For D2R Patch 2.4, Diablo 2 developers announced that they're making new areas viable for end-game farming and specifically mentioned making the Arachnid Lair in ACT 3 - a level 85 area, this basically means that you can find any Ladder item in the game here when the patch drops. However it was also implied that this may not be the only area that's getting an upgrade, so in this guide, we're going to look at some of the top areas in Diablo 2 Resurrected that have never been level 85 areas and probably should be. Let's dive in!
Diablo 2 Resurrected 2.4 New Level 85 Areas (2022)
Level 85 areas are highly sought-after magic finding areas for players, so it's good to have a new one - they are not only good for magic finding but also good for leveling. They consist of some of the hardest monsters in the game and people build entire characters around farming certain ones, typically players will aim for areas that can spawn the most amount of unique monsters in them, while also having some considerable monster density, while it's good to have new level 85 areas. If they're not on par with places like Ancient Tunnels or the Chaos Sanctuary, players will just go back to the old ones anyway.
Arachnid Lair is sort of sparse with the number of unique monsters that can spawn in it and also the monster density is very low, but there are areas that go unnoticed or unfarmed in the game that if they were level 85 areas, players might actually go after them.
1. Stony Tomb (ACT 2)
Some might say that we should upgrade the Stony Tomb as Senpai did in PD2, the reason is that in PD2, Senpai added a whole bunch of other chests and different cool features in this area, and the monster density was pretty decent. It's not necessarily the same in regular Diablo 2. The monster density is a bit better than the mausoleum though and you know what honestly just upgrade Stony Tomb too.
2. Tal Rasha's Tomb (ACT 2)
There are far better areas in Act 2 than Stony Tomb that should really be area level 85 and those areas are the false tombs. Can you imagine a world where players in Hell difficulty would farm Tal Rasha's Tomb? Usually, players make a small pit stop in Normal difficulty to level in this area, just so they can reach level 20 and then do cows. But with an area that's so closely tied to the lore of Diablo 2, it really should get more play. There's also a ton of other good reasons for this: first, the area isn't very friendly to hammerdins because of all the magic immunes, so if you're one of those people that's sick of having to get a hammerdin for the end game, well then making this area level 85 could suit you very well because it would mean people who are farming in the end game would need to explore different builds to farm this area efficiently; secondly, this area doesn't rely on players having teleport any player who reaches the canyon can simply walk from the waypoint to the tombs and progress through a very monster dense area on foot, this is one of the best ways to encourage players to seek other end-game D2R rune words besides enigma in order to feel complete with their non-sorceress build. We could consider making the true tomb area level 85 as well, while this would make typical play-throughs a little more difficult it would reward players preemptively for going after the ACT boss Duriel when farming. Duriel is currently the most under-farmed boss in the game and not just because his drops are absolutely bad unless you want to risk getting band used in a map hack program there's actually a bit of a process involved in even finding where this is spot is consistent. Players will probably work towards doing Baal runs to level eventually, anyway however if this was a level 85 area, it could prove to be a new meta for leveling and Hell difficulty.
3. Swampy Pit (ACT 3)
Swampy Pit is located just off the Great Marsh waypoint, while it's sort of similar to the garbage monster density of Arachnid Lair, it does contain a lot of gloams, or souls, and stygian dolls - these are some of the most dangerous monsters in the game. While making this area level 85 may not encourage many more people to go in for a visit, it would definitely make sense for it to be, cold sorceress might enjoy the multiple levels and also the super MF chest at the bottom. Whereas the Arachnid Lair is located just off the Spider Forest waypoint, these two areas could combine to provide some pretty easy access areas to farm in ACT 3.
4. Red Portals (ACT 5)
Scattered throughout ACT 5 are Red Portals that seem to be super important, unfortunately, none of them are, the infernal pit in the Frozen Tundra along with a Pit of Acheron in the Arreat Platea or a couple of them. In fact, these areas are so under-farmed that they were actually repurposed for the Furnace of Pain uber level and practically nobody noticed. There is a third portal however which we believe should be a level 85 area if not all of them, and that area is Abaddon. This secret Red Portal can be found in the Frigid Highlands and contains various types of monsters with many immunities. Although ghosts can sometimes pop up which are lightning immune, this area is otherwise a phenomenal farming area for a lightning sorceress who doesn't have infinity, whereas lightning skills are getting a bump in this new patch this could be a good one-two punch combo, the monster density is pretty decent as well. Additionally, with a name that translates literally to the place of destruction or underworld abode of lost souls, there's no reason this area should only be level 81.
5. Halls of Vaught (ACT 5)
Before the tomb viper poison clouds were patched in D2R, players were absolutely terrified of this area when a viper could damage a player to death in a fraction of a second due to a glitch, all classes approached the miniboss in this area with extreme caution, but the surrounding monsters were only level 84. While that's still pretty decent, it doesn't really make any sense when you consider that the mini-boss kneel-a-thok is level 95. Perhaps even the monsters in the upper level or Halls of Pain should also be level 85, to bring back the feeling of danger in this area that players have become so accustomed to. The Density and Halls of Pain is also pretty decent and not very friendly to common builds such as hammerdins.
6. Drifter Cavern / Icy Cellar (ACT 5)
These areas provide a different place for a fire sorceress to farm, other than the dog mausoleum that they're practically pigeon-holed into with that build. These areas look much like the Frozen River from the Outside, but when you enter them, it kind of turns into a monster-dueling arena. The right strategy can get you through it but players on a budget need to approach the circular rooms with caution. Much like the Red Portals in ACT 5, these places always have a super MF chest at the end of them. Making these areas level 85 would likely encourage people to explore different areas of the game and possibly even tailor new physical and fire builds around them.
7. Uber Portals (The End Game)
You have to hunt down three key sets pop these portals take the organs and fight all the bosses at once at the end of them. Most people assumed that the monsters in this area were already level 85 but they're not. Additionally, at the end of these areas, you fight a level 110 boss and sometimes at the beginning of these levels you do, but players rarely ever farm the other monsters contained in these areas, back in the early days of their existence Mephisto's minions were actually higher than level 85, but they were quickly nerfed of all their experience bonuses when people just used them to G uber or G level all the way up to level 95 just by going AFK for six hours. That situation was a little different because meth would just keep spawning monsters for you but the ones contained in the non-Tristram uber portals, these areas should be at least level 85.
If we're going with four-month ladder seasons, this is a spicy way for players to level and farm amazing gear. Imagine if the lesser monsters in these areas were say level 90, this adds a natural progression to the game that goes beyond doing Chaos and Baal runs after a certain point. This type of diversity could be key not only for reaching level 99 the fastest but also for building characters that can effectively destroy groups of monsters along with efficiently being able to take down single target monsters and honestly that's what an endgame character should be look like. So having areas like this have insane monster levels and difficulty along with even having more diverse more active areas such as the tombs would be an amazing change.
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