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Diablo 2 Resurrected Nightmare Best Runewords to Use & How to Get Them
11/24/2021 2:59:25 PM

In Nightmare difficulty in Diablo 2 Resurrected, what specific runes and runewords you should be trying to make to progress to Hell and make your play easier? Here are some Diablo 2 Resurrected best Nightmare Runewords to use and how to get them.  


Diablo 2 Resurrected Nightmare Best Runewords to Use & How to Get Them

Teleport Staff

The first thing that Dbrunski125 suggests you do if you're playing any character besides Sorceress is to go back to Act 3 Normal and shop for a magic staff from Ormus that has teleport charges, you're going to equip this on the offhand and use it to get out of hairy situations or to jump walls and gaps where it makes sense to do so, you're not going to be teleporting constantly because these charges are very expensive to repair again, it's just if you get stuck surrounded by monsters or if you want to jump like a moat or a wall or something wherever it makes sense to do so, to save a little bit of time you're gonna switch to your offhand and use those teleport charges, it just makes life a hell of a lot easier as you're in the nightmare and into hell difficulty. 


1. Lore

Now that you have a Teleport Staff on the offhand, you can farm Nightmare Countess, try to collect runes specifically, you want to make the D2R runeword Lore, the rune word 'OrtSol' for helms, it’s going to give you +1 to all skill levels, +30% lightning resist and a bunch of energy, the energy or mana is going to make you play through a little bit easier. To make the Lore runeword, you need to obtain an Ort + Sol Rune, both of them can drop from Nightmare Countess. 

Lore

9-Ort12-Sol
+1 To All Skill Levels
+10 To Energy
+2 To Mana After Each Kill
Lightning Resist +30%
Damage Reduced By 7
+2 To Light Radius


2. Insight

In addition to making Lore, the second Sol Rune from the Nightmare Countess is Insight, which requires level 27 and a 4 Socket Polearms/Staves. You will need to socket Ral + Tir + Tal + Sol Runes to make it. The combination of these two runewords, the helmet Lore, and the rumored Insight on a mercenary is going to add significant mana, recovery extra damage, and it's going to increase your overall mana pool, which will make life way easier for any caster character. Equip that on an Act two mercenary to get the Meditation. These runes are very easy to collect of the Nightmare Countess.

Insight

8-Ral12-Sol7-Tal3-Tir
Level 12-17 Meditation Aura When Equipped (varies)
+35% Faster Cast Rate
+200-260% Enhanced Damage (varies)
+9 To Minimum Damage
180-250% Bonus to Attack Rating (varies)
Adds 5-30 Fire Damage
+75 Poison Damage Over 5 Seconds
+1-6 To Critical Strike (varies)
+5 To All Attributes
+2 To Mana After Each Kill
23% Better Chance of Getting Magic Items


3. Rhyme

Lore and Insight are really going to benefit caster characters, but what if you want to take on the painful process of trying to make it through nightmare and hell with a melee character, or if you want to do with the Necromancer, you're playing as a Zealer or Whirlwind Barbarian cannot be frozen, it's going to be a very important runeword for you to try and acquire. Fortunately, you can get this off of the Nightmare Countess, you're going to want to farm a shield rune and you're going to want to roll the runeword Rhyme and a two open socket shield, you will need to obtain a Shael + Eth Rune to make the Rhyme runeword. This is a very powerful runeword for characters that really benefit from cannot be frozen, something really important to note about cannot be frozen for people that are very new to the game, it does not help caster characters at all, it's only if you're trying to attack melee FCR or your faster cast rate, which is used to cast spells like Blizzard or Fireball that is not affected by cannot be frozen, but the Rhyme is a fantastic runeword for melee builds and the Javazon in particular.

Rhyme

5-Eth13-Shael
20% Increased Chance of Blocking
40% Faster Block Rate
All Resistances +25
Regenerate Mana 15%
Cannot Be Frozen
50% Extra Gold From Monsters
25% Better Chance Of Getting Magic Items


4. White

The next runeword of the Nightmare Countess is the White, this is fantastic for Necromancer, and it's actually the best runeword for playing through Nightmare to Hell difficulty, but it's also the very best runeword for max damage and end game content. White Runeword requires level 35 and a 2 Socket Wand, you will need to obtain a Dol + Io Rune to make it. Rolling the runeword is very easy, you can get the Shael rune from Nightmare Countess, you're gonna farm cube up to make that Dol rune in the isle rune, and then you're gonna shop for the base, you're gonna get a two open socket wand from Act two Dragon, this is the only one that can actually roll two open sockets, so it'll save you a little bit of time as you're kind of sifting through the inventory, just specifically look for bone wands and just cycle his inventory over and over again, and eventually you will get a two open socket, drop the Dol and Io rune in, and then there you have your top tier runeword in nightmare difficulty.

White

14-Dol16-Io
Hit Causes Monster To Flee 25%
+10 To Vitality
+3 To Poison And Bone Skills (Necromancer Only)
+3 To Bone Armor (Necromancer Only)
+2 To Bone Spear (Necromancer Only)
+4 To Skeleton Mastery (Necromancer Only)
Magic Damage Reduced By 4
20% Faster Cast Rate
+13 To Mana


5. Smoke

The final runeword is Smoke, this is a fantastic runeword for those that are very new to the game and really want to help boost their resistances a little bit as they transition from the nightmare into hell difficulty, because you have a minus 100 res penalty as soon as you make that transition, and for Nef + Lum Rune, you get a large amount of Faster Hit Recovery for a relatively cheap to make runeword, highly recommend for those that kind of want a little bit extra buffer power transitioning into the hell that you take the time to either farm a Lum specifically off Nightmare Countess.

Smoke

17-Lum4-Nef
+75% Enhanced Defense
+280 Defense Vs. Missile
All Resistances +50
20% Faster Hit Recovery
Level 6 Weaken (18 Charges)
+10 To Energy
-1 To Light Radius


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