The Certain Death Tournament.

Re: The Certain Death Tournament.

WitherStick must be avenged and thus, his second cousin's girlfriend's best friend has stepped up.

[highlight]WitherBow[/highlight] is a MS/FA 'zon who I think will be using a Valk - but maybe not as the skill points are a bit tight with this build, as I envision it.

She's finished Act 1 at /Players 8, except for the Countess (P1 for runes) and Andariel, who was embarrassingly easy as I put her down to P1 instead of P5 ... because I'm a moron :)

The poor girl is not getting much love ATM as I am going through a major don't-want-to-play-Diablo phase. More updates will follow when the D2Itch returns.

[highlight]WitherBow, MS/FA Amazon, Level 20, Lut Gholein[/highlight]
 
Re: The Certain Death Tournament.

@Jian. Well when I got super-poisoned my first instinct was to run to the only open space I could see, which was the left hand corner. I had a good, half a screen distance from any monster, so I thought I could heal and TP out. Unfortunately, as I moved to the corner I was bombarded by Holy Bolts which pretty much owned me along with the super-poison. Also, IIRC, a few skeletons were resurrected as I entered the room, blocking off the door.

Great progress with Morte! Congrats on surpassing Drake, and venturing forth to Act 3!

@ Wakiki. Thanks for the commiserations! Super-poison is crazy stuff for a no life character, it drains unbelievably fast!



Just before i stood foot outside the Rogue Camp with Jane, I was hit by the reality hammer. This just isn't going to work! I didn't want to have a negative mindset but i just can't see myself progressing far with a Melee character in this tournament. Especially, with an Assassin who does not get any hp boost from spells! I remembed how hard Iago was getting hit in NM and he had Wolf Form, Lycan and an Oak's to help out! Jane would get none of those!

So i have decided to hold off Jane....for now. I will certainly try the build i had planned for her in another....more....suited....tournament, so to speak. I just feel i need a more stable, suited and capable character for this tournament.

With that, allow me to introduce, Alice, the Valkazon/Undecided Zon. Alice's focus in life, is to help her Valk by any means possible! The Valk is going to be the bulk of this build, she will be our tank and our damage source, she really is the key to this build! With a large investment going into P&M skill tree, Alice is left with little flexibility to spend on the Spear/Bow skills. So she is still undecided about how she will distribute her remaining skill points. I am thinking along the lines of Lighting Bolt/Lighting Fury......but we shall see. All i know is once Valk is available, i plan on maxing it right away!

PS. This will be the first time i have ever gone without a merc (after level 30 of course). So i am stepping into new territory here but i am looking forward to it :nod:.

[highlight] Alice the Valk/Undecided Zon, Level 1, Normal Rogue Camp, Life = 50[/highlight]
 
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Re: The Certain Death Tournament.

Just a small update once again, but Zap has cleared act 2, she has crafted an insight for her merc, and has found a skin of the vipermagi (yup, gut lucky :thumbup:).

More detailed update will most likely follow one of these days (after christmas rush :whistling:)
Best of luck to Witherbow and Alice and merry christmas to y all.

Zapsarrap, lvl 60 frozen orb&firebal, kurast docks NM.

chance guards are 30% btw @ wak.
 
Re: The Certain Death Tournament.

Hp_sauce, that is a sexy combination of finds.

Jiansonz: Yipes on the NDEs. Congrats for surpassing poor TheAragorn and on the very anticlimactic Duriel fight!

Everyone else, keep up the excellent progress! Good luck to everyone rolling a new character or just joining the tourney!
 
Re: The Certain Death Tournament.

I believe last post we left off at NM Act 1 Black Marsh WP.

This Christmas day I polished off Act 1 (and a few beers, yumm!)

My Pure Pwnage cap was equipped today.
it adds:
+50 Luck
+50 Mad skillz
+50 Uber Micro
+100 Awesome

I plan to wear it from this point forward. Some might call this 'cheating', but you can buy your own PP cap and be leet also, if you want. So I don't consider it cheating.
(Really, if you haven't seen the show, you won't get the joke, and don't worry about it).

Tainted are noticeably becoming resistant to my damage. They last long enough against my traps to have time to beat up Haseen something awful. Mindblast solves this problem, if I can co-ordinate spamming it quickly enough. There have been 2 or 3 unique packs of Tainteds that got right up in our face, causing stress. Retreating, laying traps, casting CoS, casting Mindblast, feeding Haseen pots, while drinking Mana pots myself and casting LR from my weapon switch... well that's a lot of things to do at once, so I'm not ashamed to admit, I had to retreat a few times and regroup.

I got myself into trouble once, running ahead of my merc and traps. A pack of unique Tainted charged out of the darkness and hit me 3 or 4 times. The damage wasn't bad, didn't even go below half health. But it happened very quickly, and next time who knows what will happen. I tend to run ahead scouting, and then retreat, so based on my play style, this will no doubt happen again, and again, and again.

This is easily my new favorite play style. Hiding around the corner while everything else died, ftw!

Found this 4os Flail, just in case I need to make a Hoto later on! :yes:

That's about it.
I'm going to try and push through Act 2 NM a bit this evening.

-hps
 
Re: The Certain Death Tournament.

I also managed to squeeze in a few D2 sessions once I had done my last minute gift shopping...
Luckily being more or less constantly drunk for the last few days has not resulted in Deeds. Probably because Tornado is ridiculously strong in Normal.

For early A1, Becalmed hired a few Ravens to do the dirty work. Andariel? More like Tippi Hedren...
To further distract himself, he went bowling a bit in A2 (surprisingly effective in the Maggot Lair).
Shortly afterwards level 24 was reached and things speeded up drastically (even more so when an Eth finally dropped in one of the false tombs - result).
A3 was done at a brisk pace, only Mephisto provided some useful loot.
Becalmed continued rushing on, only stopping for a quick rest at the HF.
He became so overconfident that he decided to simply tank Diablo (at /p5).
Having soundly defeated the most dangerous enemy in all of Normal, Act V was no challenge. Notable drops were Sigons Shield (nice) and a Dol rune. I'd rather have 9 Sol or 27 Amn... (especially since neither of them has dropped so far)
After slaughtering the Cows, I left off after quickly grabbing the first WP and quest reward in NM.

LCS (without lvl 2 Oak, Max Block with Sigons Shield)

Details:
Skills:
20 - Tornado, Cyclone Armor
5 - Raven
1 - Oak, all Vines, Hurricane (maxing Hurricane next)

Gear:
slot 1: 20 fcr wand / sigons shield
slot 2: -
head: 20fcr/18@ circlet
body: 'stealth' chain mail
belt: 30 life plated belt
gloves: sanders
boots: 20frw, some lr, some gf
ring 1: angelic
ring 2: 10 fcr
amulet: 10 fcr
8 life sc - 11 life lc - 25 life gc

Merc (Prayer):
weapon - Twitchthroe - circlet with 23dr

Note: Not a single Merc death in all of Normal (not even to IM or Diablo) :yes:

[highlight] Becalmed, Wind Druid, level 48, Cold Plains NM [/highlight]
 
Re: The Certain Death Tournament.

Quicky update:
WitherBow the MS/FA Bowazon has twanged her way to the (Normal) Arcane Sanctuary, using a Long Bow socketed with a rare Jewel, a Ral and a chipped Emerald. On switch she has an as yet unfinished Superior Longbow, with a max dam Jewel and a Nef - just a chipped Skull short of a normal Skull to go.
MF is a healthy 121, with another 11 available from a ring swap (when I don't need quite so much Lightning resists).
The Rogue merc has a mish-mash of equipment, and will be fired (sshhh, don't tell her) when the Valk becomes available.

[highlight]WitherBow, MS/FA Amazon, Level 26, Arcane Sanctuary[/highlight]
 
Re: The Certain Death Tournament.

We hacked away at Act 2 NM today.

Found 2 more Sol runes. Bringing our total to 3. I can now easily afford to make a crappy 'Insight' or cube a Shael.

The quest for a decent 4os pole to make 'Insight' continues. 1, 2, 3, 4. I had high hopes for this Sup Bill when it dropped, but no dice.

This is probably going to be my end game amulet once I reach Hell. But this one I found is pretty awesome also.

I also found 2x Hel runes, which I don't have a use for at the moment...

[highlight]AlreadyDead, Trapper, Arcane Sanctuary (NM), Level 56[/highlight]

-hps
 
Re: The Certain Death Tournament.

I might give this another shot, since it's still going strong. Plus, I'd like to check out the 1.13 patch, so I'll be utilising the added 'features.' So, Argoel the 1.13 sorceress shall be reborn into the same form.
I imagine the first few acts will go pretty quickly, so I won't post an update until something noteworthy occurs.
 
Re: The Certain Death Tournament.

Not to be rude, but what do you think makes this amulet endgame worthy?

+15 to all resistance is good enough for me to keep and save for later. Who knows what I might find next, but at the moment I'd say that's the best I've got.

-hps



 
Re: The Certain Death Tournament.

Drystan, I'm not the game host of course, but I don't think 1.13 characters are eligible for this tourney.
I'm sure clarification will be coming soon but I hope to stop you wasting too much time and effort in the meantime.
 
Re: The Certain Death Tournament.

LHtU - touney rules on the first page:

WakikTi said:
Versions & Mods
You may use any version you like, but let everyone know if you are using something other than 11.1b Expansion.
Maybe the rules could be revised if enough people feel 1.13 is an unfair version for a tourney char, but I still don't see too much impact. The current rules even allow V1.00 D2c, and 1.13 is an official [semi/]patch available to most people.

Unless the rules were altered without actually editing the first post, this rule seems pretty clear. Plus, I'm still going by Wakiki's ruleset - the only thing that's changed is the respec, some minor skill changes and orange runes. This char is basically testing the respec options and how if affects character development for me.
 
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Re: The Certain Death Tournament.

No problem here, Drystan. I just wanted to be sure that you didn't get snagged on a rule!
 
Re: The Certain Death Tournament.

I don't mind you using patch 1.13. When I add you, I'll just put an asterisk next to your character's name, which was my plan for any non-standard character. The patch is easier in general (what with the removal of iron maiden and the lessening of FE explosions, etc.) so you will get less "respect" than otherwise, but since I don't use points, that's up to each observer to judge. Personally, I'm curious about the impact of the patch (the Council will be more difficult, I think) and look forward to reading about your character's progress. Thanks for rejoining, Drystan!

I'm at work so I can't update the table. I will try to tonight.
 
Re: The Certain Death Tournament.

I am glad someone is trying this in 1.13. I think that is what I'm going to try next, once AlreadyDead kicks the bucket.

No NDEs that I can remember really. Though there was a spot in the Arcane Sanctuary where an LE boss was sending charged bolts down the catwalk at me, while a Lightning Spire launched lightning bolts at me from behind the LE boss. I couldn't dodge left or right, running back would have only postponed the inevitable, and running right at them wouldn't have helped either. Anyway, we stood our ground and came out victorious (this time). I can see something like this being a serious problem in Hell.

Haseen has been using the 'Gemmed' Poleaxe I made for him since Act 2 Norm... As I mentioned in previous posts, he really needed a weapon upgrade. The search for a decent 4os base weapon for 'Insight' has been going poorly, still nothing satisfactory. However, it was quite nice to see this Kelpie Snare drop in the Canyon of the Magi! Next we just need to get Haseen some life leech and maybe he'll be useful for something.

I fought Duriel on /players 1. It was actually a pretty tame fight. With LR from the wand on switch, he went down fairly quickly. I only had to feed Haseen 3 potions before the battle was over.

After defeating Duriel I returned to clear some of the false tombs. I found this pack of Champion Unravelers which should have been a difficult fight, but ended up being quite easy. I'm really glad I decided to go back and clear some false tombs, because I promptly found this Shael Rune in a sparkly chest. I couldn't see it at first and thought "aww.. just another crappy all blue drop", but after picking up 2 or 3 potions the rune popped onto the screen and I was delighted!

AlreadyDead is now the proud owner of a 'Rhyme' Grim Shield. I had to juggle some charms around to keep her lightning & fire resists within the competition limits, but it was definitely worth it.

LCS just before starting Act 3 NM.

[highlight]AlreadyDead, Trapper, Act 3 NM, Level 58[/highlight]

-hps
 
Re: The Certain Death Tournament.

Hmm, respecs might be pretty useful for early game survival (more precisely: for early game damage = less hits taken).

Before giving my Yellow-bellied 'sin a try, I decided to quickly finish up A1NM with Becalmed, the Wind Druid. As it turned out a very good decision.

So far A1 had yielded two interesting items - one very useful, the other one not so much.
I picked up again at the Outer Cloister WP and quickly made my way in towards the Smith. On the way a Shael dropped, finally at least Rhyme was within reach (I was still waiting for Amn or Sol).
Going on /p8 was still very easy and quite safe (as long as I kept refreshing Cyclone Armor). No full clears, but still rather thorough gameplay.
The quick detour to Pitspawn Fouldog was certainly worth it - or rather not: 44mf on the Stealskull is too much for NM and still too much for Hell combined with Insight... Sometimes I hate the rules.
My disappointment was shortlived though, since in the Inner Cloister the first Sol dropped (resulting in the very first merc death, since I stopped fighting to make sure I had picked it up) and deeper down in the Cats an Amn dropped. Spirit and Insight were finally within reach.
But first Andariel had to be eliminated. No problem though. Even on /p8, I managed to keep my merc alive to the (unspectacular)end.
Having arrived in A2, I got my best 4os polearm out of the stash and made this. Not a great roll, but some Insight is definitely better than no Insight ;)
Still lacking a suitable sword for Spirit, I ventured into the Sewers. The second monster group was king enough to provide this which I used for this. Again not brilliant, but still better than any available alternative (= a 20fcr wand).
The additional 5fcr still allowed me to switch the 20fcr/18@ circlet for a +2 ele skills circlet. To make up for the lost resistances I switched from Sigons Shield to a nice Rhyme.
(spirit (25) + stealth (25) + 2x10fcr rings = 70fcr > 68fcr breakpoint)
With the hugely improved equipment, Becalmed ventured out into the desert. Everything fell rapidly to his ~1500dmg tornados and the insane life reg from Insight + Prayer Merc was fun to watch (especially against super poison - they pretty much balanced out).
Most interesting drop: the unique Holy Water Sprinkler from the Stony Tomb. Never seen this item before - ctc decrep and confuse should be pretty awesome.
Also: a perfect "The Ward", this jewel (+another one with 8@ and some life) and this interesting rare shield (for classic maybe) - nothing from Duriel though.
Another easy fight, again managed to keep my merc alive without portalling out (/p8). I still have the game open, so I may do the False Tombs later.

LCS (455 life with Oak)
The other tournament will have to wait a bit more, at the moment Becalmed is just too awesome (and very cheesy :scratchchin:).

[highlight]Becalmed, level 58 Wind Druid, Kurast Docks NM[/highlight]

edit: Post-Action shot after Fangskin - managed to hold the line :)
 
Re: The Certain Death Tournament.

I have never liked barbs as single target attacks never really appealed to me and the barb has limited alternatives. I would have thought they would have done well in this tourney though due to the following:

Life boost with battle orders (only matched by Druid's Oak Sage)
Passive resist boost (Assy, Druid's cyc armour and Pally have alternatives)
Passive speed increase (same as Pally, Assy and Druid kinda)
Theoretically better items than any other class due to find item
Howl, Taunt, War Cry and Battle Cry give nice crowd control
2 life per level-up
4 life per vitality gives nice pay-off from Io runes

Sounds good right? Ranged attack seems like the order of the day for a low life char so I originally intended to make a throw barb. However, my experiences in the Chaos Sanctuary made me think twice... but I'm skipping ahead.

DeadTwo hacked his way through A1 on players 8 with little difficulty. Once the rogue merc was on board with a hunters bow and a few chipped gems the legions of evil melted before the pair. Andy was vanquished with some type of unmemorable throwing weapon. In the interests of speed, many side quests were skipped but DeadTwo was still level 18 on entering act 2.

Inevitably, the rogue was traded for a desert guard who was armed with a shopped scythe. On obtaining the cube, the scythe was replaced with a weapon that would last through until act 5 - a savage polearm of pestilence. This was paired with a circlet with 1-72 lightning damage midway through the act and shortly afterwards, a breast plate with a few minor gems were added to round out the damage. DeadTwo himself was wielding a steel flail. Duriel was easy, even at players 8. Battle orders and Battle Cry had become available so Chalan the prayer merc was able to tank.

Act 3 came and went, the only thing I remember was a 22mf nagel from the durance.

The steel flail was beginning to lose its edge as we proceeded through act 4 although Chalan was still going strong. I decided to try some throwing weapons. I had a nice set of rare throwing spears with 40ish ED and increased stack size and 1 point in throwing mastery. After taking 10 spears to kill a balrog on p3, I scotched that idea and resigned myself to merc support. Even so, it took just 45 minutes to get through the sanctuary (which I thought was pretty good with my glass cannon) and pincushion Big D.

I found a crushflange and a hawkmail, neither of which were dropped by Diablo. I still have been unable to equip the crushflange due to the resists restriction but the merc accepted hawkmail gratefully.

Act 5 was long and dull and aside from a Shael in the Crystalline Passage there were few drops of note. Baal coughed up a Rusthandle and a Face of Horror neither of which are used. The cows were also pretty stingy.

On entering Nightmare at level 47 I did a quick equipment shuffle including a coral amulet of the tiger (28/28) and a plated belt of the tiger (26). Along with 44 life from charms and 20+2 battle orders (slayer's balanced knife and sounding throwing spear of venom on the switch), that gives 540 life with MF in excess of 200.

# --

But it doesn't finish there. DeadTwo and his trusty steel flail have been hacking through A1NM. Things are super slooooowww but seem fairly safe. Between howl, taunt and warcry it is rare that more than a few critters are attacking at the same time. The merc has 1,500 def and a good life boost that keeps him alive fairly easily. He traded his circlet in for a snowy circlet of leach (8-22 / 4%) to keep the monsters slowed. If I make it much further, I may swap my MF gloves out for Sander's gloves which dropped in the Cave.

And a weapon upgrade! The General's Tan Do Li Ga flail dropped in the dark wood. Although at this stage with the 50% open wounds from steel, I'm not sure if it is a downgrade. The ML is handy to keep concentrate up though. So far so tedious. Any suggestions as to a decent weapon I can shop / make (vanilla only) ? I'm thinking Honour Knout but I haven't seen a white knout yet.

[HIGHLIGHT]Destroyer DeadTwo, Level 50 BO Barb and Chalan Prayer Merc, Nightmare Jail Level 1[/HIGHLIGHT]
 
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Re: The Certain Death Tournament.

Morte and Iantha made it through the jungle with not too much trouble. There were Gloams in the Marsh, spicing it up a bit with some Ouch! moments, but other than that, steady and safe. A 4s Gothic Plate dropped in the Flayer Jungle. Finally...


When I got to Lower Kurast, I really understood just how very annoying the ctc Terror on Iantha´s bow can be! This had been tolerable in the jungle because I was either:
- fighting slow monsters (like Hulks), meaning I could Amp/Decrep them again, and Iantha would score many good hits as they fled. Sometimes, the fleeing was even useful.
- fighting wimpy monsters (like flayers), meaning it didn´t matter much if they were fleeing, since Iantha´s arrows would pin them into hit recovery anyway.
- fighting in confined areas (dungeons or "pockets" in the jungle) meaning monsters couldn´t flee that far before they came back for more punishment (Meaning: they didn´t regenerate much).

But now all kinds of trouble with with fleeing reared its ugly head. Reasonably sturdy monsters (Zakarumites and apes that required a dozen arrows to kill them) that are quite fast, and have access to very long strethes they can run most of the time. Man, was that annoying! Sure, I could imprison some of them (bosses in particular) but that is not a solution I want to overuse, as it carries some risks that I have mentioned before. This was so damn annoying that I promised myself a major gambling spree after this area. I was ready to settle for slightly less damage if I could just get rid of the fleeing!

As it tuned out, no gambling is needed at the moment. Yay! Wow, does this bow bring back memories. In the first Randomly Challenged tourney, it was my amazon Lucky´s most prized possesion. And even before that (around 2002), in my early days of wacky characters, it was the key item for one of my most memorable characters, Mike the Mojomancer and his companion Isolde. They also found it in this act (dropped by Icehawk Riftwing that time).


Iantha tried it out in Swampy Pit. I have been told that the explosive arrows do not work for a mercenary, but this bow was still WAY better than Rune Harp. A little less physical damage (but faster attack, so it evens out a little), good fire damage and piercing, which is very nice. And NO DAMN FLEEING! :alright:

Oh yes, I´m holding off gambling now until I have a decent chance to get Cruel rares with the heavier bow types. That´s the level of hurtiness it will take to put Kuko Shakaku on the shelf.


I think I am going to postpone the Act III temples until later. Getting dumped right in the middle of an elementally strong bosspack would almost be suicide at this stage. If Morte survives to Conquerorhood, I will load up on more +life items (Blood crafts, mostly) and play the temples before moving on to Hell.

Onwards! :thumbup:


Status report at mid-Act III Nightmare
Stats & Bone skills (Even with some nice items, his life still sucks!)
Curses

Primary Gear:
* Artisan´s Great Helm with 3x Perfect Topaz
* Amulet of Luck (29)
* Milabrega´s Rod
* 4s Gothic Plate with 3x Perfect Topaz (working on the last one)
* Milabrega´s Orb
* Ocher (13) Light Gauntlets of Fortune (25)
* Rare Ring with 5% ctc level 3 Chain Lighting on Attack, +62 AR, Resist Lightning 26%, Resist Fire 17% and +11% MF
* Crafted Mesh Belt with +49 life, Poison Length Reduced by 25% and some minor bonuses
* Fortuitous Ring of Chance (22)
* Cobalt (27) Light Plates Boots of Luck (34)

* Steel (98) Grand Charm of Life (16)
* Amber (26) Grand Charm
* Russet (18) Grand Charm

* Large Charm of Sustenance (24)
* Garnet (11) Large Charm of Incineration
* Ruby (13) Large Charm

* Small Charm of Sustenance (15)
* Lapis (7) Small Charm
* Crimson (3) Small Charm of Fire
* Russet (7) Small Charm
* Garnet (9) Small Charm
* Ocher (6) Small Charm
* Coral (9) Small Charm
* Small Charm of Fortune (4)
* Small Charm of Fortune (5)

Weapon Switch
* Cruel (+286% ED) Throwing Spear
* Gargoyle Head with +2 Attract, +1 Bone Prison
(Listed Throw damage is 176-435, where almost everything is physical damage that can be boosted)


Iantha the Cold Rogue
* Artisan´s Great Helm with 2x Flawed Topaz and a Chipped Topaz
* Kuko Shakaku unique Cedar Bow (+158% ED)
* Twitchthroe unique Studded Leather

Blocking: 58% with Milabrega´s Orb, 62% with Gargoyle Head

Total MF: +329% for Iantha´s kills, +294% otherwise


[Highlight]Destroyer Morte the Mojo/Bonemancer and Iantha the Cold Rogue, level 62, NM Kurast Bazaar next[/Highlight]
 
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Re: The Certain Death Tournament.

Haha, fair enough LHtU, and thanks for looking out. I had checked over the rules, so was pretty certain it was all good. The character was already started, so Argoel would've continued no matter what, even without rule restrictions if there was a ruling against 1.13. Basically, I was drawn in by patch 1.13, and wanted to check out its features, and she is intended for this ruleset.

Wakiki said:
so you will get less "respect" than otherwise
Less respect? A No-Vit Guardian in any version gets huge bonus' in my eyes! :wink:

That being said, she was already started prior to posting since I was with limited internet connection for quite a while, so I couldn't really post anything. ;)
Act I was a lot easier - points/skills all over the place. A couple in Ice bolt and Warmth, levelling up cold skills until FireWall became available. Once Firewall was available in late Act I, she then began to become a FireWall sorc.
Andariel was killed with Blaze and a conveniently placed circle, with a few hiccups. I'm now playing on my laptop, and still haven't quite adjusted.

I'm using a new key setup, since I couldn't distinguish between my F# keys, and my number keys automatically, so kept using potions when trying to swap skills, and pushing "Alt-F4" on numerous occasions, trying to drink a mana potion. I'm now using Space for ScreenCapture (since I can never find PrtSc on this keyboard,) 'z' for close screens, and QWER for skills. I don't know where to put my Quest Log, or swap weapons, so if anyone has a good keyboard layout they use on a laptop, it would help greatly. :)
I'm actually liking skills being QWER, but I don't have town portal hotkeyed anymore, which has been a danger on multiple occasions, and can only use 4 hotkeys.

But eventually Andariel fell.

Act II was finished a couple of nights ago, and was also fairly straight forward, being a FireWall Sorc with a Prayer merc (as always,) tanking. At level 24, she changed again to become a Blizz sorc, with wasted skill points all over the place. I intend to respec once I hit level 30, and become a FOrb/ES sorc, keeping plenty of skills available for FOrb and CM.

If Act III has a fast map layout, I'll probably do Act III and IV together since Act IV is generally short with AoE skills like FOrb, but expect me to update properly in a couple nights. And Jiansonz guide to Untwinked, Single Pass MF'ing is a wonder. Cheers!

Edit: An afterthought - I am pretty sure that "Extra Fast" packs have gotten a speed boost. Maybe it's just that I haven't played since 1.12 Argoel's death, but they seem to have become faster from what I've seen in Acts I and II.
 
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