In Diablo 2 Resurrected Patch 2.5, perhaps the biggest change we saw was that Blizzard introduced Terror Zones and Sunder Charms, which not only allowed players to get new D2 Resurrected Items and high-level areas for farming, but also made it easier for players to reach level 99. In this Diablo 2 Resurrected guide, we will introduce you to the new items and areas changes in D2R 2.5.
Players can farm new D2R items Sunder Charms from D2R patch 2.5 Terror Zones. Before that, let's take a look at the pros and cons of both Terror Zones and Sunder Charms.
D2R 2.5 Terror Zones
As we said at the beginning of the article, Terror Zones added in D2R 2.5 has changed the 99 leveling meta so that players don't have to farm the same zone over and over again, which is something to be happy about. It can be said that the addition of Terror Zones can not only provide more options for top meta builds but also provide more options for different zones with different resistances. Additionally, players have the opportunity to visit new high-level areas, and in the latest update for Diablo 2 Resurrected 2.5 PTR, the developers added the hugely popular The Pit and City of the Dammed. So, Terror Zones in D2R 2.5 give players more incentive to go to weird areas and more farming methods, which is a beneficial aspect of the 2.5 patch changes.
So what are the downsides of terror zones? In D2R 2.5 Terror Zones, the initial mob density has not changed, aside from the mob density change, these zones should be more challenging. Plus, with the addition of these new Grand Sunder Charms in the game, more builds will clear the terror zone faster. Also, an important issue is that there are also no visual indicators in these areas, so for those new players joining the game or if they happen to walk into one of these areas, there is nothing that pops out, there is no change in intensity, atmosphere, or anything, so players will find it a little boring to clean these areas.
Latest D2R Patch 2.5 Terror Zones List:
Blood Moor and Den of Evil
Cold Plains and The Cave
Burial Grounds, The Crypt, and the Mausoleum
Dark Wood
The Forgotten Tower
Jail
Cathedral and Catacombs
The Pit
Tristram
Moo Moo Farm
Sewers
Rocky Waste and Stony Tomb
Dry Hills and Halls of the Dead
Far Oasis
Lost City, Valley of Snakes, and Claw Viper Temple
Arcane Sanctuary
Tal Rasha's Tombs
Spider Forest and Spider Cavern
Flayer Jungle and Flayer Dungeon
Kurast Bazaar, Ruined Temple, and Disused Fane
Kurast Sewers
Travincal
Durance of Hate
Outer Steppes and Plains of Despair
River of Flame / City of the Dammed
Chaos Sanctuary
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 Sunder Charms
Another major change in Diablo 2 Resurrected patch 2.5 is the addition of six new Sunder grand charms, this change brings a lot of benefits to the game. It allows some off-meta builds to be amazing in the game, encourages a higher build diversity, and also reduces reliance on Infinity and low resistance. There are actually very limited ways for players to reduce immunities and resistances for some mobs, so if they use a charm as a way to break immunities, it severely limits the builds. So, You probably have an Infinity for almost everything because elemental has the most variety in mixing and matching different off-meta builds, usually elemental builds have to the d2r runeword Infinity, but with those charms, it allows players to go looking for possible others.
However, the rarity of these Sunder charms is currently unknown, and they only drop on Champion, Unique, Super Unique, or Boss difficulty in Terrorized monsters, so they are even more limited. One of the downsides of Sunder charms is that it is currently not suitable for Summons, Traps, and Hydras. On Trapsin, if your Griffon has extra lightning damage, it doesn't actually have anything to do with your traps, as they are their own entity and don't add damage to them. So there's far less incentive to go for Trapsin or Hydras, which is bad for those builds that widen the gap between physical builds and elemental builds, so elemental builds always perform better than physical builds. As for charms themselves, the physical damage has been increased by 25, which is a bit too much for the magic charm and needs to be adjusted a little, but there are actually very few resources in the build pool based on magic damage that can be used.
D2R 2.5 Sunder Grand Charms List
The Bone Break
The Black Cleft
The Crack of the Heavens
The Cold Rupture
The Flame Rift
The Rotting Fissure
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