The Lazydin [RIP as of 2017]

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evil_potato
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well congratulations :D
nealn
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gz, muilpeer. awesome!

takes long for them to spawn, cause there's only a 1% chance for them to get summoned by dark uldyssian (barb with heavy armor) when he actually hits something. hoplites have high avoid (not sure how much--maybe 90%). if dark uldyssian isn't hitting them, they won't get summoned.

easy way to solve this is to MO lolsummon (daystar or something) to throwaway ring or something. summon both and let lolsummons get killed. will cause them to be summoned much faster.

if ur that much in pain, tho, maybe u should rest, instead.
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Muilpeer
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Yeah, thanks, indeed I should rest. But I am bored very quickly. Have another surgical intervention in 1,5 hours from now.

So I have an hour to play! ;)

I noticed now that I have edyrems, they summon faster but tried it for 15 minutes or so and they never spawned in the right timespan. So will try other stuff first. Jitan is a pain in the A! His towers kill me even with this high avoid and DR.

Lol, nvm, luckily he dropped on the first kill I made. But still, divine appariton is way nicer since it only locks for 3 secs.
nealn
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hey, potato, just recently finished kabraxis. found out there's a easier option for teleport on damage. it rolls on rare/crafted body armors. also, mo'd 2 pieces of gear with teleport on getting struck for total of 60% chance. found that using both greatly increases survival time.

teleport on being dmg seems to be more effective against balefire and "on getting struck" seems to be more effective against broadside and whirlpool.

thought you could mention it in your guide for players without enough elemental runes yet (like me haha).
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evil_potato
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thanks for the suggestion! tele when damaged should work equally well for both phys and spell damage though :/
nealn
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oh. whirlpool is wdm skill. it isn't spell dmg. learned it while documenting it for my oskills list, otherwise i wouldn't have known either lols

when i had "when damaged" i died a lot to whirlpool and broadside, but not so much to balefire. when i only had " when struck," i died mostly to balefire. that was my experience with it anyway. dunno if it's different for other ppl
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Stealthmaster
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There's no defence against Balefire, because it really hits hard. Avoiding it is the best option, though items like
Spirit Walker
Spirit Walker
Heavy Boots (Sacred)

Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
and
Tennousuuhai
(magic resists) do help.
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Muilpeer
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Just curious, but do you guys play on realm or sp? I notice the droprate is very low on realm.
nealn
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@muilpeer: i play on sp. heard drop rates are much higher in sp than realm. i think it's to encourage trading and such. no point in playing mp if u just gonna try to solo everything, i think.

@stealth: i equipped enough pieces of equipment to have 100% magic resist:
Spirit Walker
Spirit Walker
Heavy Boots (Sacred)

Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
,
Hammerfist
Hammerfist
Gauntlets (Sacred)

Defense: (1227 - 1450) to (1436 - 1697)
Required Level: 100
Required Strength: 625
Item Level: 105
Adds (1 to 15)-(20 to 30) Damage
5% Life stolen per Hit
+(15 to 25) to Spiral Dance
5% Chance of Crushing Blow
Weapon Physical Damage +(30 to 60)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)
,
Vindicatress
Vindicatress
Angel Star (4)

One-Hand Damage: 7 to 10
(Paladin Only)
Required Level: 8
Required Strength:
55 to 58
Item Level: 19
Strength Damage Bonus: (0.14 per Strength)%
1% Chance to cast level 2 Celerity when Struck
+1 to Paladin Skill Levels
10% Cast Speed
+(6 to 8)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(21 to 30) to Energy
Fire Resist +(21 to 30)%
2% Reanimate as: Random Monster
Requirements -(6 to 10)%
Socketed (1)
One-Hand Damage: 16 to 22
(Paladin Only)
Required Level: 26
Required Strength:
80 to 84
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 6 Celerity when Struck
+(1 to 2) to Paladin Skill Levels
30% Cast Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(11 to 13)% to Fire Spell Damage
+(41 to 50) to Energy
Fire Resist +(41 to 50)%
4% Reanimate as: Random Monster
Requirements -(16 to 20)%
Socketed (2)
One-Hand Damage: 29 to 39
(Paladin Only)
Required Level: 45
Required Strength:
143 to 151
Item Level: 59
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 10 Celerity when Struck
+(2 to 3) to Paladin Skill Levels
50% Cast Speed
+(16 to 18)% to Physical/Magic Spell Damage
+(16 to 18)% to Fire Spell Damage
+(61 to 70) to Energy
Fire Resist +(61 to 70)%
7% Reanimate as: Random Monster
Requirements -(26 to 30)%
Socketed (3)
One-Hand Damage: 33 to 46
(Paladin Only)
Required Level: 54
Required Strength:
265 to 282
Item Level: 85
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 12 Celerity when Struck
+(3 to 4) to Paladin Skill Levels
60% Cast Speed
+(18 to 20)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(71 to 80) to Energy
Fire Resist +(71 to 80)%
10% Reanimate as: Random Monster
Requirements -(31 to 35)%
Socketed (3)
,
The Wailing Wall
The Wailing Wall
Bone Shield (4)

Defense: (69 - 79) to (134 - 153)
Chance to Block: Class%
Required Level: 5
Required Dexterity: 44
Item Level: 10
4% Chance to cast level 5 Hunting Banshee on Melee Attack
Adds (2 to 3)-(4 to 5) Cold Damage
+(18 to 35)% Enhanced Defense
+(21 to 30) to Dexterity
Magic Resist +(2 to 3)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (275 - 305) to (454 - 505)
Chance to Block: Class%
Required Level: 23
Required Dexterity: 65
Item Level: 31
6% Chance to cast level 12 Hunting Banshee on Melee Attack
Adds (6 to 8)-(11 to 13) Cold Damage
+(52 to 69)% Enhanced Defense
+(31 to 40) to Dexterity
Magic Resist +3%
Cold Resist +(21 to 25)%
Socketed (4)
Defense: (731 - 793) to (1155 - 1254)
Chance to Block: Class%
Required Level: 40
Required Dexterity: 137
Item Level: 51
8% Chance to cast level 20 Hunting Banshee on Melee Attack
Adds (26 to 30)-(46 to 50) Cold Damage
+(87 to 103)% Enhanced Defense
+(41 to 50) to Dexterity
Magic Resist +(4 to 5)%
Cold Resist +(31 to 35)%
Socketed (5)
Defense: (1093 - 1179) to (1721 - 1856)
Chance to Block: Class%
Required Level: 49
Required Dexterity: 282
Item Level: 77
10% Chance to cast level 30 Hunting Banshee on Melee Attack
Adds (51 to 60)-(91 to 100) Cold Damage
+(104 to 120)% Enhanced Defense
+(51 to 60) to Dexterity
Magic Resist +5%
Cold Resist +(36 to 40)%
Socketed (6)
. running pally with almost 17k life. still couldn't tank balefire. also did not noticeably reduce dmg.

i rolled rare armor with 6% ctc tele on getting damage and noticed i tele before taking much dmg to balefire, but kept dying to broadside and whirlpool.

then tested MO with ctc tele on getting struck. with 60% total, tele'd before dying most of the time from broadside and whirlpool. but kept getting shredded by balefire.

then i put the 2 together and quest became much more reasonable to complete. number of deaths went way down (still died a lot, though).

can personally confirm that 6% ctc tele on dmg is effective defense against balefire. above strategy allowed me to complete kabraxis w/o any hard to get items like
The Endless Loop
The Endless Loop
Light Belt (Sacred)

Defense: 1101 to 1143
Required Level: 100
Required Strength: 550
Item Level: 105
40% Combat Speeds
+(10 to 19) to Charged Strike
Slow Target 10%
+50 to all Attributes
+75 Life Regenerated per Second
+(0 to 1) Mana on Striking
Socketed (2)
.

just speculating on mechanics, but i have a suspicion that marco made kab to be a really obscure gear check for those 2 affixes...
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Muilpeer
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Alright, community set boots just dropped. They are probably not good for this build so I will try to trade for Lamha na Draoite and/or Hivemind. Not sure what it's worth but I will check that out.

Oh, and when attmpting DBaal, I tried to keep him alive but he walked towards me and insagibbed himself on my RoL... Crazy! How am I supposed to do the minigame this way? Haha!

The Richard Knaak book in the tower was also very doable. After that I attempted Bremmtown but it appeared my killspeed is too slow. Hivemind and Nero appear to make Bremmtown significantly easier so I will first improve my defenses to run Toraja as I get locked there sometimes and look for an Auhe which also hasn't dopped yet after an hour of farming.

(Still doubting to go to sp, I remember in 2008/2009 how the gameplay was and I miss the fast pace of dropping uniques and not just feeling like it is an endless grind. As my life gets busier and busier I notice I can only spend less and less time grinding and with each season my characters improve less becaus of this. It's not like there are many people playing together in MP anyway.)

The worst thing is that people only want to trade in TG now, no sigs, no other items etc.