We just got the Diablo 2 Resurrected ptr 2.5 patch notes and apparently, it's already live. Terror Zones are now live. We're excited to see this Diablo 2 2.5 ptr will be debuting Terrior Zones, an experimental feature, and introducing a variety of bug fixes. So what are D2R Patch 2.5 Terrior Zones? In this Diablo 2 Resurrected Ladder Patch 2.5 Terrior Zones guide, we talk about everything you need to know about playing it.
D2R Patch 2.5 Terror Areas Guide - Rewards, Tips & How To Play It In Diablo 2 Resurrected PTR 2.5 Update
D2R ptr 2.5 goes live on August 25th at 10 a.m pacific time. Terror Zones are an opt-in feature that will provide additional variation to which regions you may farm for treasure and experience. There are going to be a lot of areas that we to know how to farm, that previously weren’t farm in a lot of different ways. Some of these are your normal 85 areas that already see a lot of traffic. How often have you farmed the cave? What are the densities of immunities in these areas? Then use basic math to understand what’s the average monsters that can be broken either way than infinity or lower resistance than the typical end-game gear you would have. Here we capture all new areas that can be terrorized and wrote down all of the naturally occurring immunities in those areas to figure out what’s the meta of magic find farming going to look like.
What Are D2R Patch 2.5 Terrior Zones?
The trip to level 99 is a renowned event for gamers and quite the milestone if reached a rite of passage even. They aim to give an alternative to continuously farming Baal, Diablo or Nihlathak. They also want the road to level 99 to be accessible to a bigger community of gamers, full of variation, and most importantly tough this is where Terrior Zones come in. As we get into the intricacies, please remember that players may choose to opt out of Terrior Zones if desired.
When playing a Terrior Zone enabled game, every hour the forces of the Burning Hells will concentrate their demonic strength on select zones, terrorizing them. These enemies in these zones will be at least two levels higher than your current level or their initial level up to a maximum per difficulty.
D2R 2.5 PTR Terrior Zones Rewards
The experience obtained and the treasure dropped by killing a terrifying creature will be dependent on this new level. In addition, scared beasts will also provide bonus experience points. It's going to enable users to farm various zones every hour to mix things.
Level Details For Each Monster Type Per Difficulty
Normal
Base: +2 levels up to level 45
Champion: +4 levels up to level 47
Unique: +5 levels up to level 48
Nightmare
Base: +2 levels up to level 71
Champion: +4 levels up to level 73
Unique: +5 levels up to level 74
Hell
Base: +2 levels up to level 96
Champion: +4 levels up to level 98
Unique: +5 levels up to level 99
If the host departs, the game's designer provides the player's base level to be utilized in the aforementioned computations. The catcher position will be given to a new player. Once you join a game that supports Terrior Zones, a message will appear in the chat box updating you on the current terror zones. You will be notified through the game's in-game chat system when the time has come for a new Terror Zone. Multiple signs will alert you that you are approaching a terrorized zone.
-Unique iconography next to the terrorized monster's name
-On-screen text and messaging
-Special audio queue
-An in-game text on the auto map
D2R 2.5 PTR Possible Terrorized Zones
Act 1
Blood Moor and Den of Evil
Cold Plains and the Cave
Burial Grounds, The Crypt, and the Mausoleum
Dark Wood
Black Marsh
The Forgotten Tower
Haul
Cathedral and Catacombs
Tristram
Moo Moo Farm
Act 2
Sewers
Rocky Waste and Stony Tomb
Dry Hills and Halls of the Dead
Far Oasis and Maggot Lair
Lost City, Valley of Snakes, and Claw Viper Temple
Harem and Palace Cellar
Arcane Sanctuary
Tal Rasha’s Tombs
Act 3
Spider Forest and Spider Cavern
Flayer Jungle and Flayer Dungeon
Lower Kurast
Kurast Bazaar, Ruined Temple, and Disused Fane
Kurast Sewers
Travincal
Durance of Hate
Act 4
Outer Steppes and Plains of Despair
Rivers of Flame
Chaos Sanctuary
Act 5
Bloody Foothills
Frigid Highlands
Glacial Trail
Crystalline Passage and Frozen River
Arreat Plateau
Nihlathak’s Temple, Halls of Anguish, Halls of Pain, and Halls of Vaught
Ancient’s Way and Icy Cellar
Worldstone Keep, Throne of Destruction, and Worldstone Chamber
D2R Patch 2.5 PTR Terror Areas Immunities
The new area will become terrorized, effectively making them better than area 85 from magic finding. 69 areas will be fire immunes, 68 areas are going to be cold immunes, 68 areas are going to be light immunes, 57 are going to be poison immunes, 25 are going to be physical immunes and 20 are going to be magic immunes. 38 of these D2R Ladder 2.5 Terror Areas do contain super uniques as well. Super uniques are also going to get the level bump from the Terror Zones. So if you are looking to farm these areas, you will kill these monsters since they always drop 2 Diablo 2 Resurected items for you.
Tips For Every D2R Ladder 2.5 Terror Zones
A lot of the monsters are going to be fire immunes and they won’t be broken in the game. A much smaller percentage of all the areas have a completely unbreakable fire than just the wrong number itself.
Cold is the hardest to break immunity other than magic which just literally can not be broken. So the majority of areas that have cold immunes can not be broken. So anybody who is looking to farm a wide expense of the Terror Zones on a cold build would want to be a duel or a hybrid spec build. Either being something like a meteor frozen orb or an ice fire bowzon. So that you have access to another damage source.
Lightning immunity is the easiest to break immunity in the majority of cases. Most Monsters are only 100% resistance to lightning or only very slightly above 100% resistant. So the conviction orb from infinity breaks the vast lightning immunes. Only 20% of areas out of the total 87% that can be terrorized are going to have hard, unbreakable lightning immunities for any builds. So the lightning nova sorceress, the lightning fury javazon, or a lightning trapsin. Lightning actually has a very good showing here for builds that can be single elements and succeed in farming situations.
Poison is even easier to take in the majority of these places. Not only are there not many poison immunes in the game, only 5.7%, so 65% of the zones will have poison immunes. Poison is easier to break in most circumstances outside of lightning. You are really going to be running straight impossible to break poison monsters and above 5 to 6 zones. On top of that, most poison builds also have access to the second damage type. So in the case of the necromancer, you have access to fire and physical from corpse explosion. Fury beast druid can also run fury to do physical damage and plague javazon can also imply lightning fury or charge strike to be able to bring lightning damage to their build.
There are a ton of hard physical immunes in Diablo 2 Resurrected that are incredibly easy to break. Most physical damage dealing builds are going to run with Reaper's Toll on the mercenary or have access to fire damage on their base kit. So you are going to run a total of 3 zones when you have unbreakable physical immunes. And those in the cases stuff like moon lords especially in act 5.
Magic immunes are the least amount of magic immunes in Diablo 2 Resurrected. But there’s also no way of reducing magic resistances. You can not break these immunities, but they are the least represented immunity in the game.
Overall, this is a buff to any build that can be hybrid. So anybody that is able to carry both either a strong primary cold damage type and a secondary strong damage type or lightning physical or fire lightning. Or if you want to be a primary damage dealer a solo damage type, the strongest ones by far are going to be physical immunes, magic immunes, poison immunes, and lightning immunes where you are able to farm in the most areas possible and efficiently.
Diablo 2 Resurrected Patch 2.5 update gives you the incentive to do different areas, that's really neat. It's going to make the ladder climb much more interesting because people aren't going to be focused on farming one specific boss over and over.
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