Re: 1.07 News, Info and Gossip
I agree with using Naab's method of leveling 1.07 characters. For the Cow level, all the characters get good experience even if they are "cowering" over in a corner. So you could have the extra characters just stand in town, but it's better to have them stand around in Cows and gain levels to perhaps become useful later.
For example, here is one method:
1) FCR nova sorc hosts game, gets leg, makes cows.
2) Other characters join game, including an LF zon.
3) Sorc enters portal, teleports to a quiet corner, kills perhaps a few cows, opens a TP.
4) Six other players jump into the TP. If one of them is a BO barb, he BOs the crowd, perhaps after BOing the zon at the Cold Plains WP.
5) LF zon enters the red portal and everyone's experience bar goes up.
I use multiple computers instead of the .dll, and I make sure one of the computers that the standees is on has the volume turned up loud enough to realize when a stray cow wanders in to their zone. This is softcore. So it's not terrible if I can't jump over to the correct computer quickly enough, although the exp loss is an annoyance so generally I avoid dying. (I used to do similar things on b.net hardcore and had some deaths from not getting to the correct machine fast enough, including more than once when the relevant machine was two flights of stairs away from the machine I was on...)
It may be a little better to have the zon host, depending upon your local network setup. I currently use two decent computers and then some laptops, including some old clunky ones. (All in the same room..)
There are reasonable drops from the cow level, and I've done a lot of 1.07 cows. I've now accumulated good charm and jewel stashes over the course of the project. I tried a few variations where a sorc teles around the whole level, staticing everything before the zon comes in, but that didn't seem to be much faster and occasionally the sorc would die or at least use up a bunch of fat purples. An LF zon with good gear won't die in cows and is a fast killer- +dmg charms add to the physical bolts, and with the 30% life leech gloves/rings/etc. available in 1.07, and the +30-ish mana per kill rings, the life and mana bulbs are constantly getting topped off. Replenishing javelins are of course essential, and you can do better than the wimpier 1.07 Titans.
This method gives you a lot of decently-high level characters who never actually play the game. I had originally thought I would use them for experimenting with various builds, but I ended up not doing that for a couple of reasons. First, they have to be rushed all the way to Hell Baal to be able to enter Hell cows, so there isn't anything really left for them to do. I could play them through the game, "pretend" repeating the quests, but that isn't very interesting. Second, you don't get a feel for the build because you are starting it at a high level.
This presents an interesting problem- what to do with the high-level mule characters you end up with? Well, of course eventually they can be forwarded to 1.10+ for their forge drops, etc., but I found it worthwhile to have additional roles for them as well.
Some ideas for 1.07 rushed/levelled mules:
1) Bring them forward to other intermediate versions. I've built several characters for being good MFers in other versions. For example, I've got a sorc built for running Hell Andy in the 1.10a beta, in hopes of getting the +2 BKWB, hopefully eventually several. That and some 1.09 projects will come in due course, as well as some odd 1.10 builds using the charges synergy issues that were changed in 1.11.
2) Build helper characters. I've built several characters for their usefulness to other characters. The obvious choices are BO barbs and enchantresses, of course, but there are also some pluses to self-MPing with other characters. For example, a dedicated Conviction pally is useful to have in game for a single-tree lightning or fire build, or a Lower Resist necro, or both! The Conviction pally isn't as convenient as an Infinity and is just to be called in at special situations rather than being always there. But he's a lot cheaper than Infinity and I play 1.12 Vanilla anyway. I also have a Salvation/Resist aura pally who is useful from time to time. The radius on the maxed resist auras is actually quite good, and in 1.10+ the single resist auras also give +to max resist for the relevant resist. So that can be useful, and besides, what else are you going to do with a huge pile of Preserver's charms?
3) Work on character optimization. If you've got a character you are pretty happy with but wonder if you should have done stats/skills a little differently, just make a "clone" of them who starts out at level 1 and then gets levelled up in 1.07 Hell Cows and then takes over their life as far as gear etc, with whatever changes you've been contemplating. It's a luxury and a little weird, but for building an optimized MFer or LKer, it's a reasonable option. I haven't done much of this, but I did this for a couple of my 1.12 pallys after I found some good 1.07 +Holy Shield scepters, as that freed up some skill points, for example.
4) Create dedicated characters for dedicated targets. It's nice having a character who has only one MF target, say Hell Meph, as then you can spend a great deal of time trying to get a good map. And then stick with that map for years... I started doing this long ago with 1.10+ characters, but now I've got a much bigger stable of potential characters for that.
5) Make a bunch of rack runners. Given how tedious 1.07 rack running is, you are constantly torn between changing to some other rack drop and going "one more time" for whatever you are currently running for. With a bunch of characters, you can keep desirable racks on separate characters, and then not worry about losing a good rack. I've got a couple of these and it's nice to change racks without losing targets. Good notekeeping is essential for keeping straight who is running where, which way, and for what. It's also a good way of trying various rack running character build options.
I'm sure some people would consider it cheesy to use such dedicated mule characters, but it can be very nice. Some people thing 1.07 alone is cheesy, of course. Levelling mules is sometimes a way of getting the effects of some of the high runewords in a less expensive but less convenient way. Yes, having Call to Arms on switch is nice and it doesn't screw up the map seed (and I do plan to make one in 1.10 beta with some of the eventual forge drop runes) but by MPing, I can get a fully-synergized level 50 BO which lasts for a very long time.