This guide will walk you through the process of finding items in the Pit, a high-level dungeon area level that can be found below the Tamoe Highlands in Act One. The Pit is the first Level 85 area encountered in the game, and it also contains the most straightforward monsters.
The Pit is a place where people go to get their money.
This is it; it is everything I had hoped it would be, and then some more. I have addressed all of the questions that have been raised in the previous three postings of this guide, as well as some additional thoughts that occurred to me along the way. I rearranged the information so that everything pertaining to the pit and MF is now at the top of the page. The remaining information has been organized into three appendices: one containing character guides, one containing a list of level 85 areas, and one containing a list of the most popular level 85 areas from that list, along with some additional information. I went over everything with a fine-tooth comb, so there should be no major grammatical errors. In addition, the formatting appears to be correct. I've added a strategy section to each build guide in the hopes that it will be of assistance to those who are in need.
As the new patch was released, many players discovered that some of the high hell bosses and super uniques they had been running for hours on end were no longer as rewarding as they had been. Either Mephisto was too difficult to track down, Pindleskin was too difficult to defeat, or Shenk and Eldritch simply did not drop the new elites they desired. To make matters worse, most of the new ladder characters were unable to simply jump up and MF in act5 of hell while wearing only the bare minimum of equipment and possessing only the bare minimum of magic find.
Yes, the patch may have destroyed these locations, but it also resulted in the creation of a number of new magic-finding areas in hell as a result of the patch. Each of these new areas had the potential to drop every single cheap Diablo 2 Buy Diablo 2 Resurrected Items in the game, and some of the more interesting ones were found in Act 1, of all places. One of these areas is referred to as The Pit.
In this section, I hope to provide a concise overview of the pits, including their location, nature, and significance. I also hope to address any other questions you may have about the pits. This guide can also be used to apply to the majority of the other new patch areas discovered in acts 1-3. I wouldn't go so far as to say that it is appropriate for acts 4 and 5, because they are significantly more difficult than the first three acts and necessitate the use of different strategies. Appendix A contains a list of the other high-level areas that should be considered. Appendix B contains information on some of the other popular areas besides the pit, which you can read about here.
Additionally, you can use this guide to gain a better understanding of how item generation works in the new patch. The discussion of magic-find in this guide is not limited to the pit, but rather is more general in nature and pertains to the 1. 10 patch as a whole. The majority of your questions about item generation will be answered in the sections below.
As an added bonus, a collection of five popular pit runner guides has been included in this guide – Meteorb, Hammerdin, Strafezon, Wind Druid, and WW Barb – as well as a collection of five popular pit runner guides. There are several of these guides included in Appendix C. The majority of these builds can be used throughout the game, particularly in the other, newly patched areas of the game. As a result, this guide should prove to be extremely useful, and it should answer any questions that anyone may have about the new 1. 10 MF goldmines, specifically, The Pit.
1. Where are the pits and what are they made of?
The pits, which are formally known as "The Pit," are located in Act 1. When people refer to "The Pit," they are not referring to the "Pit of Acheron" or the "Infernal Pit," which are both located in Act 5 and, contrary to popular belief, are not referring to the "Pit of Acheron" or "Infernal Pit. "There are no guides available for either of these topics, so you will be disappointed to learn that this is not one of them. You will be even more disappointed to learn that, to my knowledge, such a guide does not exist, and that I pray on a daily basis that such a guide will never see the light of day on these discussion forums.
We're going to keep going. Tamoe Highlands – the area immediately before the Monastery Gate is where you will find the pit in Act 1, more specifically in the Tamoe Highlands. Due to the lack of a waypoint for the Tamoe Highlands, the vast majority of pit runners will opt to start at the Outer Cloister and work their way up to the Highlands from there. The Outer Cloister waypoint will direct you out of the monastery, where you will then follow the road that will take you directly to the pits. As compared to the Black Marsh route, this one has proven to be both faster and easier.
Level 1 and Level 2 are the two levels of the pit. Level 1 is the lowest level. On the second level of the pits, there is an uber chest (a chest that appears on the mini-map and drops a large number of items) that can be found. Since the release of version 1. 10, the pits have become a very popular location for Magic Finding (MF) players.
2. What makes the pits so conducive to MFing?
The pits are one of several locations in the game that have the highest area level (area_Lvl), with an area_Lvl of 85 in hell being the highest of these. The Worldstone Keep, the Mausoleum, and the Ancient Tunnels are all located within this area_Lvl of 85, as are a few other notable locations. . These additional topics are listed in Appendix A, and some of them are covered in greater depth than others.
The pits are only truly popular in hell, according to legend. In both nightmare and normal modes, the area_Lvl of the pit is too low to expect a large number of high-quality drops. A large part of hell's popularity stems from the fact that it has the same area_Lvl as the Worldstone but is significantly less difficult to obtain. Because there are so few elemental monsters, only one comes to mind, resists aren't as important as they are in other parts of the game. As a result, it is much easier to concentrate on MF.
In addition to the pit, MF is also very popular in other locations. The Mausoleum and the Ancient Tunnels are two other areas that are relatively easy to navigate given the high area level. However, the drawback of these areas is that they are overrun with the undead. It is impossible to leech for physical damage builds when you are undead, which automatically eliminates several characters. On the plus side, neither the Mausoleum nor the ancient tunnels contain any normal fire or cold immunes, and neither do the ancient tunnels contain any normal cold immunes. The result is that a single element sorceress could easily clear the appropriate area, whereas clearing the entire pit would be nearly impossible without a way to defeat the immunes.
Although having each regular monster immune to a single element (with the exception of poison) is often preferred, the pit is also an option. Due to the fact that some 1. 10 builds are dual element or have a way to defeat immunes, immunities are not always a concern. If you're having trouble with immunity, you can use a mercenary, lower resist charges, or -enemy resistance mods to help you out. The pit is preferred due to its size – not only is it a reasonable size, but it also has two levels, which makes it even more appealing. Another reason it is preferred, and it is regarded as the new MF hot spot, is the uber-chest, which contains a large number of packs of uniques and champions. Not only is the pit a hotspot for MF, but it also offers excellent XP opportunities as well. Pit runs can provide quick levels, so it's best to start them as soon as you reach hell and have the necessary equipment to withstand the duration of the run. Pit runs, even at high levels, can make a small dent in your XP bar, which is an added bonus to the MFing experience.
3. What factors, other than MF, have an impact on my ability to locate uber-leet merchandise?
mLvls, qLvls, and TCs are all types of levels.
Keep in mind that your character level (cLvl) has no bearing on the number of monster drops. The level (mLvl) of a monster determines which Diablo 2 buy items it is capable of dropping. Monsters drop weapons and armour from specific treasure classes (TC) when they are killed or defeated. TCs are collections of items with similar levels that are grouped together. Initially, a monster selects a TC to drop from, and then selects an buy D2R ladder items PS from that TC to drop from. Weapon90 and armor90 were in the highest TC in version 1. 09, but in version 1. 10, that TC has been removed, and all weapon90 and armor90 Diablo 2 runes have been downgraded to weapon87 and armor87, respectively.
Sacred armour can only be obtained through the use of armor87, and as a result, only monsters that can drop from armor87 can provide sacred armour. Quality levels (qLvl) are available for both sets and uniques, allowing you to be even more selective. Ideally, a monster should be able to drop from armor87 and have a mLvl equal to or greater than the qLvl of a unique sacred armour in order to stand a chance at dropping one. A set item's highest qLvl is only 55, and all hell monsters meet that requirement, but the highest qLvl for a unique Diablo 2 items for sale is 87, which is difficult to obtain.
Thank goodness, every monster in the pit can drop from armor87 and weapon87 – in effect, every base type PS D2R ladder items in the game – which makes for a very convenient situation. Because of this, only champions and randomly generated unique bosses have the necessary level of mLvl to drop every unique Diablo 2 items for sale in the game. This means that while every base Diablo 2 resurrected items can be dropped by any monster in the pit, some very high qLvl will never be unique if they are dropped by normal monsters with a low enough mLvl to do so.