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Pits Guide
Author: Shadow_247
Version: 1.10
Page 1

Navigation
Where/What are the pits?
Why are the pits so good for MFing?
Factors that affect ability to find elite items?
How does MF affect ability to find elite items?
What is the best amount of MF to have?
What is the best build for pit runs?
The Appendices
Appendix A: The Other Level 85 Areas
Appendix B: A subtle comparison of The Big Three of 1.10
Appendix C: MFing in The Pits (The Guides)
Appendix D: MF - For Richer or Poorer
Credits
Key

This is it, it has everything I imagined it would, and then some. I have covered all questions that have been asked in the 3 previous postings of this guide, along with some ideas that came to me along the way. I moved the information around - now everything relating to the pit and MF is at the top. The other info has been placed into the 3 appendices - one for the character guides, one for the list of level 85 areas, and one containing the popular level 85 areas from that list with some more detail. I did a huge spelling check, so there should not be any huge grammatical errors. Formatting appears to be correct as well. I added a strategy section to each build guide, hopefully that will help out those in need.

As the new patch rolled in, many realised that some of the high hell bosses or super uniques they used to run for hours on end have become less rewarding. Either Mephisto was too hard to find, Pindleskin was to hard to fight, or Shenk or Eldritch just didn't drop the new elites they wanted. To add to that, most of the new ladder characters could not just jump up and go MFing in act5 of hell wearing minimal gear and having minimal magic find.

Yes the patch may have destroyed these places, but at the same time, it gave birth to a selection of new magic-finding areas in hell. These new areas could drop every single item in the game, and some of the better ones were located in act 1, of all places. One of these areas is The Pit.

For those of you who don't know where the pits are, what they are, why they are being talked about, and anything else you can think of, I hope to have it all summed up here. This guide can also be applied to most of the other new patch areas found through acts 1-3. I wouldn't go so far as to say that it is fit for acts 4&5, as they are noticeably harder than the first 3 acts and require some different strategies. You can find the other high level areas listed in Appendix A. In Appendix B, you can find some information on the other favourite areas besides the pit.

This guide can also be used to enhance your knowledge about how item generation works in the new patch. Discussion of magic-find in this guide does not solely apply to the pit, but rather, it is specific to the 1.10 patch as a whole. Most questions on item generation are answered in the below sections.

An added bonus, a collection of five popular pit runner guides have been included in this guide - Meteorb, Hammerdin, Strafezon, Wind Druid, WW Barb. These guides can be found in Appendix C. Most of these builds can be used throughout the game, especially in the other, new patch areas. This guide should hopefully prove to be extremely useful, and should clear up any unanswered questions anyone may have about the new 1.10 MF goldmines - namely, The Pit.

Where/What are the pits?

The pits, officially "The Pit", is located in act 1. Contrary to what some seem to think, when people say "The Pit" they are actually not referring to the "Pit of Acheron" or "Infernal Pit", both located in act 5. If you were hoping for a guide on either of these areas, you will be disappointed to hear that this is not that guide. You will be further disappointed to hear that, to my knowledge, one does not exist, and that everyday I pray that such a guide will never be seen to the light of these forums.

Pressing on. The pit is located in act 1, more specifically, in the Tamoe Highlands - the area before the Monastery Gate. There is no waypoint for the Tamoe Highlands, so most pit runners will take the Outer Cloister waypoint and make their way from there to the Highlands. Take the Outer Cloister waypoint, exit the monastery, and follow the road, which will lead you directly to the pits. This way has proven to be faster and easier than the Black Marsh route.

The pit consists of two levels - Level 1, and Level 2. On level 2 of the pits there is an uber chest (Chest that appears on the mini-map and drops many items). The pits have become a very popular location for Magic Finding (MF) since the release of 1.10.

Why are the pits so good for MFing?

The pits are one of several locations that have the highest area level (area_Lvl) in the game, with an area_Lvl of 85 in hell. The Worldstone Keep, The Mausoleum and The Ancient Tunnels all share this area_Lvl of 85, along with a few select others. These other areas are listed in Appendix A, and some are covered with slight depth.

The pits are only truly popular in hell. In nightmare and normal, the area_Lvl of the pit is too low to hope for many good drops. The reason the pit is popular in hell is because it has the same area_Lvl as the Worldstone, but is much, much easier. There are very few elemental monsters, only one comes to mind, so resists are not as critical here as in other areas. This means that it is easier to focus on MF.

The pit is not the only popular location to MF in. The Mausoleum and Ancient Tunnels are other relatively easy areas, with that high area level. The downfall of these areas is that they are filled with undead. Undead means no leeching for physical damage builds, which automatically voids several characters. On the plus side, the Mausoleum has no normal fire or cold immunes, and the ancient tunnels have no normal cold immunes. This means that a single element sorceress could clear the appropriate area with ease, where clearing the entire pit would be near impossible without a means to defeat immunes.

The pit, although having each regular monster immune to a single element (save poison) is often preferred. Some 1.10 builds run dual element, or have a way to defeat immunes so immunities are not always a problem. A mercenary, lower resist charges or -enemy resistance mods can all be used if in immunity trouble. The pit is preferred because of it's size - not only is it reasonably large, but it has two levels. The uber-chest and it's numerous packs of uniques/champions are other reasons it is preferred, and regarded as the new MF hot spot. Not only is the pit a hot spot for MF, but it also provides excellent XP. Pit runs can provide quick levels, so they are best started as soon as you reach hell and have sufficient equipment to withstand the run. Even at high levels, pit runs can make a slight dent in your XP bar, an added bonus to the MFing.

Page two deals with factors effecting ability to find elite items, optimum MF levels and pit run builds ...>

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