Wednesday, May 30, 2012

Inferno Run - Act 1

Based on my observation, the key to a good inferno run requires two things: a high concentration of baddies to whomp on and enough champion/unique monster packs to reach 5 Nephalem Valor.

Most of Act 1 is rather spread out and has the player chasing down leads to discover the identity of the mysterious stranger.  At the end of the act, however, the player crawls through Mad King Leoric's crazy dungeon (how many peasants died in its construction no one knows) which features narrow avenues packed with cultists and offers plenty of champion/unique packs to fight.

A good place to start is here, "The Cursed Hold":



And continue until you kill the Butcher.


Now those of you afraid to take on the Butcher can always skip that last Boss fight.  If you are going to venture an attempt, I have a small tip that may come in handy.  If the Butcher fight drags on too long, the floor will begin to flood with annoyingly constant flame.  You can avoid these by standing at the very southern end. Now surviving the fire won't help kill the Butcher, but it can clutch the victory if you're just within grasp of killing him.

In the image below you can see our party of hapless heroes dead except for one surviving monk exploiting this bug.  I imagine it'll be hotfixed soon so try it while it's hot!




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