Starting my first HC character... tips?

sequoia

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Starting my first HC character... tips?

I haven't played a real single player character in well over 2 years, and I've NEVER tried HC EVER.

Any tips to look out for? If I make it past normal I'll make a nice little story for you all to read, with pretty screenshots

My plan is to make a strafer (never made one before so its two birds with one stone here)
 
Re: Starting my first HC character... tips?

Danny's journey

I don't know if that helps, but that is my HC untwinked Singer barbarian's progress thread. He was my first HC character after many years in SC, so you might notice some help there. [/advertise]

But for tips, be wise. Don't rush into monster packs if you are even a little bit unsure and make sure you drink those rejus, when needed. You don't want to end up dead, because you didn't drink a bottle right?

And the usual ones, don't play while drunk, tired or distracted any ways. Usually it doesn't end very well.

Happy HC'ing :wave:
Neksja

edit.
@poops :tongue:
 
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Re: Starting my first HC character... tips?

Don't die.
 
Re: Starting my first HC character... tips?

Don't die.

:laugh: Well, that about sums it up.

Seriously though, I would like to say that survivability is more important than kill speed in hc. Always make sure you pay attention to your resists and life/mana. Don't try to speed through the game because you will end up being too low of a level to maintain that "survivability" aspect. Don't be afraid to stay in norm and nm to mf the gear you need to do hell. NM meph, eldritch and baal can drop most of the items you will need. Take a look at the Mat/Pat/Guardian sticky to get an idea of how others made guardian. I dont think that it will be easy with a pure bowzon because they kind of require a good bow to be effective. Hybrid zons like strafe/LF or LF/FA are a little easier to play untwinked in my opinion.

Good luck and welcome to HC! :wave:

Oh ya, are you planning on playing vanilla or with mods, and what version are you gonna play?



 
Re: Starting my first HC character... tips?

I've decided to use RWM/RRM, but I don't think they will have any impact on my play whatsoever.

My girl is in the dark wood and so far no real scares... blood raven was long but i was never in urgent danger.

I'm definitely playing it players 8 as long as I can, but I am so pitifully weak with my bow that I may have to tone it down.

I may consider a hybrid if the need poses itself, but I was hoping for more of a challenge - otherwise I would have made myself a fishy!
 
Re: Starting my first HC character... tips?

Go for the damage, a good offence :) Also, if you've never done an untwinked HC, there is no dishonour in leaving a challenge for a later date.
 
Re: Starting my first HC character... tips?

Oh, one more thing - because i've never actually played a difficult char untwinked...

what kind of runewords should I be looking for? I also read tales of saving up runes for obscure runewords (to me) like strength, malice, etc...

what kind of armors/weapons should I be on the look out for?
 
Re: Starting my first HC character... tips?

Oh, one more thing - because i've never actually played a difficult char untwinked...

what kind of runewords should I be looking for? I also read tales of saving up runes for obscure runewords (to me) like strength, malice, etc...

what kind of armors/weapons should I be on the look out for?

Depends what character / build you are doing. Because each runeword suites the needs for different characters and builds.

So unless you provide us with information regarding your character, we cant really help.



 
Re: Starting my first HC character... tips?

It's in the first post :)

It'll be a strafer. Probably an act 2 merc.
 
Re: Starting my first HC character... tips?

It's in the first post :)

It'll be a strafer. Probably an act 2 merc.

Ah lol silly me for not reading the whole thing :P.

Well you will want to go for the cheap and easy to make runewords like the stealth runeword. Which is probably better suited for a caster but for its low rune cost, it is very good.

If you manage to get a Sol you could try a Lore runeword for the extra 1+ skills and other nice mods.

And dont forget for a bow, try Zypher. Great runeword for a bow that works nicely during most stages of normal.



 
Re: Starting my first HC character... tips?

I use Stealth on pretty much all my low level characters. It's a fantastic armour in the early stages considering the runes are available from normal countess onwards.

Malice is a nice RW for an Act 2 merc I find, but save every diamond you find (don't cube them up either), and when you get the Cube in Act 2 start using the Savage Polearm recipe. You can get some pretty deadly weapons for that stage of the game.
 
Re: Starting my first HC character... tips?

Most of the advice that you need to start has already been given, but here is a word of warning:

I had never played HC before and about two years ago Skunkbelly talked me into giving it a try. I tried. I have not played a single SC character since. The HC challenge is the thing that has allowed me to enjoy DII for so long a period of time.

In addition, I have never twinked a character even though I have saved a gazillion items in ATMA files. I have to admit that I am tempted to use some of those items and get a bunch of HC guardians. :undecided: If nothing else, that would really add to my item collection to have several characters traverse Hell.

Good luck with your HC experience. I bet you will not go back to SC.:fortuneteller:
 
Re: Starting my first HC character... tips?

I am pretty much a n00b compared to most posters here. I have been working on a untwinked, single-pass HC guide and I haven't had the courage to create a thread for it. Here is what I have so far:

A Guide to Untwinked, single-pass HC play, V0.1

A common tournament type is for untwinked, single-pass HC characters. This guide is about getting such characters through Normal with the maximum amount of loot. This is written for the player who hasn't played untwinked, single-pass characters in a while.

Note: I have been playing Diablo II for years and haven't had much success, so I recently starting scouring this board for all the types I could find. This is a compilation of that search and some things I have researched. A lot of this comes from jiansonz's Guide to Untwinked, Single-pass, early game Magic Finding, which I strongly recommend reading. This guide doesn't repeat the why's behind the MF advice. As I don't have the experience that most of the posters here have, I probably have quite a bit wrong, so I beg your indulgence and request your feedback.

Difficult Level
This assumes that the player will play at /p8 with the exception of Act Bosses and the Countess. The Countess should be killed at /p1 to maximize rune drops. Killing Act Bosses at higher than /p3 doesn't provide any better drops (but does provide better experience).

Estimated character level (clvl) when finishing each act:
Act 1: 20
Act 2: 25-28
Act 3: 33-35
Act 4: 36-39
Act 5: 45-50

Attributes
Strength
All of your points go here first until it reaches 36, then that may be it for a long time. If you are planning on equiping a weapon that requires a strength greater than 36, then you will need to increase your strength accordingly. The next point in the game where you need to have a particular Strength number is 63 at the start of Act 5 at approximately level 39.

Dexterity
If you have a melee character, you will want to have 75% chance of blocking. Any character with enough Dex for 75% chance of blocking will have enough Dex to have a 95% chance to hit. How much Dex you need depends heavily on the % Block of the shield that you use.

In Act II, Drognan sells Bone Shields of Deflecting. Assuming that you are level 20 when you arrive at Act II, you should have the following Dex points to have 75% blocking with that shield:
Paladin - 58 Dex, 2.1 dex points per level there after
Amazon/Assassin/Barbarian - 62 Dex, 2.3 points per level there after
Druid/Necromancer/Sorceress - 65 Dex, 2.5 points per level there after

Energy
Depending on your build, you may need some points here. For HC, it is generally better to drink potions and have a large amount of life than spend points on Energy

Vitality
Where you want to put your points. Assuming a Str of 36 and no points in Energy, then your Vitality at level 20 for melee/non-melee characters should be:
[Drat! My calculations for Vitality and hp's are wrong!]

At level 39 at a Strength of 63 and no points in Energy, here is what you Vitality should be for melee/non-melee characters:
[Ditto!]

Trading and Gambling
In Normal, there is a cap for the item level (ilvl) sold in trading sales: 12 in Act 1, 20 in Act 2, 28 in Act 3, 36 in Act 4 and 45 in Act 5. There is no cap for gambling. Ilvl for gambling items is -5 to +4 of your character's level (clvl) and the ilvl of shopping items is up to clvl+5.

Trading is best for picking up items with very particular values, such as a number of sockets or certain +skills. Gambling is best for picking up items not available for trading.

Occasionally, you will need to do a lot of "power shopping" - repeatly popping out of town briefly to restock the NPC's inventories so that you can buy the exact item you want:
When you hit level 6 at Rogue Encampment
3 socket Ring Mail from Charsi
2 socket Helm from Gheed

When you arrive at Lut Gholein
Bone Shield of Deflecting from Drognan
Max MF (25%) for both your gloves and boots from Elzix and Fara

When you arrive at the Kurast Docks
Staffs with Teleportation/Enchantment charges
Wands with Confusion charges

When you arrive at Pandemonium Fortress
??? +1 Class Skill items from Halbu and Jamella
Light Plated Boots of Luck (26-35% MF) from Halbu
Staffs with Blizzard/Frozen Orb/Meteor charges
Wands with Attraction/Lower Resistance/Poison Nova charges

When you arrive at Harrogath
3 socket Artisan´s Great Helm from Larzuk
Greaves of Luck (26-35% MF) from Nihlathak/Anya
+2 Skill Tree items from all vendors

Plan for Trading & Gambling
Code:
Lvl   6 3 socket ring mail available at Charsi's
        2 socket helm available at Gheed's
Lvl   7 Belt available at Charsi's. 3 rows for potions
        Spiked Shield available through gambling. Best shield for a while
        Wands with Dim Vision charges and staffs with Frost Nova charges available
Lvl   9 Morning Star available through gambling. Best melee weapon for a while
Lvl  11 Short spear available through gambling. Best thrown weapon for a while. 40/40
Lvl  12 Gamble for MF gloves and boots (5-15% MF). MF Gloves occur more often
        Staffs with Frost Nova charges from Akara now useable
        Wands with Dim Vision charges from Akara now useable
Lvl  15 Bone Shield available through gambling. Best Normal shield for Str < 75
Lvl  17 Gamble for gloves and boots "of Fortune" (16-25% MF)
        Maul available through gambling. Best damage for Str < 99 2H weapon. 69 Str
        Blade Talons available through gambling. Fastest Normal claw weapon. 50/50
Lvl  20 Circlets available through gambling
        Pike available through gambling. Best damage for Normal Spear/Polearm. 60/45
Lvl ~20 Once at Lut Gholein, buy gloves and boots "of Fortune" from Elzix and Fara
        If you have hired a Act 2 Merc, gamble for a Pike
        If you have a melee character, buy a Bone Shield of Deflecting from Drognan
        Wands with Terror charges available from Drognan
        Keep an eye out for 3s Breast Plates for once you have the cube
Lvl  21 War Hammer available through gambling. Best damage for 1H weapon. 53 Str
Lvl  22 Circlets are practical to acquire through gambling
Lvl  23 Plated belt available through gambling. 4 rows for potions
        Short War Bow available through gambling. Best bow in Normal for 36 Str. 55 Dex
Lvl  25 Throwing Spear available through gambling. Best normal throwing weapon. 65 Dex
Lvl  27 Start gambling for Boots of Luck
Lvl  28 Great Maul available through gambling. Best damage for 2H weapon. 99 Str
Lvl  ?? Once you have 2 circlets of MF and Boots of Luck, gamble for MF amulets

[b]Mercs[/b]
When you get to Act 2, hire an Act 2 merc. The damage increase of a Pike (14-63, 38.5 average) over a bow is huge. If your build/playing style is more appropriate for a rogue, wait until you have some nice gems/jewels and rehire the rogue.

[b]Charged Items[/b]
I have recently started using them. For not a lot of money (relatively), they can fill holes in your character's skill set. Items besides wands and staffs can have charges, but I rarely see them in stores. It is very expensive to recharge items, so I just buy a new wand/staff. Here are the charges I find useful and where I use them:

[u]Act 1[/u]
I find a staff of Frost Nova very useful for the open areas - charge into the center of the group, freeze them, then let your rogue kill the slowed characters. In the Jail/Catacomb areas, a wand of Dim Vision helps with skeleton archer/skeleton mage packs.

[u]Act 2[/u]
Frost Nova/Dim Vision charges will continue to help by slowing/blinding monsters. A wand with Terror charges can move a pack away from a teleport arch in the Arcane Sanctuary if you can't kill from afar.

[u]Act 3[/u]
A staff with Teleportation charges can get you out of bad situations. A staff of Enchant can boost you and your Merc's damage and AR. A wand with Confusion charges can provide crowd control

[u]Act 4[/u]
A wand of Lower Resist can make your elemental attacks more effective against bosses. A wand with Attraction charges can provide crowd control. A staff with Blizzard charges can slow down a pack. A staff with Frozen Orb charges can allow you to send a freezing ball ahead of you

[b]Locations of Note[/b]
[u]Blood Raven[/u]
Because she moves around so much, I find Strangling Gas Potions to be the most effective weapon against her. Throw the potion, run around while she turns green and then when she is about to return to normal color, throw again. Repeat lots of times. When she is almost out of life, sometimes I will charge here and give her the [i]coup de grace[/i]. The Strangling Gas Potions also help keep her minion numbers down.

[u]Caves, Level 2[/u]
There are four tunnels that feed the main area. If you move into the middle of the main area, you will be attacked by 3-4 packs. Instead, move down the left side of the screen, defeat the monsters in the first tunnel, move through that tunnel and then clean out the tunnels at the bottom of the screen. Clear out the tunnel in the middle left last.

[u]Tower Level 5[/u]
Clear the two rooms with money, then switch to /p1 before you go nearer to where the countess resides. Switch back to /p8 after killng the countess.

[u]The Pit, Level 2[/u]
This level is one big monster party room. If you charge to the middle of the room, you will get surrounded. Stick to the left wall and then clear out the room counterclockwise.

[u]The Smith[/u]
The layout of this room on Jail 1 is always the same - to the right of the door is a narrow hallway leading to a room. There is a Devilkin Shaman at the end of the hallway with Devilkins in front of him. A pack of monsters will come from the left. Your goal is to kill all the monsters in the room before killing The Smith. Once you open the door, retreat from the room to kill the pack that charged you and to kill some Devilkins. Once they are dead, go through the door and turn right to kill the Devilkin Shaman. Then go to the left side of the room to kill The Smith.

[u]Andariel[/u]
She is pretty easy to kill and you can probably keep the difficulty level at /p8 for her. /p8 won't give you more drops, but will give you more experience. Having your character and your rogue drink antidote potions before the battle will boost your poison resistance for 30 seconds. Andariel has a -50% resistance to fire (as opposed to 50% resistance to cold and lightning), so toast her.

[u]Radament[/u]
Radament has no resistance to fire and lightning, but does have resistance to cold (40) and poison (50). A staff with Nova charges will damage Radament will clearing out his minions. A staff with Lightning charges provides the most damage an available charged weapon can provide. Once I starting encountering his skeletons, I normally charge his area and attack him directly. I find that if I try to take out his minions before I attack Radament, I can get overwhelmed.

[u]Claw Viper Temple, Level 2[/u]
If you charge into the big room, you will get surrounded by monsters with knockback. Stay in the small room and try to kill all the monsters you can from there before entering the big room.

[u]Summoner[/u]
The Summoner has relatively few HP's (129-172) and no poison resistance, but has a relatively high AC (153) and resistances to fire, lightning and cold (50). If I have summons, I put one on his platform to distract/kill him. 

[u]Duriel[/u]
Duriel has a higher resistance to cold (50) than to fire, lightning and poison (20). Having your character and your merc drink thawing potions before the battle will boost your cold resistance for 30 seconds. As 3 of Duriel's 4 attacks (Charge, Jab and Smite) can be blocked, a high blocking is very important

[u]Mephisto[/u]
Mephisto's has 25 cold resistance, 33 fire and lightning resistance, and 50 poison resistance. Take Lightning Resistance charms to withstand his lightning attack

[u]Diablo[/u]
Diablo has 33 resistance to fire, lightning and cold and 50 resistance to poison. Take Fire Resistance charms to withstand his fire attacks. If your character uses elemental attacks, using a wand with charges of Lower Resist will lower Diablo's resistance by 31 for 20 seconds

[u]Nihlathak[/u]
Nihlathak has no resistance to fire and lightning, and 70 resistance to cold and poison. A skill that disposes of corpses is very useful against him (Corpse/Poison Explosion, Redemption, Carrion Vine/Solar Creeper) 

[u]The Ancients[/u]
Madawc the axe thrower has 70 resistance to lightning and cold, but no resistance to fire and poison. Talic the WW and Korlic the leaper have 70 resistance to fire and poison, but no resistance to lightning and cold 

[u]Baal[/u]
Baal and his minions are very tough to kill. At this point, you should have a well-developed high-damage attack to take them out
 
Re: Starting my first HC character... tips?

Can't stress enough that also take real life into consideration. Dont play when you're too tired, drunk or otherwise distracted or lacking focus. And definately dont play when bored or even irritated about playing. Lack of intrest or any amount of hostility torwards the game will end up in dead HC characters pretty fast.
 
Re: Starting my first HC character... tips?

Wolron is absolutely right. You will not go back to softcore. If you go back to softcore, dying, the "worst" thing in the game, will have lost all meaning, as its simply a setback. Welcome to the club! =) Here is all you need to remember.

Five simple rules that write themselves:

1. Take your time
- Advance slowly, especially in areas with archers, where a single bosspack volley could kill you
- Always always always check your boss mods before fighting a pack
- Dont be afraid to

2. Rejuvs
- You need rejuvs, period. Especially for boss fights. Go kill things til you find enough.

3. Life
- Strength and dexterity - enough for gear and good blocking if you need it. Every other point should go in vitality.

4. Resists
- Get max resists, by any means necessary.

5. Get em away!
- Anything that keeps monsters off you for a moment is a valuable mod in hardcore once you get to hell. Knockback, hit freezes target, slows target, and hit causes target to flee are all useful.
 
Re: Starting my first HC character... tips?

Oh, also, cheap runewords are your best friend. For a strafer?...

Harmony: Tir + Ith + Sol + Ko
Pray you get a Ko somewhere! Put it in an amazon bow with +bow skills on it.
+200-275% Enhanced Damage (varies)
Adds 55-160 Lightning, Fire & Cold Damage
 
Re: Starting my first HC character... tips?

howdy,

Congrats on finally making the switch to HC; once you start you'll never switch back!
For general game play, just take it slow, dont run ahead anywere. Always make sure you know the unique monster you're shooting's mods so you can avoid fire enchant and cold enchant explosions. If you can handle it, walk instead of running for maximum defense.

As for strafer, be sure to constantly be firing. You can nail almost everything offscreen with it. Body positioning is everything (you can perfect it with your valk and a decoy). With correct positioning, you can nail multiple targets per arrow, avoid lightning enchant pulses, have valk tank arches, everything.

Early game, i would say run countess a bunch. Lowish runes can provide nice chunks of elemental damage in a 3socket bow. Aim for a high attack speed. I'd say gambling bows is your best bet after that until you find/ make a better one.

Some things you should really try to have are knockback and lifeleech. Try your best to give your merc some crushing blow and lifeleech. Slow targets is also superhelpful. Be sure to try and get your best possible strafe breakpoint. Mainly though just know your playstyle; if you want a glasscannon or a more vita based strafer.

hope that was at all helpful,
rss
 
Re: Starting my first HC character... tips?

Can't stress enough that also take real life into consideration. Dont play when you're too tired, drunk or otherwise distracted or lacking focus. And definately dont play when bored or even irritated about playing. Lack of intrest or any amount of hostility torwards the game will end up in dead HC characters pretty fast.

Pffft, I played when I was drunk, tired, distracted, or all three half the time and it worked out okay for me (usually)!

Okay, but seriously, pay attention to the game and don't do dumb stuff like running head on cursed into a fanat pack of stygian dolls in the Flayer Dungeon. Trust me, you'll die pretty fast.



 
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