How do Zealers deal with Phys Immunes?

Khrys

Diabloii.Net Member
How do Zealers deal with Phys Immunes?

In a 4 ppl game in Hell, would my Nord's Tenderizer and lvl 22 Enchant from my Demon Limb be enough to kill Phys Immunes at a reasonable speed? How about unique monsters?

If not, what skill/aura should I use as a backup?

Thanks in advance.
 

Bolinbrooke

Diabloii.Net Member
Items that add elemental damage are always good- lavagout (fire & enchant), lightsabre, baranar's star, small and large charms (dual elemental mods are best) and if you dont have the items, vengence for the the elemental damge or conviction to break any elemental immunites or lower resisits so any elemantal damge you are dealing hurts more.

I personally use the second option with items, but alot of people will use vengence.
 

Ryshenron

Diabloii.Net Member
put one point into vengeance..itll totaly suffice for those rare phys immune monsters..they are rae anyway..adn the added dmg from ur aura will make the veng dmg reasonalble anyway
 

Lyrs

Diabloii.Net Member
have an item with amp or decrepfiy charges on switch. amp/decrepfiy removes physical immmunities from all the mosters i've encountered so far
 

VoodooCamel

Diabloii.Net Member
Lyrs said:
have an item with amp or decrepfiy charges on switch. amp/decrepfiy removes physical immmunities from all the mosters i've encountered so far
I am not sure that you can get Amp/Decrep charges on a weapon, maybe I'm wrong and would enjoy being proven wrong. Anyways, you could get a 'passion' weapon for your switch for +1 zerk (this is very cheap I think Lem is the highest rune in it). Not only that, there are plenty of unique items out there with massive elemental damage and are pretty common. Lightsabre, Barnar's Star come to mind.
 

Jackson

Diabloii.Net Member
The Unique Winged Axe (forgot its name) has 33% chance of casting lvl 3 amp on striking, I believe.
 

Borlag

Diabloii.Net Member
Or you could use Reaper's Toll on your merc, that's how I deal with PI's and it works like a charm. It also helps you fight the non PI's too, as it triggers quite often slowing everything down and boosting your dmg.
 

iceball_aarf

Diabloii.Net Member
Amp Charges: Unique Martel de Fer :)... only 3 charges though... all in all i use a cruel rare weapon with 5% chance to cast amplify dmg, it may seem small but with zeal that 5% activates often enough.
 

VoodooCamel

Diabloii.Net Member
iceball_aarf said:
Amp Charges: Unique Martel de Fer :)... only 3 charges though... all in all i use a cruel rare weapon with 5% chance to cast amplify dmg, it may seem small but with zeal that 5% activates often enough.
Thanks for proving me wrong :)

There are many options to dealing with phys imunes, of course you could always party with a necro and have him amp everything ;)
 

patheticloser

Diabloii.Net Member
I have a unique club (forget its name) that has 200+ fire damage and 20 lvl 20 enchant charges. This seems to work fine in A1 hell, most PI's take just a little longer than other monsters. The charges are expensive, I only use them when I really need them.
 
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