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Tavern brawler monk, throwbarb, storm sorcerer, and pure fighter.
You don't need support when you go ooga booga.
But throwbarb is a godspend. You have an insane DPS output while outside of Myrkul's aura, meaning you can regen.
Otherwise, I recommend keeping your burst for Myrkul and not bother with necromites. You can CC them with that druid spell that makes terrain harder to traverse (quarter movement speed iirc), but otherwise, just go sicko mode.
But also anything that can outlast him works. Just stand in the spot where his anti-heal aura doesn't reach and chug until he stops healing from necromites.
Myrkul had about 225 hit points at the end, a few Smite crits might have made the difference.
I clearly made a mistake in putting too much focus on the Necromites but to ignore them entirely will overwhelm the party, eventually. I believe the last time I did it on HM I only had Us and Shadowheart on Necromite duty (unless they spawned on the left platform, where I had my ranged).
I think I also had Gale in the party, who added MM damage to the boss. That probably made the difference (along with Hunger of Hadar x20 rounds). Maybe I should do a Gale origin HM run, with godhood as my reward.
I refuse to resort to barrelmancy but chucking in a couple smokepowder bombs couldn't have hurt. Didn't do that, despite having some in storage :/
Then, without barrelmancy, which is the cheesiest but "mostly used" way to kill it, you have to have the characters far and apart before myrkul shows up, and know that it is resistant to necrotic and cold damage, and immune to poison. So while some types of attacks are "useful", they are also wasteful.
The only damage type you can always count on is force, because apparently no one is immune or resistant to it.
If you have clerics and/or paladins, or the items that help on it, get the bonus radiant damage, and avoid using characters which need to be close to it, so you dont waste time with much healing. Being at the places you can "attack and hide" also help in avoiding the pull to get you fked up.
Use Fog Cloud or Darkness on him and have someone go in and melee him where he then won't use his giant blackhole spell and instead try and smack you (can be dangerous). Chill Touch Cantrip can negate his healing. Otherwise you kinda have to focus down his adds that can heal him. Only 2 ways for them to get near him at least - environmental slows + a melee character near the ladders can help.
Definitely a hard boss until I figured out the trick with Fog Cloud and having my TAV Half Orc Crit character take his hits.
2) Abjuration Wizard
3) Thrown Weapon Fighter
4) Moon Druid
There, it's now impossible to lose.
How long does that take?
Tavern Brawler doesn't work with Shapeshifting in Honour Mode I believe.
I'm not sure if you can get to 10 in Act 2 end, maybe 9ish. Could be wrong. Earth Myrmidon is 10.