The answer for D2 should be more magic immunities in hell, not remove any other immunities. Hell is supposed to be hard, it is supposed to make you build your character in such a way it can deal with the immunities so all they do is slow you down or rely on a diverse party that can get through all the issues.
Someone can correct me if I am wrong (so many mods, etc.) but in D2 1.14 Lower Resist will not break every elemental immunity as the reduction is not high enough for some of those internal immunity numbers.
This is something players who maybe haven’t played D2 in awhile do need to remember… mercs are a weapon in D2 and can be made to help with immunities or just straight up clear trash easily.
Just going through this post but this is BY FAR my favorite Paladin build. Not the best, obviously, but it is just such an awesome build that rewards a lot of defensive spending with an offensive payoff.
Just to reiterate this point. I don’t really ever remember immunities being a major point of discussion UNTIL synergies made ‘single-specing’ common. Before then you tended to have multiple elemental/physical based attacks because that was obviously beneficial rather than dumping points in yet another X spell you’ll likely use a lot less.
Hell, why not every mob have elemental + Either Poison, Magic, Or Physical Immunity? Or dual elemental + 1? Just tele or run past entire game straight to act boss, rinse and repeat. Now that is some baals to the walls extreme challenge there!
Now that I’m thinking about this. I haven’t played the game in a long time. But don’t you need absurd gear to make those mercs viable? And don’t you have to farm hell to find that equipment?
Not necessarily. Yes if you can pimp your merc out with some high end gear he can help take out the Bosses in seconds. But if you just give him at level blue gear he is viable. More over for the one trick pony Sorcs you can invest one pt into static, let your merc run in, go behind him static for a bit then let him finish stuff off.
Too many people don’t give decent gear to their merc and wonder why he sucks.
Also G-Face and Hone Sundan aren’t that high of item lvl.
My mercenary got gear mostly from farming with higher level people. I was at least lucky to get my hands on “The Reaper’s Toll” at one point. But I think that was on my Necromancer’s mercenary.
OMG. With shared Stash, you can switch mercs gear easy. Hmm.
This is one thing PoE changed from its flagrant copy of D2. No monster should be fully immune. Their resist should max out at either 75% or 90% and then if you want to keep it absurdly difficult, have a passive ability to be immune to elemental penetrations. That way even if you have cold-penn it doesn’t work, and they still keep their 75-90 resist. This makes the fight absurdly long, but not impossible.
Hell is Hell…it is not supposed to be easy. Immunities are there so you have to build/gear for it properly. Each class has things they can do to get through it. As a pally that is mostly physical damage I actively seek weapons and gear that add elemental damage to my attacks. 1 Pt In Vengence is well worth it so I can switch to that skill if I need to kill PI’s. It slows you down, doesn’t let me leech so I need to work to get over it.
Or I just play with a group that can steamroll everything because the combined damage output covers all spectrums.
Immunities are there so you have to make cookie cutter decisions. You ether make a cookie cutter build or avoid that battle entirely. Have a problem with immunities? Then equip these specific rune words on your mercenary. Which is probably an Act 2 mercenary by the way…
Immunities are not the problem its Synergies that are the problem with D2 before synergies were added you could make plenty of hybrid builds to go through hell it also opened up way more build options
NO. As-is balance/imbalance is essential albeit frustrating at times when you’re trying to get some time in and no one else to run with and your sorc/zon/whatever is stifled because of so many immunes in Hell mode. Very few builds can actually kill every single thing anyway, and the ultimate goal of said elemental builds having a hard time progressing through Hell is to arrive at FINALLY having a godly boost from getting Infinity on your merc. A strat in the meantime that’s actually a good one is to use a Wand of Lower Resist on switch. This doesn’t break a lot of immunities like an Infinity would, but that LR curse with some item/set bonuses giving -x% to enemy resist (believe it or not) it just enough of an edge with a smartly stat’d character to make some headway in Hell. If you’re lucky enough to get some Rainbow Facet along the way, even better!
The sorc being the most hampered by all of these immunes + her squishiness factor are actually pretty accessible to overcome. Tal’s Amulet, Orb, Belt and Mask ALL drop in Nightmare. Granted, the ammy is STOOOOOPID rare anywhere in the game, but if doing the Fire build for the 3-piece bonus isn’t your jam, MF for a Tal Ammy or something equally awesome to trade for it so you can get the Lightning bonus and do a Lightning Hell build instead. (Which a 4-piece Tal Light sorc is AWESOME in hell, btw). Throw in the Wand of LR, a possible lucky facet or 2, and especially if you get the Infinity together = You can now solo Hell A1-5 AND kill every single thing.
you do not require the items, but you do need to put some versatility in your build and use tactics. Sure if you are a one trick pony you are going to have a very hard time dealing with immunities. You just need to do some work to overcome them.
If you want to be a stubborn zealot you don’t need to put a point into vengeance. But if you put 1 point in, now you can kill PI’s…each class has something similar. I watched a necy stream the other day who never put 1 point into Iron Maiden, he was getting owned by Baal’s minions. Versatility pays off.