Fishymancer vs Hell Maggot Lair

michaelsmith

Diabloii.Net Member
Fishymancer vs Hell Maggot Lair

Any summoners out there want to share your strategy for getting through the Maggot Lair on Hell? I am finding this to be one of the most irritating areas to clear... one or maybe two skellis will get in front of me to beat on a monster in those narrow tunnels, but they just don't beat them down very fast, especially if the monster is unique/physically immune/life regen.

I have SM, RS, and CE maxed, a point in Amplify Damage (as well as a few other curses), a few points into Summon Resist, and also have about 10 points currently into skeletal mage. I also have a few items that do + to skills, so my skellis are probably at around level 25 when I summon them.

The mages help, providing they can get a shot at the monster, but in the lair, with all those twists and turns, that doesn't usually happen.

In the worst case, a poor mage gets stuck up front trying to cast elemental attacks at a monster (who is usually immune), and that just doesn't go well...

Once a beastie dies, I can cast CE and sometimes that starts the needed chain of death, but not always (again, twists and turns).

... and I DO use amplify damage. One or two skellis vs a Hell monster just doesn't seem to be that effective, though, even with amplify damage on.

I have bone spear and bone spirit, but I only have 1 point each in those. It seems like that would be a great choice for this situation, but I'm not a bone necro-I'm a summoner! So I haven't devoted hardly anything to that tree.

So how do I get through?!? :laugh:

Thanks!
Michael
 

MYK

Diablo: IncGamers Member
Shop for a teleport stave, and once you're in the maggot unsummon the skeletons and use your mercenary. If your mercenary has a weak weapon then keep the skeletons and teleport them into place instead of the merc.

That was the only way I was getting anywhere in the maggot place.
 

Forbiddian

Diabloii.Net Member
Teleport Staff. I found one with like 30 charges or something with no other mods. It took something like 50 or 60k gold to beat it in Nightmare, but it only took like 3 or 4 minutes. Oh well, that's just like ~one gambled necklace, and it saved me hours.
 

AnimeCraze

Diabloii.Net Member
You know that when you exit a TP, your minions are stacked, right? Very useful vs Baal if you don't have enigma. You can use it in maggot's too, though it does put you somewhat close to the enemy.
 

blazon

Diabloii.Net Member
If your minions are blocking your merc from the mobs, then just unsummon them and resummon when you're finished CEing. The only parts of the maggot lair I actually remember my fishy needing summons in hell were those rare open areas where the merc decides to rush in and get surrounded. That's when TP grouping comes in handy.
 

MasterMynd

Diabloii.Net Member
My strategy has been to unsummon everything, get a big pokey stick, high Light/Poison res, and some life leech on an A2 Might Merc, and lelt him handle it. He'll take out most anything with one or two pokes. Yes, keeping him "focused" is a problem, but that where the TP trick comes in.
 

AgentMarth

Diabloii.Net Member
If SC, just use the Teleport staff, or better yet Amulet, and port through as fast as you can, keeping your finger on the rejuv key. FHR and FCR helps.

If HC, I'll admit, I'd sooner clear out with someone else and then bring in my Fishy. But if not, Mages can help, along with a Merc, its best to drop the Skels. Regroup by porting when needed, but don't go wildly through the Lair.

Just remember, the pattern there is counter-clockwise. Knowing that will help you to cut straight to the next level rather than clear out the whole level needlessly.
 

michaelsmith

Diabloii.Net Member
re fishy vs maggot laier

ok -so it sounds like the main strategy is to just rely on your merc heavily through all the twisty tunnels.

My skellie army is very effective once we get into an open area (like the queen maggot), but those tunnels are a real pain...

Thanks for the tips all!
 
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