Skeleton archers in LOD 1.11 hell part V

NASE

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

Dracs - unique gloves with ctc life tap.
Wands with charges of life tap.
 

synx

Diablo: IncGamers Member
Re: Skeleton archers in LOD 1.11 hell part V

Don't strafe skeleton archers, MS them off-screen and you're golden.
 

WrongdayJ

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

Don't strafe skeleton archers, MS them off-screen and you're golden.
If by 'golden' you mean . . .

Stuck being pelted by the skeleton archers who were not killed by your one arrow that may have hit each one skeleton (or may not have), and who now are alerted to your position and RAPIDLY shooting in your direction. . .

Then yea. . .I'd say that stratagy would leave you indeed 'Golden'.

I would think more like black and blue, but that's just me.


I agree, strafe (by itself) is not the right skill in this situation, but neither is MS. Blind them with Dim Vision (like from a wand) THEN strafe (or, if you must. . .Multi) away 'till the cows come home. Or avoid the archers altogether, it's up to you at that point.



 

synx

Diablo: IncGamers Member
Re: Skeleton archers in LOD 1.11 hell part V

If by 'golden' you mean . . .

Stuck being pelted by the skeleton archers who were not killed by your one arrow that may have hit each one skeleton (or may not have), and who now are alerted to your position and RAPIDLY shooting in your direction. . .

Then yea. . .I'd say that stratagy would leave you indeed 'Golden'.

I would think more like black and blue, but that's just me.


I agree, strafe (by itself) is not the right skill in this situation, but neither is MS. Blind them with Dim Vision (like from a wand) THEN strafe (or, if you must. . .Multi) away 'till the cows come home. Or avoid the archers altogether, it's up to you at that point.
Maybe if you're going into hell with a cracked short bow....


I on the other hand waited till 65 until I killed NM baal, so I went into hell with a faith and a fort. Soloed from a1 to a5 with ease until I had to get some help with the ancients... so... yeah...

If you can't multishot skeleton archers and insta-gib them, you're either WAY undergeared or WAY underleveled, hell... even buriza can do the job.


 

WrongdayJ

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

. . .Soloed from a1 to a5 with ease until I had to get some help with the ancients... so... yeah....

You solo'd Hell (even act II, which is arguably the most difficult act in Hell) "with ease", but then needed help with the Ancients? Hmm. That seems odd to me for some reason. :scratch:



. . . If you can't multishot skeleton archers and insta-gib them, you're either WAY undergeared or WAY underleveled, hell... even buriza can do the job. . .
I don't care what bow you are packing, what gear you are packing, and what charms/facets/bonuses you are using. . .

Fact is that those archers in Act V Hell have upwards of 6000+ hit points, along with fairly stout health regeneration rates. Multishot nerfs your weapon's damage down to 3/4. Regardless of set-up- anyone would have a tough time popping a skeleton archer in hell with one shot from a bow at full strength. . .let alone 3/4.

But if you're talking about just running around spamming Multi's all over the place. . .I can see you eventually clearing areas out. . .eventually.



 

NASE

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

you only have to do 500 damage. 1/12 of thier life will put them in hit recovery, thus preventing them from shooting at you.

Or do archers have something strange.
 

WrongdayJ

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

you only have to do 500 damage. 1/12 of thier life will put them in hit recovery, thus preventing them from shooting at you.

Or do archers have something strange.
The one you hit will go into Hit recovery. . .true.

But the other 7-8 around him that didn't get hit with the Multi?

I see the point of the arguement, I just don't necessarily agree that multi alone will solve the problem of a gaggle of strong ranged attacking enemies.

Now. . .if you are in Chaos and the enemies are melee. . .different story. Multi all the way. But not in Act V with those imps and skeleton archers.



 

bowdiddly

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

you only have to do 500 damage. 1/12 of thier life will put them in hit recovery, thus preventing them from shooting at you.

Or do archers have something strange.
That's what I was wondering. "Damage to undead" and "Slow Missle" don't seem to affect them.


 

DH Amazon

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

As strafe 2frame speed is no more, I have been testing with gracula gloves.
That life tap triggers often, keeps merc and valkyrie alive almost everywhere.
Those bugged hydras in travi/throne are no problem anymore. Solves skeleton archers problem too. Even those mages in lvl3 before throne are quite easy.

Don't need anymore leech ring, so I keep nature piece ring there.
Monsters cant regerate life anymore, even if they are poison immunes.
Helps a lot in full games and some help while soloing.

I dropped atmas amu too, because life tap curse triggers so often. Overrides amp curse too soon anyway. But with this ring and magic arrow I can kill those psysical immunes quite fast. Don't need decrepify or amp curse anymore.

And this nature piece ring works great while doing full game pits, those annoying fire immune bosses can't anymore resummon minions.
 

bowdiddly

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

you only have to do 500 damage. 1/12 of thier life will put them in hit recovery, thus preventing them from shooting at you.

Or do archers have something strange.
That's what I was wondering. "Damage to undead" and "Slow Missle" don't seem to affect them.


 

synx

Diablo: IncGamers Member
Re: Skeleton archers in LOD 1.11 hell part V

The one you hit will go into Hit recovery. . .true.

But the other 7-8 around him that didn't get hit with the Multi?

I see the point of the arguement, I just don't necessarily agree that multi alone will solve the problem of a gaggle of strong ranged attacking enemies.

Now. . .if you are in Chaos and the enemies are melee. . .different story. Multi all the way. But not in Act V with those imps and skeleton archers.
7-8 around him that didnt get hit with the multi? o_O

Razortail (33% chance pierce) and two points in piercing. My skill carries it over 100% chance to pierce, so they're all getting hit with multi.

Not sure what you're doing wrong, but I can breeze through that zone by spamming multi a few times for each screen.


As for needing help on ancients... have you ever attempted hell ancients as a zon? I could take thirty minutes of guided, run, guided, run, guided run... or I could just not waste my time and grab a friend to help. Can't tank them with a glass cannon PVM bow build.


 

WrongdayJ

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

7-8 around him that didnt get hit with the multi? o_O.

Razortail (33% chance pierce) and two points in piercing. My skill carries it over 100% chance to pierce, so they're all getting hit with multi.
You never will see that 100% pierce. Sure, the numbers add up to that, but all enemies have a 5% chance (sometimes more) your attack will miss.
Are you saying that you're blasting a multishot 6 or 7 skeletons deep at once?! :laughing:
Two or three maybe, but after that. . .sorry man- You're getting shot at by skeleton archers.


. . .Not sure what you're doing wrong, but I can breeze through that zone by spamming multi a few times for each screen. . .
I believe you. Because you are using 'Uber Multi-Shot w/Pierce'. That wicked combo that can send arrows through hordes of enemies with one shot. Hell, you can probably stand on the Kurast Dockside bridge, shoot one Multi straight north and clear everything from the Spider Forest all the way to the Durance of Hate. :rolleyes:


As for needing help on ancients... have you ever attempted hell ancients as a zon? I could take thirty minutes of guided, run, guided, run, guided run... or I could just not waste my time and grab a friend to help. Can't tank them with a glass cannon PVM bow build.
I'm glad you asked that! CrawlingDeadMan (CDM) turned me on to this killer build called a Strafer. You should check it out. Properly set up, Strafers can quite efficiently handle every area of the game (including those nasty Hell Ancients). . .even the Ubers! So to answer your question:
Yes, I have done it with Bowazon(s).
No I didn't require help. No it didn't take me 30 minutes.

In all honestly, though, I did need help with the Ubers. Barbarians & Paladins can help alot there.

Maybe I should try that Multi-Pierce thing. . . . . .



 
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AnimeCraze

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

I don't get shot often by skele archors without DV and only 1 tank (valk). The good thing about them is that they appear in open areas, generally, and you don't need to worry about stair traps and corners (unlike say souls). Now, multi has a longer targetting range and area than strafe. Throw a decoy for safety vs unique packs and you are set. So yes, I would completely agree that multi is the best solution. Too bad it's so hard to "test" whether you actually hit the skele archors. Dark archors are by far easier because you can see the leech animation.

btw, with 95% chance hitting rate, 100% chance pierce, and say enemies that stack 3 row deep we get the following statistics: for every 10 enemies in your line of fire, only ~1.5 is a miss. Maybe it's a bit worse when they have block, but you still shouldn't be hurt, especially when you are doing a respectable multi speed.

The ancients is a pain. Yes I can kill them quickly with a decked out zon, but they are still a pain.

Edit: Why do you say slow missile doesn't work? I tested it in game and it does (cold arrow shooting archors in frozen tundra, right?). Another tip for those of you that don't want to MS off screen like mad: Run up to the archors, make them fire 1 volley, then move and MS them right after that. Works everytime. Strafe is bad for this as you get locked in place, and hits (and stuns) less enemies. Anyways, the biggest problem I have with those pesky archors is mana.
 
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bowdiddly

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

you only have to do 500 damage. 1/12 of thier life will put them in hit recovery, thus preventing them from shooting at you.

Or do archers have something strange.
That's what I was wondering. "Damage to undead" and "Slow Missle" don't seem to affect them.


 

bowdiddly

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

Why do you say slow missile doesn't work? I tested it in game and it does (cold arrow shooting archors in frozen tundra, right?).
Thanks for the post.

You tested Slow Missle in 1.11 right? If it does work, those archers might have such a fast missle speed (maybe 300% faster than any other monsters around before SM goes into effect, so even after SM they are still zipping toward me).

Or perhaps I don't understand how SM works. Does it work like a curse, or does the range of SM follow your Zon around? If I cast SM with a duration of 54 seconds and run 30 yards away from that position within the duration of SM, do I have to cast SM again for my new position? Is there a skill that a boss can use to speed up his minions' missles?

Anyway, I returned to the Frozen Tundra and haven't had as much trouble with them. Maybe I got a pathological case for a couple of games (bosses, cold resist, or even a temporary game bug) when I posted this thread that it seemed like it was always going to be that tough. Even then, I could kill the archers but spent more potions than I wanted to.


 

Kijya

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

Thanks for the post.

You tested Slow Missle in 1.11 right? If it does work, those archers might have such a fast missle speed (maybe 300% faster than any other monsters around before SM goes into effect, so even after SM they are still zipping toward me).

Or perhaps I don't understand how SM works. Does it work like a curse, or does the range of SM follow your Zon around? If I cast SM with a duration of 54 seconds and run 30 yards away from that position within the duration of SM, do I have to cast SM again for my new position? Is there a skill that a boss can use to speed up his minions' missles?

Anyway, I returned to the Frozen Tundra and haven't had as much trouble with them. Maybe I got a pathological case for a couple of games (bosses, cold resist, or even a temporary game bug) when I posted this thread that it seemed like it was always going to be that tough. Even then, I could kill the archers but spent more potions than I wanted to.
SM only affects the targets within its range when cast, its range being centered on the zon, so once you head to a new area the monsters will not have been affected by a prior cast, and you must recast it while standing close enough to them.

Boss mods shouldn't affect the travel speed of a missile, but the time they need to fire one can be affected by a couple mods.



 

AnimeCraze

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

You tested Slow Missle in 1.11 right? If it does work, those archers might have such a fast missle speed (maybe 300% faster than any other monsters around before SM goes into effect, so even after SM they are still zipping toward me).
1.11, non-ladder, battle.net. I can notice missiles slowed noticeably to a crawl. There's a few things you should know about SM.
1) When you cast it, monsters within range of the zon gets their missile slowed. They will have the slow missile animations on their head (looks like inner sight).
2) Missiles that are already fired are NOT slowed. Only missiles fired after the creature is "cursed" are slowed.
3) If you engage a new pack of enemies, you must cast SM again. SM targets monsters like a curse, as you have said.

As for pots, I need lots of mana vs those archors. Not so much life though, but I am doing an average damage of 2k multi at 7 frames.



 

synx

Diablo: IncGamers Member
Re: Skeleton archers in LOD 1.11 hell part V

You never will see that 100% pierce. Sure, the numbers add up to that, but all enemies have a 5% chance (sometimes more) your attack will miss.
Are you saying that you're blasting a multishot 6 or 7 skeletons deep at once?! :laughing:
Two or three maybe, but after that. . .sorry man- You're getting shot at by skeleton archers.
You really should drop the sh*thead attitude when you clearly don't know what you're talking about.

Goes through three and then stops? If that was the case, a single multishot wouldn't be going through entire packs of mobs in chaos. Yet it does... I must be pierce-hacking or something :rolleyes:


Seriously, drop the attitude. You're wrong.


 

AnimeCraze

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

He was referring to the monster block + chance to hit making missiles not pierce. However, he did not actually attempted to compute the arithmetic, so got a number that is much higher than what it supposed to be.
 

WrongdayJ

Diabloii.Net Member
Re: Skeleton archers in LOD 1.11 hell part V

. . .Goes through three and then stops? If that was the case, a single multishot wouldn't be going through entire packs of mobs in chaos. Yet it does... I must be pierce-hacking or something :rolleyes:


Seriously, drop the attitude. You're wrong.
OK, I was a bit sarcastic. Sorry.

Question: Can I assume with that kind of crowd control that you cow with this set-up? And one multishot rips right through packs of cows?

I just can't get past this because I just tested this maxed Multi and 100% Pierce and simply did not get the same results in the cow level that you claim you get. I saw maybe 3 pierces (proof of which was Blue or Green cows) and that was that. Crowds still standing.

Perhaps there is some other equipment involved? I don't know.

I tested using a level 90 Zon with maxed Multi, Treachery (for the venom), and a Buriza (with Razortail- overkill on the pierce I know, but I REALLY wanted to get that 100 % pierce chance.)

I couldn't duplicate the results. Sorry for the sarcasm, perhaps there is more info you can provide . . .



 
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