell. After a few deaths where i could literally do nothing except watch my wiz get jailed and mortared into oblivion i just logged out and made a new game.
That was the only time i had ever run into an elite that i couldn't kill, and could barely do damage to because i would die so fast
What kind of hellish experiences are you guys running into with monster affixes and would you say that some combinations for solo play are unkillable?
i pretty much hate Waller + Jailer + Teleport if they are melee or "natural mortar" enemies ...
because there will come a time ... all your DEFs are on CD ... darn
Hulking Phasebeasts (late Act 3) are absolutely ridiculous vs a wizard. Give them Fast, Shielding, Waller, and Jailer, and you're in for fun.
Teleport away? Doesn't matter because Hulking Phasebeasts have ridiculous base health, a base teleport, and high base damage.
I went through Nightmare with almost no deaths until a couple packs of those: Fast, Shielding, Vortex was one. I died probably 5-6 times before killing them. Oh, and the other was Shielding, Waller, Fire Chains (which is ridiculous since the chains teleport when they do).
I find Teleport with the fracture rune effect to be very nice vs many affixies such as, Jailer/Waller/Vortex.
Immune Minions I just avoid until I get more damage to burst down the champion.
I really dislike the "fast" affix as it makes kiting very difficult. Mortar always make me cry.
Shielding.... Makes mobs immune to snares, knockback, stuns and effectively adds waaaaay more life than Extra Health. Shielding/Invul minions is just stupid.
Possibility of getting sucked in or teleported on with no warning and no way to stop it, and diamond skin won't save you from Inferno chains or molten damage.
Alternatively, a rare with Invulnerable Minions, Fast, Illusionist, Teleporter with Illusionist Teleporter minions. Yeah, have fun with that one.
Morter is the absolute worst for Wizards. With certain other affixs it can become unbeatable, because the whole idea of a "glass cannon" type character (ie: squishy but deals good ranged damage) is that he can kite, but this affix is specifically to combat the way this class works. You can not run from it, you can not be at range and attack. It's absolutely my least favorite mod, and dying repeatedly to it because it works completely against my class is not enjoyable in any type of way. Also, invulnerable minion is pretty rough in tight spaces, but still beatable, and easly handled in open spaces.
At least in Hell mortar is not a problem at all. It has the blind zone, so if you can stay in melee for some time, it's easy. Just get to melee, control, burn, run till CDs are up again, repeat. Eventually, they'll die. Mortar is only somewhat dangerous when combined with jailer, but diamond skin solves that.
The only way I can kill packs with immortal minions, mortar/chains and vortex/jailer is to cast a venom hydra, go right up to them and hit frost nova, fire away on a spell like arcane orb, then when they defrost cast diamon skin with the crystal shell rune and blast away some more. Once diamond skin is over with, teleport away using the wormhole rune so you can keep going. Keep energy armor up at all times and hopefully by the time you teleport away, frost nova is back from CD and so is diamond skin.
Problem is, it's very resource heavy and so I find myself having to use Astral Presence along with the energy tap rune on energy armor. This boosts my AP to bout 160 (thanks to items as well) and then I use the Tap the Source rune on Arcane Orb so I can get more hits in with it.
I usually get away with only a few deaths using this tactic. It's when you're in areas where there's hardly anywhere to run like the tower in act 3 with those phasebeasts that automatically have teleport as well that really stuffs you up.
I'm on Diablo on Hell and just got home from work so I'm gonna go kill him but the hulking phasebeasts are easily the worst overall mob for Wizards as elites, no matter their affixes. You pretty much have to do some sort of kiting to beat any pack, and a base mob that completely negates your moving away by teleporting back in front of you as you run from them completely counters you. I ran into a hulking phasebeast champion pack with vortex, jailor, immune minions and that was pretty terrible. It was the only time in the game I've just put in wormhole teleport and all defensive skills and ran/teleported to the exit of the level. Everything else I've encountered I have defeated. Shielding/invulnerable minions are usually the worst, but not many problems with any others. Maybe Fast depending on the base unit. If a relatively fast melee unit gets Fast you won't be able to kite at all.
P.S.
I laugh every single time I kill a molten elite and forget it was molten...
BOOM
You have died.
Gotta fix that problem before I try hardcore.
So far my least favorite was this jailor/ mortar/ invulnerable minion Hulking Phasebeast elite i ran into on my way to Azmodan in hell. After a few deaths where i could literally do nothing except watch my wiz get jailed and mortared into oblivion i just logged out and made a new game.
That was the only time i had ever run into an elite that i couldn't kill, and could barely do damage to because i would die so fast
What kind of hellish experiences are you guys running into with monster affixes and would you say that some combinations for solo play are unkillable?
because there will come a time ... all your DEFs are on CD ... darn
Teleport away? Doesn't matter because Hulking Phasebeasts have ridiculous base health, a base teleport, and high base damage.
I went through Nightmare with almost no deaths until a couple packs of those: Fast, Shielding, Vortex was one. I died probably 5-6 times before killing them. Oh, and the other was Shielding, Waller, Fire Chains (which is ridiculous since the chains teleport when they do).
Immune Minions I just avoid until I get more damage to burst down the champion.
I really dislike the "fast" affix as it makes kiting very difficult. Mortar always make me cry.
Possibility of getting sucked in or teleported on with no warning and no way to stop it, and diamond skin won't save you from Inferno chains or molten damage.
Alternatively, a rare with Invulnerable Minions, Fast, Illusionist, Teleporter with Illusionist Teleporter minions. Yeah, have fun with that one.
Problem is, it's very resource heavy and so I find myself having to use Astral Presence along with the energy tap rune on energy armor. This boosts my AP to bout 160 (thanks to items as well) and then I use the Tap the Source rune on Arcane Orb so I can get more hits in with it.
I usually get away with only a few deaths using this tactic. It's when you're in areas where there's hardly anywhere to run like the tower in act 3 with those phasebeasts that automatically have teleport as well that really stuffs you up.
P.S.
I laugh every single time I kill a molten elite and forget it was molten...
BOOM
You have died.
Gotta fix that problem before I try hardcore.
Mortar Horde + anything