Maladomini
From HGWiki
Maladomini is the seventh layer of the Hells and requires The Workshop tag to enter.
Dotted with abandoned cities, the blood-black sky of Maladomini is pierced by towers as straight as an arrow in the current city under construction called Malagard, home to the Lord of the Seventh, Baalzebul. A beautiful city of perfectly straight boulevards and delicate but fearsome fountains, no one doubts that it too, like so many before it, will be abandoned in dissatisfaction as Baalzebul strives for hellish perfection in all things.
~ from Volo's Guide to Baator, Abridged, 3rd Edition.Contents |
Party Needs
Maladomini can be a difficult run without a bard, druid, and mage. Rakshasas are abundant on the first map. Pit Fiends and Malebranches are even more numerous throughout the run. The water on Map two inflicts Amnesia. A cleric helps with the Infernal Machines. A full sized party is recommended. Malad has been affectionately named "PF City" for the sheer number of Pit Fiends that appear throughout the run.
General Guide
Layer | AB | AC | E:Imm | P:Imm | Sk | Sv | DC |
---|---|---|---|---|---|---|---|
1 | 2 | 1 | 3% | 5% | 2 | 1 | 1 |
2 | 2 | 3 | 6% | 10% | 4 | 2 | 1 |
3 | 3 | 4 | 9% | 15% | 6 | 2 | 1 |
4 | 4 | 6 | 12% | 20% | 8 | 2 | 2 |
5 | 4 | 7 | 15% | 25% | 10 | 3 | 2 |
6 | 5 | 9 | 18% | 30% | 12 | 3 | 2 |
7 | 6 | 10 | 21% | 35% | 14 | 4 | 3 |
8 | 6 | 12 | 24% | 40% | 16 | 4 | 3 |
9 | 7 | 13 | 27% | 45% | 18 | 5 | 3 |
10 | 8 | 15 | 30% | 50% | 20 | 5 | 4 |
11 | 8 | 16 | 33% | 55% | 22 | 6 | 4 |
12 | 9 | 18 | 36% | 60% | 24 | 6 | 4 |
13 | 10 | 19 | 39% | 65% | 26 | 7 | 5 |
Acid, Electrical, Magical and Divine are the most common damage types on this layer due to kickback from the Pit Fiends and Malebranches, as well as Fire and Positive for the Infernal Machines that also spawn throughout the run.
First map Ruined City
Outside area with a winding path to the end of the zone, walls and rubble can provide so cover from behind which you can launch your assaults. At the end of the map you will find you are unable to transit as two Barbazu will have spawned near the start of the map, send somebody back to eliminate them to enable passage. Rakshasa, Hamatula, Imps, Barbazu, Spinagon, Narzugon, Infernal Machines, Soul Shells, Osyluth, Pit Fiends and Malebranches are the set spawns on this map. Some of the set spawns here can be avoided if you are not too greedy about popping all loot spots.
Second Map Malagard
Open outside area to enable passage to the Keep you will need to simulataneously flip the two levers in the rooms at the side of the map which will then allow you to flip the two levers near the door. The loot spot in the room on the left side of the map can spawn the extremely useful Grapes of Plenty along with some other less sought after set items. Cornugon, Hamatula, Imps, Barbazu, Spinagon, Infernal Machines, Soul Shells, Osyluth, Amnizu, Erinyes, Pit Fiends, and Malebranches are the set spawns on this map. Watch out for the Amnizu and the Styx water if you don't have immunity to amnesia.
Third Map Baalzebul's Keep
Inside area, watch out for random spawns in the corridors as they are very narrow and sometimes enemies may surround the party making movement and attacking specific enemies tricky. Imps, Hamatula, Barbazu, Spinagon, Cornugon, Infernal Machines, Soul Shells, Erinyes, Baatorian Green Steel Golems, Osyluth, Malephants, Pit Fiends and Malebranches are the set spawns on this map.
Boss Strategy Spoiler Warning! |
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Baazebul is a giant slug. He casts his own Creeping Doom and will change any player-cast Creeping Doom into his own, it can be gusted but will be recast frequently if it is. He also inflicts physical damage and drains nearby players' life to heal himself, negative energy protection blocks this effect. He also has an AoE blind aura that is not suppressible. Electrical is an extremely effective damage type against him. You can enter the room without spawning anything if you stick to the end wall nearest the entrance, get the whole party in and set up any desired AoE spells before moving towards the middle of the room and spawning, remember Infernal Machines will be present in the spawn so immute will be required if you do not wish to get hammered with kickback damage if you do set up AoE damage spells/effects. |
Player Tips
If you have Demigods in your party watch out for Paragon Spinagons (Spinarchs) as they can knockdown from a stupidly long range, use Disintegrate or Heartbane to remove without having to run towards them possibly spawning more creatures, Called Shot (Zen) Rangers can also be extremely useful for removing these annoying mobs. Paragons are immune to Implosion although not Heartbane.