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Diablo 2 Resurrected Fire Immunes Guide - How to Fixed Fire Immunities

7/19/2022 2:57:55 PM

In this guide, we're going to be talking about a subject that has always rubbed us, the wrong way D2 and that is fire immunities and held difficulty, patch 2.4 has been a large step in the right direction with new level 85 areas, there's a reason why even though people say a mercenary can take out a monster, it's true, but there's a reason why a blizzard sorceress runs through Cass sanctuary and a fire sorceress is super slow or people don't farm, it's because relying on a mercenary is just very hard to have efficient clear speed, so this system again we're going to propose the will kind of alleviate that end game problem, but keep the early leveling all the way through exactly the same.

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Why can't you break Fire Immunes

What is the key issue with firemen monsters in D2 without going overload on immunities and how you break communities and a bunch of stat numbers well, basically, it's any monster that is firemen has way too high of a percent fire as the value that you can actually physically break, so whether it's a conviction paladin, low res, necro, or using the rumored plague or infinity which provide lower res prox or conviction aura, they don't have a high enough negative res value to bring certain monsters below zero.

How I "Fixed" Fire Immunities

Every single firearm monster in the game adds a 110 fire res instead of values of up to like 145, they're like 175 or something we think bishop, it's physically impossible to ever break that immunity, it's so stupid, but within about 10 or 15 minutes he switched all those red values over to 110, so what it effectively does is during a playthrough, you'll still encounter firing monsters, you cannot break them, but once you've obtained infinity plague mercenary for playing with a necro or conviction paladin or something, you can then break those immunities now what's interesting with this difference here is that you still magic find and obtain gear exactly the same way but once you've made your burmal burris expensive super high-end gg infinity mercenary, you now have the option of going a fire sorceress powerful cooled sorceress or lightning sorceress for the same thing a job is on or you could go a fire bow or something instead, you're not stuck being funneled into a certain directional path because of a way over-the-top numeric value on a monster's immunity, now with this setup i'm going to show off a couple bail runs, so we want to do a no cool down frozen orb bale run standard blizzard sorcerers bail run a lightning sorcerer's bail right and they'll go hydrosource risks with flickering flame and fireball and so you can kind of compare the clear speed and notice that there's not really too much of a difference between them, so all this really does is it keeps the leveling portion of the game exactly the same, but it enables more end game builds which is something that i think that the game really suffers from instead of being channeled into certain unique builds like why not have a powerful fire sorcerers running through chaos sanctuary and at 110 res value if you happen to run into a fire enchanted monster, it will still be fire immune so it effectively doesn't make it so that you can mindlessly farm anything that was firing before it just allows you to farm and clear most firearmy monsters, but you'll still encounter some sort of the same way on a lighting sorcerer she'll still run into a couple lightning monsters in chaos sanctuary that you can't completely break, so doesn't make it my numbing no challenge you know stupid gameplay, but it does enable more end game builds and we think it's a far better system than what we currently have.