I kept thinking about different options that could slot into this last active skill slot. I didn't like the way that the golem looked aesthetically in Diablo 3 and there was no real need to keep it around, not when the Bones of Rathma set would provide no benefits to Command Golem later on. If there was one part of the build that I disliked it was the golem. As for his curses, Decrepify and Frailty saw constant use against virtually every opponent that popped up, with Decrepify cutting the damage and movement speed of enemies while Frailty boosted the damage of Skulla's minions and killed anything affected when they dropped below 15% health. The Skeletal Mages and melee skeletons via Command Skeleton remained the core of the build, with Skulla using the Skeleton Archers rune to increase his attack speed and the Dark Mending rune to get some healing from the melee skeletons. The slightly higher damage on the Path of Bones rune was irrelevant since Bone Spikes wasn't used for damage anyway. Eventually I would swap back to the Sudden Impact rune (causing the spikes to stun for 1 second) so that Skulla could immediately target whatever I wanted in true point-and-click fashion. I was using the Path of Bones rune to send out spikes in a straight line, only to find with repeated use that I didn't like the way that the spikes would slowly travel out to their destination from Skulla's starting point. With that in mind, let's recap Skulla's active and passive skills as he began this next portion of the campaign:īone Spikes remained the primary skill of choice for this Necromancer, employed not for damage but to generate Essence. (Given how slow Blizzard works at game development, I likely still have plenty of time until that happens.) Just keep in mind that my memory is a bit hazy for the portions of Skulla's trip that took place months earlier and which I'm trying to write up based on screenshots and past recollections. I put Skulla aside for a while to take a break from Diablo 3 and then came back to the character in the hopes of playing through the rest of his build before Diablo 4 released. This is something that would be easy to miss if you happen to be reading this months or years after the report was initially posted, but there was a real-world gap in time of about six months between the early stages of Act Two and the remainder of this section. Check entire map and if he's not there go back to town and restart game.I continued Skulla's journey at the outset of Act Two as he continued through the initial Campaign mode. Use Leoric's Manor checkpoint, go down stairs to Halls of Agony Level 1 entrance. How to find Crassus the Tormentor in Diablo 3: There are also other unique monsters of Dark Cultist type in the game - Percepeus (Follower of the Yellow God) in Leoric's Hunting Grounds location, Sarella the Vile (Cruel Servant of the Coven) in Leoric's Manor Courtyard location, Brakan (Vizier of the Coven) in Highlands Cave location. It appears in the form of bounty called "Kill Crassus the Tormentor" in the location Halls of Agony Level 1 in act 1. On the same map are other unique monsters such as Deranged Cultist Cultist Grand Inquisitor (Master of Pain), Dark Berserker Bludgeonskull the Mauler (Blood and Bone), Dark Berserker Battlerage the Plagued (Poisonous Berserker). In Diablo 3 present from 1.0.8 version and is Dark Cultist type of monster. Monster hard to find because of quite big location (Halls of Agony Level 1).Ĭrassus the Tormentor is located in act 1 and can be found in Halls of Agony Level 1 location.
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