The Hell Pit event is back as a prologue to the next
The objective in the Hell Pit is to survive a number of rounds which last 2 minutes each. To be precise 2 minutes of devil or demon mobs endlessly spawning until you can wipe them out when time is over. During the first seven days it is 5 rounds. The next set adds bonus rounds with harder enemies that literally turn most of the ground red and eventually you get boss rounds too. Every round a random power up is dropped into the arena. When invoked they each last 30 seconds (other than the Nuke which is one shot):
-Speed looks like a boot. If you don't have anything better then use it as soon as you get it. Mostly worthless, but it fills up your action points fast for daily power spam.
-HP Regen looks like a heart. Another use ASAP if you have nothing else - don't expect the regen to keep you alive.
-Nuke looks like a skull. More useful than the two above as a crowd cleaner, but takes time to channel and aim. Be in stealth when you use this.
-Invuln* is a shield. It is the best power up and one you should save for the later rounds. Feel free to use it if another shield power up shows up.
*I call it invuln as it certainly makes you feel that way. On the bonus and boss rounds though, it'll help keep you alive but you still need to be on your game.
Required "BYO" Gear: Health stones or health pots. Being lazy I don't dodge everything. If you play the game for long enough (and don't go into dungeons - I'm lazy) it gifts you with enough free health stones to have a decent supply. Health pots are cheap enough with gold but obviously aren't as good. Ideally you always want to heal early - around half health you should be spamming that quickslot heal button. And yes, I mean spam. Lag will sometimes miss a keypress that can lead to your demise. Spamming works just fine as there are cooldowns on all those items preventing you from double drinking.
My basic strategy is: kill the ranged guys. You want to drop your attacks on them or in their vicinity. If your powers are on cool down, feel free to stealth/dodge/run away without attacking to simply heal up until you are ready again. Mobility is key here - you are a fighter plane doing strafing runs. You don't want to get stuck attacking in one spot for too long.
Abilities I use (Executioner path):
Sly Flourish - used sparingly as a finisher, avoided for most of the fight as it roots you in place
Cloud of Steel - ranged "pew pew pew" attack. Useful for attacking at a distance, especially when safe inside a smoke cloud
Smoke Bomb - enemies in it cannot attack, making you safe from most melee guys. Ranged foes can shoot into it though so drop this beside the ranged scum!
Blade Flurry - decent damage to the area around you, best used when mobbed within smoke bomb
Path of Blades - AoE attack that keeps going while you move and/or are stealthed. Perfect as mobility is key.
Shocking Execution - when you want something dead, but I rarely use it in favor of...
Hateful Knives - not the best daily power for rogues but what it has greatly is RANGE. Need to get out of a melee swarm or a sea of dangerous red zones? Target the ranged dude half an arena away and watch as you effectively teleport to him and stomp on his face.
I can teleport to the furthest guy behind the mob of cultists with Hateful Knives.
That's really all there is to my method. I'm sure more "pro" players can do it without using any heals of power ups but this way suits me just fine.
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