There are two possibilities: in Echoing Nightmares, Molten explosions are not Fire, or immunity items have been disabled in the environment.
There has been some discussion back in March and May, but I couldn’t find any definitive answer or opinion.
As a hard-core player, I want to mitigate as much damage as possible in the Echoing Nightmare environment so that I can reap as much benefit as possible.
In the open world I can wear a Star of Azkaranth Amulet (Fire immunity), and stand in the middle of as many Molten explosions as I can find, and they do no damage. in the Echoing Nightmare, a single explosion procs my life saver. And I only get two of them.
This behavior has made me reluctant to test the Mara’s Kaleidoscope against what look like Poison meteors.
So my question is this: in Echoing Nightmares, are Molten explosions not Fire (and Poison meteors not Poison), or have immunity items been disabled in the environment?
Rax has an informative video about doing the runs (he plays HC).
When I run them, softcore UE DH with Guardian set bonus, I use the Templar with a lot of CDR for his heal bonus just in case.
I have been using a Gears of Dreadlands build (I only play DH) with about 3.2 billion Toughness buffed up, and both available lifesavers. I have not been killed in an EN, but close a couple times, when I lost track and went to about 129…lol.
But building that build requires a lot of Vitality Augmentation, and like everything, getting over 3B Toughness with enough damage to get to 126 is a stair step. I was very disconcerted to see that immunity doesn’t work, but they probably made that decision when they pulled the Shield pylon.
I have not tried a Marauder, but that actually sounds kind of fun…
Absolute trash of a game when i come back, run this trash dungeon, and die even though i should be immune because some idiot creator thought itd be a good idea to make an attack thats always been fire, not fire, for no apparent reason. I love losing all my progress to actual stupidity.
Well yeah, when players learned that nightmares could be cheesed by using 100% immunity, of course it was changed.
A few points:
So, first and foremost, it wasn’t changed for no reason
It was changed along time ago, this isn’t new
Sounds like it was HC, yes, HC players have to be smart in ENs. Examples: hit 126, run away and let it end, use double cheat death, use templar with maximum CR for his healing, etc, etc.
I SECOND THAT A ZILLION TIMES!!! Especially as a Barb or Monk using PoJ set. Once I get my 125, unless I am confident I will not die, I run the outer edge until I get ‘overwhelmed’ and the EN ends. Rarely does it keep continuing as I am running in circles. Those time in HC, I get a bit frustrated, especially when both my cheats pop. But, at least it doesn’t happen too often.
HC: I wait till I can faceroll a GR 100 in 2-3 minutes before attempting to get 125+ on an EN… UNLESS I am really desperate to continue the altar, then I go crazy and hope for the best.