View Full Version : Anyone plays on insane?
dooms11 Wed, 9th Nov '05, 6:44am I find solo on insane quite easy with sorcerer or kensai/mage because both classes can use mirror image, prot from magic weapons, stoneskin etc.
But has it been done with melee character? I recently had to turn down difficulty to core because my poor monk would just take too much damage too quickly (yes even with flipped resists, which aren't always viable to use) and well.... it's frustrating me. My 'awesome' AC (-21) is decent against goblins, but dragons, elite fire giants, demons seem to hit me with ease.
I thought the game was just too difficult, but when I went back to my lv 31 sorcerer, and killed improved yaga-shura relatively easily with no reloads I realized, I must be doing something wrong with my monk.
Anyone have any tips for playing solo melee character on insane and how did you deal with massive damage some of the enemies do?
Hux Wed, 9th Nov '05, 7:42am I've numerously played with a solo monk (my favourite class) on insane with many of the improved battles. It's actually easier than you think.
With a monk, once you have 3 of the hardiness ability (which you get once you level up, gives 40% resistance to physical damage) you will be immune to all physical damage. Combine that with a monk's magic resistance and it's a piece of cake :)
Also greater whirlwind is a great spell which will help kill some enemies quickly. I myself have 18 greater whirlwinds and 8 hardiness ;)
Hoped this helped.
Silverstar Wed, 9th Nov '05, 9:34am It seems Dooms11 has oversight monk HLAs, like flip resistances. So oversight monks do not get uber fighter HLAs like hardiness and GWW? Then maybe it weakens the monks a bit?
Hux Wed, 9th Nov '05, 9:38am If that is the case then monks are weakened greatly. By the way, what's HLA's?
dooms11 Wed, 9th Nov '05, 11:34am Yeah I am using oversight mod btw. It replaces monk fighter High Level Abilities with:
Shadowless Kick
This kick throws the target back, knocks the target unconscious, and deals 4d8
points of damage
Tiger Strike
A more powerful form of Shadowless Kick, this power ensures every blow for the
next round is a critical hit. In addition, every blow for the next two rounds
throws the target back and knocks the target unconscious.
Prerequisite: Shadowless Kick.
Dragon Fist
With a blow, the monk strips away the magical protections of the target.
Faster Than The Eye
By concentrating briefly on another area within 4000 feet, the monk can
instantly transport herself there.
Prerequisite: Feet of the Wind.
Flip Resistances
The monk's magic resistance converts into physical damage resistance for a
number of rounds equal to twice the monk's level. The monk also becomes immune
to backstab for the same duration.
Solar Stance
Anyone near the monk--friend or foe alike--is blown back, burned, and affected
by Glitterdust and Greater Malison when the monk assumes this stance.
Prerequisite: Tiger Strike.
Lunar Stance
A monk who strikes this stance gains a +5 bonus to Saving Throws vs. Death, a +
2 bonus to luck, and becomes immune to Slay, Imprisonment, Petrification, Level
Drain, Disintegrate, and Time Stop. The duration of this power is four rounds.
Prerequisite: Solar Stance.
Shadow Stance
This stance causes the monk to instantly become both invisible, as per the
spell Improved Invisibility, and immune to divination spells such as True
Seeing. (since monk uses Ki, not magic to become invisible) This power lasts for 23 rounds.
Prerequisite: Lunar Stance.
Feet of the Wind
Each time this ability is chosen, it greatly and permanently increases the
monk's movement rate.
Second Wind
By concentrating briefly, the monk can shrug off even the worst of wounds, once
per day. The effect of this power is to fully heal the monk instantly.
Prerequisite: Flip Resistances.
Stunning Blow
The monk has one more use of the Stunning Blow ability per day.
Quivering Palm
The monk has one more use of the Quivering Palm ability per day.
So as you can see I have no WW/GWW for many attacks per round.
Currently I am -trying- to do watcher's keep and I am starting to think improved Demogorgon is 100% impossible with pure melee on insane. I am trying to use all every cheese item in the game like prot from magic scrolls, wand of spellstriking and others, but I still get mauled by double dmg of insane.
Faraaz Wed, 9th Nov '05, 12:38pm I always play solo, insane, with certain exceptions ONLY when I play with a party because I'm bored of solos.
Kind of a run on sentence...but yeah...
starwalker Wed, 9th Nov '05, 1:16pm it might take some replanning your tactics. Does solar stance happen to bypass resistances at all?
Wordplay Wed, 9th Nov '05, 2:50pm Second Wind
By concentrating briefly, the monk can shrug off even the worst of wounds, once
per day. The effect of this power is to fully heal the monk instantly. Shadow Stance
This stance causes the monk to instantly become both invisible, as per the
spell Improved Invisibility, and immune to divination spells such as True
Seeing. (since monk uses Ki, not magic to become invisible) This power lasts for 23 rounds.Ah, yes; the overpowered joys of mods. It does not only confer complete invisibility for several rounds, but also no way to counter it. And since when one could "shrug off a severed head?" :shake:
I usually play with the setting just above 'core rules' to make it slightly more interesting. It does not make difference, really, since most of the damage is absorbed either by magic or summons. Therefore the physical damage plays only a very small role in my games.
dooms11 Wed, 9th Nov '05, 3:02pm Ah, yes; the overpowered joys of mods. It does not only confer complete invisibility for several rounds, but also no way to counter it. And since when one could "shrug off a severed head?" Well that's how monk abilities actually are. As far as I know Balthazar uses lunar and shadow stances as well as full heal. You gotta admit, monk using fighter abilities, is weird.
Also these abilities are nothing compared to what high level sorcerer can do. Timestop+imp alacrity nuking and mass planetars come to mind - and you don't have to mod the game to do it!
Hux Wed, 9th Nov '05, 10:03pm Those abilities sound great. Using different tactics you can easily pass the game solo.
Silverstar Thu, 10th Nov '05, 2:11pm Hmm yes they sound cool, but what are the best combos or best usage of these HLAs? :confused:
Interesting, you can choose Feet of the Wind more than one time and it always speeds you up? Will it combine with Boots of Speed and/or haste? (just put on some oil of speed to see?) How fast is your monk?
dooms11 Thu, 10th Nov '05, 3:36pm Hmm yes they sound cool, but what are the best combos or best usage of these HLAs?
Interesting, you can choose Feet of the Wind more than one time and it always speeds you up? Will it combine with Boots of Speed and/or haste? (just put on some oil of speed to see?) How fast is your monk? Monk is immune to haste/slow starting from lv5. Which means boots of speed are a waste on him.
Silverstar Thu, 10th Nov '05, 3:38pm :doh: Sorry never played with monks, call me stupid! :p
starwalker Thu, 10th Nov '05, 6:28pm Silverstar
You should give them a try. Takes a little tending to start with but they get really strong. And get faster the higher level you get them. By the time you hit ToB they will be keeping up with boots of speed without anything. Why you would want more unless it adds to their number of attacks as well I will not know.
By the way is it possible to get these powers by themselves or does it just come as a bigger package?
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