A study of Campfire - by KoPeace(sob) the Fire Walker
Fire Walker - killing Diablo with Firewalls alone with no Mana Shield, and, you must keep on moving. That means you have to keep walking in the FWs if you want to keep Diablo in the FWs as well. Oh ya, one more thing - you have to restart in town immediately if you die ;p
This article is dedicated to every Ironman who have died from their partners Firewalls ;) Make your partner read it ;p
Well, Its not like we have a choice of what spells we get or what spell level we would like to have in an Ironman game, however, Firewall in one form or another is not too rare. Firewall is the most powerful offensive spell in an Ironman game because of its massive destructive power, especially when damage vs mana cost is concerned. Lets start with some basic info which will give you an idea of what you can expect from your Firewall.
- Magic needed to learn Slvl 1= 27, Slvl 2=32, Slvl 3=38
- Duration: 8 + 8 x Slvl seconds - Slvl 1 Firewall will last 16 seconds and 8 seconds more for each Slvl.
Note: There is a difference between Slvl 0 and Slvl1 Firewall. Firewall cast from staff or scrolls when you dont know the spell is counted as Slvl 0, which means it will only last 8 seconds.
- Number of flames:
12 per cast and uses up 12 sprites (this number will have some significance
- The flame will try to hit once every 0.05 seconds for a total of 160 + 160 x Slvl times - meaning 20 times per second for the duration.
to note that Firewall damage is not directly controlled by Slvl but Clvl.
So, even if your Slvl stays the same your Firewall will do more damage
per hit as you gain Clvl. If the monsters can be convinced to stay in
the Firewall, they accumulate damage for the duration of the Firewall,
which is calculated by Slvl.
Also note that the
listed damage in your spell book is not the same as the real damage your
Firewall can do.
Example: Avg of rnd is 5.5 @ Clvl 6 * 20 times/second. (5.5+5.5+6+2)/8 = 47.5/secMore Examples
The good news is Firewall
does a lot more damage than its listed on your spell book
If you have problem imagining a perpendicular line from you to where you want to cast the Firewall, or because its too dark to see clearly, try to stay close to a wall and run you cursor along the wall.
Tip: After the area is established and set as the killing zone, drop
a potion or 1 gold piece on the ground where you would aim to cast. Now
all you have to do is aim at the potion or gold piece, cant get
easier than that. :) This tip works great especially in the Caves when
the team is set behind a fence. The tricky part about fences is that the
fence posts are too narrow to take up a whole tile making it hard to judge
accurately if you are pointing at the tile that is part of the fence or
not. Or, you maybe standing too far behind so its too dark to see
clearly. A split second delay in making a decision can often result in
total disaster when you are in the caves, so just hop over the fence and
place a lousy gold piece there.
- Light My Fire
Actually, both ways of targeting are correct. You just have to know which one to use, and when. You see, Diablo is full of wonderful little bugs. This particular bug that killed many an Ironman has something to do with directions, more precisely, which side of the door the caster is on.
pic suggests casting on the step and it would work every time IF you are
facing West (and South).
The second pic suggests casting just inside the step IF you are facing North (and East). If you were to cast on the step when facing North and East, the Firewall will be laid on your side of the room and B-B-Q your partners guarding the door. Trust me on this one ;p You can still cast a Firewall inside the other room (by targeting the step) when you are facing North and East, if you stand right up against the door. Since you cant cast Firewall on yourself, it will be forced to go over the wall.
So why not just cast inside the room all the time? This take us back to the Basic Casting Instructions at the beginning - Most likely, there are monsters right at the door that will misguide your targeting. Ironman cannot afford to waste resources if they can help it. So how do you avoid casting diagonals when you have to point inside the room and highlite a monster? We will come back to this later in the Margin for Errors section. Lets look at some ways to use Firewall for now.
It is very inefficient to cast Firewalls hoping the monsters will walk through them to get to you. They will only get hit once or twice and sometimes not at all. The idea is to cast Firewalls just in front of the warrior (or whoever the shield happens to be at that time. Yourself if solo), the monsters will line up to take in the full damaging effect - 20 times a second for the duration of the spell. Have Heal Other readied after the FW is set, look after your Shield and make sure hes in good health.
Casting into a room with door is one of the most frequently used techniques. One method is to have the Shield open and plug the door while the mage cast a Firewall on the first row of tiles inside the room. This is a good formation to use when you expect range attackers, and especially when mage has no Mana Shield. Another variation, the mage shotgun with warrior and rogue on each side of the door, is to have the mage open the door, and close the door after the cast if necessary. This method works great when the monsters are too tough for the warrior to handle, as well as facing off with Black Deaths. The Mage-Shotgun also has the advantage of plugging the door so no liquid monsters can sneak pass the door and create chaos.When approaching a room with an open arch - Warrior peek around the corner, hugging the outside wall (Cat walk), making sure its safe for the mage to advance just around the corner to cast a Firewall. This time the FW cuts into the room with the warrior standing by the column to hold off the horde. After the first wave of monsters, the warrior will then go up and down along the Firewall inviting more monsters to the roast.
Laz Chamber need not be feared if you know where the monsters are. The pic shows where everyone is when undisturbed. Note that there are always 4 doormen in Lazs chamber and the first one on the right is on the first row immediately inside the chamber, second one on the right is on the third row. The first one on the left is on the second row, and the second one on the left is on the fourth row.
You can approach the chamber opening from as far South as the layout allows, then stop at 3 tiles away without activating anyone. Now, just lay four rows of Firewalls inside the room where the Advocates are. Listen for the sound of Advocates roasting and dying, recast if necessary. Although I would not recommend it (there are better ways to activate them one at a time), you can also fry and activate the 2 unique witches while the Advocs are roasting. Still standing at the same spot, you can see the top of the cool design (four pointed star) on the extremely top left-hand corner of your screen. Casting a Firewall there will activate both witches.
The preferred spot to kill Diablo is at one of the corner of the two-lever room. That corner spot offers many advantages, 3 of them being: (1) Its easier to control where Diablo will stand. (2) Player(s) dont get knocked back and therefore keeps Diablo in the fire. (3) Mage (and the rogue) standing around the corner will not be attacked by Diablos Apoc. When the warrior and Diablo is set at the corner, the mage can cast the Firewalls on big ugly and still out of his line of sight and attacks. The mage and rogue can now move into the sniper position to give the warrior a hand.
Another big advantage of using the corner is that you can stack more Firewalls than the normal sprite limit would allow. Normally, this translate to 10 Firewalls to be cast (12 flames x 10 = 120, close enough). But not every Firewall uses up 12 flames/spirit, when casting around the corner it will only allow 9 flames for each Firewall so you can stack almost 14 Firewalls. And. if the party feel confident enough to have the mage standing next to the warrior at the corner, the flame count per Firewall would go down to 7 letting you stack the Firewalls 18 deep - thats virtually doubling the damage or half the time needed to kill when comparing to a full spread Firewall. This may sound obvious but for the sake of those who doesnt know already - stacking Firewalls (placing FWs on the same spot) multiplies the damage done by the amount of Firewalls stacked.
Bonus Tips -
Margin for Errors
So, unless you cast
exactly in any of the 8 directions, the game would have to decide for
you which of the 8 directions to lay the Firewall. Take a close look at
the picture - Note that the potions are laid out in eight distinct directions
radiated from the caster. What this shows, graphically, is the margin
for errors - how the game decides which direction your Firewall should
face. In other words, if your cursor is within the piles of red potions,
your Firewall will be cast diagonally. Likewise, if you place the cursor
within the piles of blue or yellow potions, youll have a straight
The faint blue lines eastward are there to help demonstrate an interesting point. The diagonal patterns in which the margins (potions) expand outward from the caster are not the same as the straight patterns. The diagonals take on a saw-tooth pattern while the straights take on a step like pattern. This behavior requires you to be quite accurate when you want to cast a straight Firewall at close range - there is no margin for error, relatively speaking.
Which takes us back to So how do you avoid casting diagonals when you have to target inside the room (or anywhere for that matter) and highlite a monster?
Simple, stand as far back from the door as possible and have your partner open the door. The further you are from the target, the greater the margin for errors youll have. And, you can even stand off to the side if the situation requires. You are probably thinking no way I can cast a Firewall into that room, and a straight one at that - I was clearly standing at a 45 degree angle from the door! Well, this only works when you are casting over a wall. Which in turn takes us to another point of interest - Line of Sight (LoS), and possibly another program bug.
The second picture with the caster standing to the left of the same room does not have LoS. Apparently, you need to see at least a full tile(?) before its considered LoS.
= From the caster to the door to the cursor.
Adjustment differs slightly from room to room. It may works to your advantage when you just want a Firewall up against the wall, because you can be off by 2-3 tiles further inward. Generally, youll need to place your cursor 2 rows further than the row you want the Firewall to be on, if you are 2 tiles off to the side, and 3 rows further if 3 tiles off to the side etc. Also note that the center of the first Firewall is shifted to the left, and more so on the second Firewall.
try this in an Ironman game without practice.
Firewall bug explained
The map as we now know is tilted 45 degrees clockwise and the game uses this system. In other words, walking up/downward on the screen is walking diagonally.
shows walking up/down is walking diagonally according to the game. To
prove this, I will also clear up one common misunderstanding when people
claim if you walk diagonally across a Firewall you don't get hurt. This
is only true in one condition, also the answer to the pop quiz. Pretend
the yellow colored tiles is a Firewall. The warrior in the picture will
get hit if he walks downward. But wait, since the game treats SW to NE
as diagonal that would mean... If the warrior's original location was
Theres yet another game bug that will allow one to walk across the Firewall without getting hurt. Player walking left to right and vice versa, from 0,4 to 4,0 for example, are immune to attacks and not just Firewall either. Indeed, one can walk across a roomful of Firewall without a hit ;)