Operation Death and Destruction

Brak

New member
Operation Death and Destruction

I remember way back when the Bnet only 1.10 runewords were released, I was perusing the new goodies and oogling pretty much everything. There were a lot of really uber things to get attached to, but one pairing really stuck with me. There they sat, perfectly next to eachother on the list as if Blizzard wanted them that way Death and Destruction.

Now at the time I was basically a pauper eyeballing the sweets in an upscale teahouse window. I'd never be able to make any of these things except an insight or Harmony. Until a few weeks ago, the highest runeword I had ever made was Wealth, and Um was the biggest rune I remember finding. But 1.13c changed things. And all kinds of people are rolling around in stupid rune wealth, myself included. So aptly, I decided to spend my runes stupidly and now have the centerpiece for my project, a pair of Colossus Blades put together from LK runs and some generous traders in the SPF community (special thanks to acake for the Ber to Jah trade).

So why spend Hoto, Grief and Enigma worth of runes on this? Well I will admit Destruction is a horrible runeword for its cost. It's almost as if the programmers accidentally swapped the mods for the pair and then added a Jah to the price tag. But there was a big selling point for me. I'm the world's biggest sucker for Molten Boulder :badteeth: I can’t wait to see how the CtC on Destruction plays in game.

So now that I have my pair of swords, I'm starting a Sept with them. My rules are pretty basic. The swords must be active at all times except prebuffing and perhaps in hairy situations. This means I'll be using Barb mercs. Prior to meeting the lvl requirements a pair of warm up swords will be used.
Code:
Oath
Superior Balrog Blade
'ShaelPulMalLum'
One-Hand Damage: 79 to 406
Two-Hand Damage: 297 to 642
Required Dexterity: 77
Required Strength: 175
Required Level: 53
Sword Class - Fastest Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xf74418fa
+10 to Energy
+255% Enhanced Damage
+8% Enhanced Damage
Increase Maximum Durability 10%
50% Increased Attack Speed
Prevent Monster Heal
75% Damage to Demons
+100 to Attack Rating against Demons
+12 Magic Absorb
Indestructible
30% Chance to cast Level 20 Bone Spirit on striking
Level 17 Iron Golem (14/14 Charges)
Level 16 Heart of Wolverine (20/20 Charges)
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Oath
Executioner Sword
'ShaelPulMalLum'
One-Hand Damage: 137 to 228
Two-Hand Damage: 266 to 457
Required Dexterity: 100
Required Strength: 160
Required Level: 49
Sword Class - Very Fast Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x9c840949
+10 to Energy
+281% Enhanced Damage
50% Increased Attack Speed
Prevent Monster Heal
75% Damage to Demons
+100 to Attack Rating against Demons
+12 Magic Absorb
Indestructible
30% Chance to cast Level 20 Bone Spirit on striking
Level 16 Heart of Wolverine (20/20 Charges)
Level 17 Iron Golem (14/14 Charges)
Ethereal (Cannot be Repaired), Socketed (4: 4 used)
I won't use Enigma or CTA as I feel that Teleport and BO are quintessential skills of the sorceress and barbarian respectively (that and I spent all my runes already:whistling:). Other than that, anything goes.

And so I introduce you to the seven horsemen of the apocalypse. May they finally bring death and destruction to the hellspawn invading Sanctuary.
 
Re: Operation Death and Destruction

Cool -
One of the builds I really want to try is a fury-druid using destruction and phoenix. Fully synergized CtC moulten boulder/volcano/firestorm would be simply awesome. Maybe you'll beat me to it...
 
Re: Operation Death and Destruction

This Operation (both D&D and the 7 Horsemen) absolutely RADIATES style! I love it!

Please keep us up to date on progress!
 
Re: Operation Death and Destruction

Outstanding hero! That is absolutely the greatest advantage of 1.13. It is much easier to try out "silly"/inoptimal/underpowered rune words.

Great to see that SPFers spend HRs on other than MFO optimisations these days. Good luck with the project!
 
Re: Operation Death and Destruction

First up is War, largely because bashing faces with a puny little necromancer is crazy fun. War is inspired by InsaneWayne’s recent guardian, Sharp, in the Gold Diggers tournament. The basic idea is to have a big giant army to act as your soldiers. But I’m going to try doing it without using Corpse Explosion.

Obviously, I started out dumping points primarily into Skeleton and the Mastery. Early normal was simple. I twinked on a Rusthandle for some early monster bashing, and a Blood Crescent for triggering open wounds. Along the way I dropped a point into Skeletal Mages for some artillery fire. Act 1 was a breeze and Andy didn’t pose much trouble as she decided to focus on my Clay Golem. A few skellies died from the poison nova, but War and his Fire Rogue companion were fine.

In Act 2, I hired a Blessed Aim merc so that I might be able to hit things. And life changed significantly at level 24, when I twinked on a Bonesnap. This has to be my favorite twinking weapon of all time. Yeah I know haxored Ravenclaw is the bazooka of uber ownage, but the sound of face crushing is just too wonderful. It makes a fledgling necromancer giddy. And with the Twitchtroe that moved with it, I could actually get a swing in before my minions dispatched my target. This was the first time I felt like a meleemancer.

Another thing changed at level 24, I acquired Iron Golem. My plan was to mule on some big hurty stick to just destroy everything but that didn’t sound like much fun. I did try out Hwananin’s Justice, and the CtC Ice Blast was fun, but as I’ve read my Golem eventually poofed. So I’ve decided until Hell, I will just use the highest damage weapon I have on hand. He’s still doing pretty nice damage this way. All of this big changes came just in time for Duriel, and he was a pushover. I had Decripify by now and with all of the minions around he didn’t get off any charges. Most of my army made it intact.

Act 3 was a lot of fun for multiple reasons. Primarily I had my massive bonecrushing stick. I also moved an Insight stick over for my merc. But the best part was level 29. With a character named War, I just had to use this armor:
Code:
 Peace
Superior Breast Plate
'ShaelThulAmn'
Defense: 74
Durability: 46 of 50
Required Strength: 30
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe568c91d
+8% Enhanced Defense
Cold Resist +30%
Attacker Takes Damage of 14
+2 to Amazon Skill Levels
+2 to Critical Strike
20% Faster Hit Recovery
2% Chance to cast Level 15 Valkyrie on striking
4% Chance to cast Level 5 Slow Missiles when struck
Socketed (3: 3 used)
I was really looking forward to adding the Valk, some say the ultimate tank, to my army. But as many of you know, CtC valk is really buggy if you don’t have a hard skill, which a necromancer obviously cannot do. There was just something unappealing about my pale scrawny friend that chased the golden goddess away.

From reading, previous experience and some more play I’m pretty sure I have the problem of the disappearing Valk down. From what I understand, the game periodically does a check to make sure nothing weird is going on, including you having summons that you aren’t supposed to like from a prebuff switch. When this check happens Valk goes poof. So the key is knowing what triggers this check. The list is long and is basically anything affecting your character so when you: drink a potion, receive healing from an NPC, assign skill or stat points the valk goes away. Also when the following things expire: curses, shrines, prebuffs like bone armor or holy shield and poison damaging you, she will also flee. For a while I made due without doing any of these things. But I decided against keeping Peace as my end game armor although that was the original plan. It does make a nice midlevel armor with the Critical Strike and FHR in there.

Anyway with this big giant posse, we quickly mowed through Act 3 like a bunch of army ants. There were no big hurdles along the way and Mephisto died easily.

Act 4 was even faster and less eventful. No gear additions and still just pumping Skeletons for skills. Hellforge was negligible. Diablo was tough as usual, especially as he liked frying my skelies and iron golem, but Decrepify and Clay Golem made him slow enough to handle.

Act 5 War was introduced to his companion for the rest of this journey, Hrothgar. That’s a cool name, but I just chose him because he was the highest level. Once I hired him, I gave him the hurtiest sword I had that he could equip, which happened to be Hexfire. This was a nice weapon because its quite fast, but the range was a big problem. With all of the minions around Hrothgar had a lot of trouble reaching anyone to slash. When he did reach something, he slayed in the blink of an eye. His attack speed is impressive and when he decides to go on a Stun/Bash string, enemies are totally immobilized. One complaint I do have about him, is that he only wants to take the shortest route from point A to thing Hrothgar can bash face in. So many times although there is plenty of space on the flank of an enemy, Hrothgar jumps about in place as if he needs to pee behind the skellie waiting his turn instead of going to the open space.

The other big change with the addition of the barb merc was the subtraction of Blessed Aim. War’s chance to hit plummeted below 50%. Some Iron charms were muled on in order to bump him up to 70%. I have a feeling this will end up a long term problem as he is slated to wield Death, which lacks the ITD of Destruction.

Act 5 was also simple. Ancients went down without getting near me. I made sure I had my Valk up and two of them were taken down with no intervention from me aside from a few choice words about their mother. I assume Korlic had the Iron Skin mod as he took quite some time to take down, but posed no real threat to anyone.

Then we mossied our way on down to the Throne Room. The waves were no problem aside from the nuisance of poison and Lister’s pack taking down a few of my skellies. I had to retreat out of Baal’s Decripify range, but after that, the battle was smooth. I even still had my Valk, who survived through the fight with Baal.
 
Re: Operation Death and Destruction

excellent read :thumbup:
 
Re: Operation Death and Destruction

Thanks for the support guys!

@bcoe-I'm still deciding on the druid build. I really want it to involve Armageddon, so I'm trying to see how I can match up the skill points needed for that, Fury and a summon. Druid prereqs are killer.

@SnickerSnack-So far I'm loving the meleemancer. I have a feeling that will change in Hell when I get 1 hit killed and whiff at everything. But we'll see.

I'll hopefully have a final update on War later to day to bring his progress up to date.
 
Re: Operation Death and Destruction

Very cool! This is what I love about 1.13! Look forward to seeing your progress.
Using Angelics set is always a pretty good option for a massive AR boost, and Death has an additional 20% AR, so that should help out some as well. There are a couple of other partial set bonuses to AR as well that may be worth checking out. I also am a fan of using LavaGout for the enchant proc, but you could use a Demon Limb on switch if you are not opposed to it.

And on a rather random note:
I haven't heard the 4 horseman mentioned in ages. And yet I read this thread yesterday, and then something on TV mentioned the 4 horseman (I think it was Family Guy, not sure). Pretty crazy how that happens!
 
Re: Operation Death and Destruction

This is one of the toughest and most respectable things I've seen done with those runes :)
 
Re: Operation Death and Destruction

So I finally got the two swords up and running :D, but let me step back and tell you how I got there.

My goal on leaving normal was to have my Hrothgar and War at level 43 minimum so that they could sport Treachery starting in nightmare. Thankfully they were both level 44 when Baal was defeated, so I didn’t have to worry about grinding out any levels before moving on. The twinking gear changed pretty significantly at this time since a number of exceptionals become available around lvl 42-45. So War got his Treachery Mage Plate, Aldur’s Advance, Ravenfrost and this blood ring.
Code:
 Beast Circle
Ring
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x86a926d4
+4 to Strength
+16 to Life
+38 to Mana
+102 to Attack Rating
Fire Resist +6%
7% Life stolen per hit
I was also able to upgrade some of his charms from Iron to Steel, this helped his AR a bit. Hrothgar got a matching Treachery Mage Plate, an Arreat’s Face and his sword was upgraded to Bing Sz Wang. It was the most damage I had for the level. Bonus was a much better range than Hexfire, so he was able to now reach over my minions. And to top it off, it comes with CtC Frozen Orb. The forshadowing of Destruction made me giddy every time an orb was fired off (that would have been a Molten Boulder :alright:).

Act 1 flew by pretty quick, as I am skipping areas in Normal and Nightmare (hope to do a full clear in Hell). I did have my only death in the Jail while I was trying to take a screenshot. As I searched for the printscreen button, my palm hit the touchpad on my laptop. This caused War to wander into a room with a champion pack of Ghosts and a cursed boss pack of Dark Ones. I was dead before I got the screengrab. Didn’t realize the degree of difficulty photojournalism added to D2 play. Hopefully I get a better hang of this. Hrothgar hit level 49 and was upgraded to his Oath Executioner Sword before the end of Act 1 and used it to beat down Andariel. The battle was quite easy and while I lost a lot of skellies, they all died of poison after Andy was already passed away.

Act 2 was also rather simple. War doesn’t have the pain in the Maggot Lair that other summoners do since he can also kill things with a big stick from behind his skellies. I did drop the players setting down to make things a little more tolerable. But this normal bottleneck was no big deal. War was able to equip his Oath Balrog Blade upon hitting 53 somewhere around the Palace Cellar level. Unfortunately, he needed a bit of a strength boost to wield it since his Death Colossus Blade has a lower requirement. So he took of his Treachery in favor of this:
Code:
 Black Hades
Chaos Armor
Defense: 871
Durability: 70 of 70
Required Strength: 140
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x427d2ddd
+30 to Strength
+154% Enhanced Defense
-2 to Light Radius
Half Freeze Duration
47% Damage to Demons
+207 to Attack Rating against Demons
Socketed (3: 3 used)
The loss of IAS from Treachery was offset by the huge on weapon IAS of Oath compared to Bonesnap. This was a huge improvement as the damage from Bonesnap was starting to peter out. I could get back into the thick of things again.

This build really shines in large open spaces so minions can spread out and Hrothgar can just mow through anything in his path. Canyon of the Magi was tons of fun because of this. I cleared it twice and did a couple of false tombs before getting tired of undead and negative poison resistance. So we went and killed the big bug. It was ridiculously easy. I lost my Iron Golem and nothing else.

Act 2 also made me realize I hadn’t really decided what to do with the rest of my skill points. Once I maxed Raise Skeleton and Skeleton Mastery, I didn’t know what to do with them. I dropped a point into Revive and that has been useful for positioning minions and buffing up my army when needed. But after that I’m unsure. I put in the points to get Poison Explosion. I figure with the regen rates in Hell, my Skellies will probably have little if any effect. The duration on Nova is pretty miniscule, so pointless for this task, but the area on Poison Explosion is quite sad. Does anyone know if it gets bigger with skill level? It’s not listed as such on Arreat Summit, so I figure it’s stuck with the rather puny radius. I see two other options. The first is to get a beefed up Bone Armor. But this seems a bit of a waste. Basically trading 1 skill point for 15 points of life that only works on melee damage. The other option is to buff up another summon. Initially I had planned to have a really beefy Iron Golem and use Elite base Insights for Golem fodder. This still seems viable, but I’ll have to be more careful about keeping him alive. The other summon would be skeletal mages, but Hrothgar is already having enough trouble getting to his victims. I don’t think another 10 bodies in the way will be all that helpful. I have also dropped a point into Dim Vision but haven’t needed it yet. You don’t need crowd control when you’re the crowd (in Normal and Nightmare at least). Anyway, War is currently sitting on 16! skill points, so any suggestions are very much welcome.

Act 3 is where I had some of my first NDEs, two to be exact. Both involved him getting surrounded from careless play. The first came in the Flayer Dungeon. I rushed around a corner to avoid a pack of Shaman (their inferno is hurty) and ran right on top of a boss pack of Spectors. The whole pack was on top of me when a Flayer decided to run around the corner and box me in, there was water to the south, a wall to the east, a grating north and the Flayer directly west. I couldn’t move. I couldn’t target the Flayer because the Spectors were in the way. I managed to kill a Spector and Revive it hoping he would distract some of the minions going after me, but he just flew away. So I stood there drinking potions while I tried to get another body, but losing all hope. I had burned through 2 of my four healing pots and 5 of my 8 full rejuvs when suddenly Hrothgar came charging around the corner and killed the Flayer in one swipe of his sword. And I ran away like a little girl while he took care of the Spectors.

The second time was just me being careless in the Kurast Bazaar. I had an Experience Shrine and was trying to milk it for all it was worth. I charged towards a Heirophant to keep him from healing his pack when I got swarmed by swarms ironically enough. I didn’t notice how many there were because of them stacking on top of eachother, and the next thing I knew I couldn’t walk anymore. After swinging and chugging over half my belt, I killed enough to be able to move. This taught me that I should be really careful when straying out of my pack.

I went on through the rest of Act 3 without much of anything exciting happening. Of course I had to clear the entire Sewer to find Khalim’s Heart. The Travincal fight went surprisingly well. There was a little bit of extra mayhem on top of the norm for a meleemancer. In any given battle, about 80% of the time I have no idea what’s going on and I can’t even see what I’m trying to kill. I just know to stand behind the skellies and keep swinging. Like any melee build swining=leeching=living.

Mephisto was a pushover, though he also managed kill my Iron Golem. It was fun having Ghoul Lords drop meteors on his head for a change.

In the next installment, Death and Destruction unveiled.


EDIT:
@kestegs, Thanks for the tip. I didn't want to trade two slots for AR using Angelics, but I had forgotten about Lava Gout. I've already got a trade thread up to get a pair (and it even made it to the right forum eventually)

@Corale, thanks for the kind words. But this project is ridiculously easy compared to a lot of things others have done on this forum. I am enjoying the eye candy though :D
 
Re: Operation Death and Destruction

Assuming you have a point in all curses (excluding Lower Resist), I'd definately put them into Golem Mastery. 20% boost in life per point is great return on investment and your Iron Golem will be quite sturdy.

So:
20-Summon Skeleton Warrior
20-Skeleton Mastery
20-Golem Mastery
1-rest of Summoning Tree(I would exclude Fire Golem)
1-all curses(excluding Lower Resist)

thats 75points, leaving 16(I think) spare points at lvl80 with completed skill quests.

Since you want to avoid CE, I guess from there you could pump Summon Resist? That or a few more hard points in the curses you want a little more radius out of isn't a terrible plan. I'm not sure how a maxed Bone Armor fares so I'd get a second opinion on that. Another option could be more Revives if thats your flavor.
 
Re: Operation Death and Destruction

I haven't played a necromancer in a while, but Ii remember extra points in dim vision being well worth the trouble. If you get a few more points in there, one click will usually shut down the entire screen (ridiculously useful around gloams). I suspect this will help your durability substantially more than slightly beefier summons.
 
Re: Operation Death and Destruction

War arrived in Act 4 about a half of a level from the magical 63 needed to equip Death. I was ready to stop playing, but I just had to test it out. The experience came a lot faster than expected and I was very quickly there. I have to say, Death is working better than expected. The 20% to AR is helping War land more hits, and the high CtC Glacial Spike is effective crowd control at least with no cold immunes around. I was also able to upgrade Hrothgar’s Oath from the Executioner Sword to the Balrog Blade and there was a noticeable increase in his damage output. Things were going so well I decided to clear through to the City of the Damned waypoint. Here I took a break to move over Laying of Hands to replace Bloodfists, a Shako to replace his Lore Bone Helm and Mara’s to replace a rare amulet with +59 life and some other mods when he would eventually make it to the level req. My Treachery Mage Plate was moved back over as I didn’t need the extra strength any longer.

When I came back to play I thought I’d have a half level to gain before 65 and Destruction, but I was already there. I had somehow gained an extra level playing with Death and didn’t even notice it, how exciting. I immediately muled on Destruction and ran down the steps like a kid on Christmas morning. I was so excited to watch Hrothgar beat things down with his new sword that I didn’t notice his life bar plummet in a matter of seconds. For the first time, Hrothgar had died. Apparently he was trying to face a pack of cursed extrastrong Doom Knights without any help. So I went back to town and talked Tyreal into bringing my friend back (he owed me a sword you know) and ran back down the stairs, this time being a little bit more cautious. Unfortunately, Hrothgar was even more afraid to go back down. He got stuck in town and wouldn’t move. I had to cast a TP and run down the stairs for a third time. Why do the Diablo Gods tease me so?

We finally made it down, and Hrothgar stayed in one piece this time as I was able to get a few Skellies up and running for him to whack over their shoulder blades. In the meantime Hrothgar had gotten off two volcanos and a handful of novas. I was smiling from ear to ear. This is going to be fun :badteeth:

With the extra damage of Destruction, Hrothgar is already mowing stuff down. The CtC skills are more of a laser light show at this point. Though it does seem that when volcanos go off under large creatures they melt significantly faster. We quickly cleared from the City of the Damned waypoint through all of the River of Flame. All of the spawns were large slow creatures for the most part and with the vast open spaces of Act 4, this build was really shining. When my army made it to the Smith, I had my reflexive retreat, but the minions were having none of it. The Smith was swarmed and swallowed up by my party. After casting Decrepify, I barely had time to get one swing of my sword in before the Smith was swallowed up by skeletons and bowled over by a series of boulders.

Everything else went smoothly. Typically scary bosspacks in the Chaos Sanctuary melted like butter. I was so cocky I kept it at players 8 for Diablo even though I was sporting negative lightning resists. This turned out to be not a great ideaTM. I ran into a serious problem with the Barb AI in this fight. In order to keep Hrothgar attacking Diablo, I had to stay in place. When a Necromancer stays in place, Diablo casts a bone cage on him and fries him for lunch. After my first experience in the cage, going through a row of rejuvs while I feverously hacked my way out, I decided I wasn’t going back inside one of those again. So I had to continue dancing around. But at best I could only get Hrothgar to take a couple swings at Diablo while running by him. It was frustrating. After a few trips to town to stock up on potions. I eventually found a sweet spot to hide while Diablo tried to cook me through a wall. The minions weren’t targeted and everything was happy again. And so we moved on to Act 5.

I have to admit, Act 5 in Nightmare and Hell is probably my least favorite part of the game. I really can’t stand the guest monsters here. Blizzard just took all of the annoying ranged characters, carpeted the place with them and made them about 4 times as powerful. Not my idea of fun and usually a big pain for most characters I’ve played. But War works like a dream here, in Nightmare at least. As long as I don’t stray out of my posse, things are great. Bloody Foothills spawned archers and demon imps. Demon imps are not threatening but just a big pain to track down, but my skellies do enough damage to get them in hit recovery, so they just die by randomly teleporting next to one of my army. The archers, which are usually quite painful, never fired an arrow at War as long as I stayed inside the skellie radius. I could see a mob coming because of the arrows drawn by my minions. And large packs where dealt with by keeping Decrepify on them. Easy area and Shenk went down before I even saw him on my screen. Hrothgar got off a firework display of his own during the battle. For my reward I socketed the giant peanut shell and put an Ort in it for some positive lightning res. Will probably switch to an Um for Hell.

Frigid Highlands were also nice and easy with archers again being the guest monsters. Moving on I ran into Slingers which are probably my favorite monsters to revive since they are fast and do ranged physical damage, which matches up nicely with Amp. So I kept as large a pack of these guys as I could. My playing around with Peace armor paid off here, because the same rules apply to extra summons from a switch. So Although I was only supposed to have 3 Revives, I manage to max out at 6 or 7 as long as I didn’t drink any potions, get cursed, poisoned, or use timered shrines. I can also use this to bump up my Skeleton army before a big fight.

My last stop was the Crystalline Passage. This area was also cleared easily running into Yeti and Cold Mages as a guest monster. So War is now waiting here to rescue Anya and he’s really looking forward to some more resists.

I still haven’t dumped his skill points into anything, but I’m leaning for the initial plan which was a big bad Iron Golem. I just had a quick question about the synergy with Fire Golem. Is the 6% ED added to the weapon damage or just the miniscule built in damage?

Thanks for reading!
 
Re: Operation Death and Destruction

So this was a bit of a jaw dropper.

For prosperities sake, Vex rune from a Gloam in Nightmare WSK
Guess the Diablo gods are happy I'm using one of their silly runewords.

EDIT: What a silly typo. I'll leave it there for posterity's sake.
 
Last edited:
Re: Operation Death and Destruction

posterity.
 
Re: Operation Death and Destruction

Sorry for the previous IFT-like post about finding the Vex rune. I couldn't contain my surprise at picking one up in Nightmare. Next time I'll save big finds for the progress updates as they're a lot more fun that way. I've decided I will use runes found by these guys on equipment for the Sept. So the Vex will go towards a HoTo that will be used as a prebuffing switch weapon along side a Spirit Monarch. Either that or re-rolling my already re-rolled crappy Death.

Progress has slowed a bit, but not because of any difficulties with playing War. I've decided to do full clears in Hell to be sure that we bring Death & Destruction to every nook and cranny of Sanctuary. So this is a bit more time consuming than my lightning quick pass through Normal and Nightmare. I've also started up my Druid Death. An update will be posted about him once he has reached Nightmare, but I will say he is oodles of fun as well. Finally, SUTC is just starting to get juicey, which means less time for non-tourney play.

So when we last left War, he was about to rescue Anya. This quest went quite easy. I don't remember any difficulties, but there were Serpent Maguses(?) Specters and Prowlers. No big issues aside from a cursed boss pack here and there. Anya was rescued, resists were increased, crappy necro head was regifted and there was much rejoicing.

During this play session I also decided to make the plunge and tweak out my Iron Golem. All my spare skill points were dumped into Fire Golem for the ED synergy. Then I muled on an Honor made in a Thresher for a new base. I excitedly strolled out into the Frigid Highlands to test him out. And he died within seconds. So yeah, might need a little bit more practice keeping him around. And my coworkers dont seem to perform so well when I'm excited. Wonder what that's about.

I did find my new favorite Revive in the caves of Act 5. Here I ran into the guest archer Rogues from act 1. I was not so excited to see them at first because theyre fast, run from my minions and they hurt when their arrows get through. Having not faced them with any sort of summons before, I was quite freaked out when my skelies and golem where frozen solid. Crap they have freezing arrow, a pack of these could be quite nasty, I thought. But then I killed one. And revived it. And realized I now had freezing arrow :badteeth: That's fun.

The next big step was the Ancients. I ended up finding the stairs up to them before getting the Waypoint. I was planning on taking a break after killing them, so I wanted to find the Waypoint first. So I ended up clearing almost the entire level before running back to the stairs. This lead to me losing my beloved Rogue archers and settling for a motley crew of quill rats and a couple Frenzytaurs I lucked out on. I took my ragtag crew up to the Ancients and prepared for the worst. But it was really an easy fight. Twinking on two high end elite runewords in Nightmare is just too overpowered to expect any difficulty no matter how unorthodoxed the build may be. I didn't catch the mods on them, but the thrower must have been Iron Skin because he actually took some time to kill. The others melted slowly to my minions. In the end I only lost a Skellie and one Mage. Life was good. And I had planned to stop after this, but you get that rush from facing the Ancients. I just had to play on.

One more waypoint right?

So this is where the Vex came into my life. I was just playing a couple more minutes, getting one more waypoint. Glad I did that:thumbsup:

The next session I quickly made my way down to the Throne room. Which was easily cleared. Night Lords were the guest monster. They were not a problem. Only difficult part was the Second wave and its pesky poison. Had to return to town for this. I mostly kept out of Decripify range. Casting Amp and taking down anything that made it past the front lines, which wasn't much.

For Baal, I forgot to put the players setting down, which mean he took foreeeeeeever to kill. But never really threatened me at all. Apparently it actually wasnt all that long because the remnants of Ventaurs pack were given a chance to redeem themselves and hadn't time out yet.

I moved on to Hell. Strode out onto the Moor and immediately turned down the players setting to 1. Everything melted. My merc was a stud, and I was even killing stuff. So I've bumped the players up to 3 and that's where I've been doing Hell.

The going hasn't been at all difficult so far. I've cleared out to the Stony Field waypoint and will take the Underground passage next. The only difficult spot was Coldcrow. She spawned a nasty Extra Strong, Cursed. Amazingly it took her pack a few second to take out the front three skellies. After which Hrothgar just melted instantaneously. I was really shocked and ran back to throw up a TP. Second time down I applied some dim vision so we could take out the foot soldiers (skeletons and zombies) that were distracting my minions. They then moved like a wall to take on Coldcrow's pack. And Hrothgar and War brought on the pain from a safe distance over their shoulders.

For skills, I have already maxed out Fire Golem and have dumped a point into Bone Armor. For remaining skills I am alternating across Golem Mastery for more IG life and Bone Wall for stronger Bone Armor. With the plus skills on my prebuff I get over 100 from Bone armor without the synergy, which has turned out quite useful.

His gear is also pretty much set. I could use to improve his boots and maybe his belt, but crafting has brought me no luck in either department. Current gear is:

Shako (Ort)
Treachery Mage Plate
String of Ears
Lava Gout
Aldur's Advance
Ravenfrost
Rare/Blood ring with 8%LL and resists
Mara's
and of course Death

Swith is Arm of King Leoric and a rare Necro head with +2 all.

Charms are mostly for AR, some life and filling in resists holes where possible. Fire and lightning are in the 30s. Cold is in the 10s and Poison is negative. Fade never really procs so I can't rely on that for resists. He's at about 900 life, so getting hit isn't such a fun experience.

Hope to have an update on Death next time, and perhaps get War into Lut Gholien.

Thanks for Reading!
 
Re: Operation Death and Destruction

When we last visited War he was in the Stony Field waiting to pass through the Underground Passage to rescue Cain in Tristram. The going was fairly simple with devilkin and skeleton archers making up the foes in here. The waypoint and scroll were quickly found and Cain was returned home. War and company then moved on to the Black Marsh were we found the Tower killed the Countess and were rewarded with an Io rune, exciting. But things did heat up down in the Hole, but War new he would be saved.

It turned out that the entrance to the Hole ended up being the most difficult situation War has faced in Hell. The entrance opened up into a loop. On the other side of the loop were two archer Rogue boss packs, two packs of regular Misshapen and a pack of Yetis for foot soldiers. Rounding the bend for the first time was quite a surprise and I was amazed to see my army being dwindled so quickly. There was so much ranged fire, I actually had to fall back and use some strategy for a change. Thankfully there was some wiggle room at the entrance. War left with two skeletons and his Golem. After losing most of my skeletons, I first had to town to bring back Hrothgar (he’s getting quite peeved about those lady archers killing him repeatedly btw) return to the Marsh and scavange some new skellies.

With about 8 skeletons strong we went back in. Thankfully, no one had creeped up towards the entrance. First step was taking out the foot soldiers. Yeti like to give chase, and this was good. They were brought back to the stairs and killed. Things were just slightly better without this distraction. I tried attacking from the right side, but there were too many archers here. It looked as if another pack was downstairs around the bend and joining in. So I tried my luck on the other side. I even had to use Dim Vision, but I still couldn’t shut down the archers firing from offscreen. While I was still losing skeletons, we eventually took down some new Misshapen to replenish the army. Intermediately a couple trips to town were needed to reposition Hrothgar any time he got out in front of the bones shields. But once we finally broke through to the archers things were easier they died a lot faster and make nice revives in these tight quarters. Clearing the rest of the Hole was fairly uneventful and no great loot was found, but at least we had a bit of a challenge.

The rest of Act 1 went pretty smooth. Somewhere along the way I found a 5 socket Thunder Maul, and an Honor was made in that. My second Honor Iron Golem is doing well and still with me in Act 2. The Smith was killed with ease, and Charsi was happy that we found her hammer…again. Interesting finds were had in the Jail levels of all places. I got my first (if memory serves me correct) self found Herald of Zakurum and my first Vipermagi since the restart.

We eventually made our way down to Andariel. A lot of Antidote potions were consumed as I had -33% poison resistance. And while I tried to kill off the front of her room before she was awakened, you really never can control your army the way you want to. So my army scattered and Andy was confronted by myself and Hrothgar with a couple skellies coming over to lend a hand part way through after they finished a Champion Misshapen. At least the crowds were kept busy. Oh, I also forgot to mention the revived Fallen. He tanked Andy through the entire fight. I have no idea how this worked, but he stood up to her unscathed the full length of the battle. This was a great bonus as he was only revived to prevent the Shaman from bringing back more foes. In the end Andy was easy and I think the volcano from Destruction was actually quite helpful here.

War then moved on to Act 2. He dispatched Radament and moved into the dessert. Most difficult part thus far has been the tombs with close quarters and Unravellers. Each doorway ends up being a long drawn out fight as the two skeleton armies jam themselves into the doorway and nobody dies. War works his way up to just behind the front lines and takes the skeletons down one by one swinging over the shoulders of his army. I have to be really careful not to step up to far because the damage from the skeletons and black missles takes War’s life down to half in a second or two. Poison Explosion has been really useful in the instances to get rid of corpses. Eventually we break through and Hrothgar gets in to open up a can of whoopass. But the breach of each doorway is a pretty slow process. He’s currently sitting in the Dry Hills WP with the Hall’s of the Dead being the last area cleared.

He is currently level 80 and about 100hp shy of 1000. For skills he has gotten Golem Mastery and Bone Wall up to 5 native points. The extra in Golem Mastery seems to be helping out survivability quite nicely, though I am hoping for a better base to upgrade the current IG.

Next up, an introduction to Death the Furygeddon Druid.

Thanks for reading!
 
Re: Operation Death and Destruction

If your Dim Vision has a large enough radius and the unravellers aren't champions or bosses, you ought to be able to shut them down by casting Dim Vision into their rooms. That ought to speed up those door-jams, as they won't be reviving any skeletons while blinded. (And maggots won't lay eggs while blinded. Something to keep in mind when you're not using Corpse Explosion.)

Your observations regarding the times when the game checks for too many summons are interesting. I used to summon too many revives with one necromancer, and then when I try it with another, who uses the same skills and tactics, the extra revives vanish much quicker. I'll pay closer attention to exactly what I'm doing when they disappear.
 
Re: Operation Death and Destruction

So, sorry for this project kind of dying. Real life had caught up with me. I've recently had a bit of time for gaming and seeing as D3 hasn't yet hit shelves, I figured I would pick this little project up where I left off (if I can remember all the builds). One slight change is that I've abandonded full clears as I just don't have the time for them.

So first step was loading up War. He personally plays very squishy, but thankfully has more tanks than you can shake a stick at. While the tanks do tend to slow things down because the merc loses access to foes, they greatly increase survivability. So I ended up running with 11 skellies, 3 mages and 0-9 revives depending on immediate danger of the situation and the appeal of the revived monsters.

Act II contained the two exceptions to the large posse rule. The maggot lair and the Arcance Sanctuary. Both areas were cleared with 4 skellies. Controlled one on one (from behind a skellie of course) encounters were very easy for War. The Arcane Sanctuary was also a great place to take advantage of Revived Specters. Act 2 went quite smoothly. As mentioned above the Tomb of Tal Rasha was sketchy, but only getting through the door. I figured out that reviving a couple foes that fell early on also helped make some room and draw some enemies away from the door.

The fight with Duriel was a swift one. The only casualty was, of course, my Iron Golem. This is the point where I finally gave up on the Iron Golem idea. I had to adjust to a much more defensive playstyle to make sure he didn't die, often running to town when he was poisoned. His damage also just wasn't noticeable above the death of a thousand cuts brought down by my skeletons. In the end Clay Golem was just more convenient, and a better choice for bosses anyway. So moving into Act 3 I said good buy to my loyal tin man and welcomed a new squishy face into the legions of doom. Oh and Duriel actually rewarded me with a perfect pair of Chance Guards.

Act 3 went surprisingly fast. I rolled one of those beloved maps where Spider Forest runs straight into the Flayer Jungle. My army of the undead made quick work of the flayers. I mostly just stood back, Amp'ed and cleared up log jams. At no point during Act 3 was I in any danger. The Council accounted for one of Hrothgar's rare deaths. I think he was first into the doorway and was surrounded by council while amped. I didn't have to return to town to resurrect him as my skellies and revived council members/dark lords were enough to finish off the job. Mephisto was also a set it and foget it type of fight. I parked my army and refreshed Decripfy while I cleared out the Dark Lords in the back of the room on my own. By the time I was done Mephisto was dead. He had killed 2 skeletons and Gumby died in the Pandemonium Fortress succumbing to his wounds during battle.

Act 4 was fun as usual. Who doesn't love Act 4? But it could have been better. Seemed spawners and maggots were everywhere. Not a big deal, but somewhat tedious. We killed Izual without event, and I had no clue what to do with the skill points as usual. I believe he sits right now with at least 4 skills points in the bank, and no idea what to do with them. The smith was problematic as he charged at us next to a double boss pack of spawners and a boss maggot. He also had Conviction, and my resists are not so good as it is. I could never really rely on Fade from Treachery because War was just too squishy to take enough hits to get it triggered. In the end the ranks had to use the Run Away, followed by the Run Away Further maneuver to isolate the Smith with his buddies lined up behind him on a narrowed walkway. After he was taken down and his Conviction gone, our Army tore through the rest of his comrades without haste. Hellforge was a disappointing Lem (or maybe Lum, they sound so similar).

The Chaos Sanctuary was fun. Yeah it's not so challenging without IM, but it also means I don't have to resurrect the merc every two seconds. The CS is great for an army because of all the Doom Knights. They make great revives in my hands and actually seem to hurt some of the other monsters. There were no issues with any of the bosses and Diablo was taken down with the reliable Gumby + Decrepify technique. I should probably mention that War's chance to hit Diablo was 46%...with Enchant. But he still swung that sword like a champ.

And finally I moved on to Act 5, to me usually the dreaded Act 5. Full of guest ranged attackers garaunteed to at the very least annoy you, and possibly kill you. It seemed that in all the spaces, I was never standing in the right place. No matter where I went the stray javelins would find me. Maybe this was just the down side of having an army so big, it triggered a lot of ranged attacks, and I guess my minions were just really good at dancing out of the way. Eventually I figured out that by hugging a skeleton really close I could avoid most incoming fire. And of course the best part of loads of ranged physical attackers is, they can play on your team too. Bone Archers, Slingers, Corrupted Rogues, Serpent Magi, even Carver Shaman are great fun to have following you around. One time I revived an entire pack of Bone Archers at once and, although they followed me quite slowly, absolutely melted anything that got within range. It was great fun. Anya was rescued, My resists neared 50%, there was much rejoicing.

And then came Hell Ancients, one of the hardest battles in the game. In Ancient's Way I battled Twisted lightning spitters, Rogue Lancers, and carvers with their Glacial Spike shooting Shaman. By the time I was at the entrance, there were no Rogue corpses to be found, one Twisted and couple Shaman and a pile of dead carvers. The only unit of my army not to lose anyone in the battle was the carvers. I swear if you want to beat a boss, go revive a bunch of Fallen type monsters, they are awesome. In actuality, the Ancients did not put up much of a challenge. I didn't look at their mods. I was lucky in that no obvious evil spawned on them. There was no powerful aura, and I don't remember being cursed. Madawc may have been Physical Immune, but I believe he was broken by Amp Damage. Overall, I first separated the three, then tried to get the bulk of my units to focus on Korlic to keep him from using his big leaps. He went toe to toe with my merc and some undead while I kept all three Decrepified. Talic was next, and Gumby seemed to help keep him from whirling too much and getting around. He was already at low health by the time Hrothgar made his way over and was quickly dispatched. Madawc took some time, but posed no threat. I believe a couple revives went down, but from timer expiration as they were attacking from range. And with that entry to the Worldstone Keep was gained.

This had to have been one of the easiest monster rolls ever for me. I don't remember all the levels, but the highlight was, Demon Imps, Stranglers and Flayers with blowdarts only. I had no Burning Souls. In fact I avoided them in Act 3, 4 and 5. That was a relief with 40some lightning resist after the Anya quest.

Baal's waves were not too difficult. The only required town trip was for Poison removal after wave 2, and to res Hrothgar after Lister's wave. While Lister's buddies were powerful, my skellies could stand toe to toe with them long enough for me to kill one of them. By the time they were able to remove one skellie, I killed a minion and made another. This balance was slightly in their favor, but in the end I was left with 7 skeletons and a dead Lister. Baal was easy with the boss killer of Decrepify and Gumby. Really glad I ditched the Iron Golem in the end. Baal dropped nothing of interest.

With their leader gone, War no longer needed to be waged against Hell's demons and he was retired. My thoughts were that he was just too squishy to play as a serious meleemancer. And his army was too comfortable a hiding place to risk leaving their protection. He basically played as a slow Fishymancer. Only without a merc to give more damage to skeletons. His melee damage was really only needed to clear up log jams. Other than that, he could have very easily never even swung his sword. Yeah I could have built a more successful meleemancer with a not ridiculously slow weapon and with a CTA to make him less squishy. But at least I got to watch all the pretty pretty fireworks.

Here are pics of his final stats without
screenshot095copy.jpg
and with Enchant activated
screenshot097a.jpg

Gear:
Shako (Ort)
Treachery Dusk Shroud
Mara's 27
Raven Frost
Aldur's Advance
String of Ears
Lava Gout
Arm of King Leoric on Switch
Rare ring
Code:
Death Grasp
Ring
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5ac40667
+17 to Maximum Stamina
+4 to Minimum Damage
Fire Resist +7%
Lightning Resist +34%
Cold Resist +7%
Poison Resist +7%
+50 poison damage over 3 seconds
8% Life stolen per hit
Rare head on switch
Code:
Imp Badge
Gargoyle Head
Defense: 14
Chance to Block:  40%
Durability: 60 of 60
(Necromancer Only)
Required Strength: 20
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xb781b361
+16 to Life
+10% Increased Chance of Blocking
Fire Resist +23%
Adds 12-28 poison damage over 4 seconds
+2 to Necromancer Skill Levels
15% Faster Block Rate
+2 to Bone Spirit (Necromancer Only)
+3 to Bone Spear (Necromancer Only)
12% Damage Taken Goes to Mana

Various Charms:
Code:
4: Steel Small Charm of Anthrax
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x2ba7d327
+31 to Attack Rating
+50 poison damage over 6 seconds

5: Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x39037a91
+20 to Life

6: Steel Large Charm
Keep in Inventory to Gain Bonus
Required Level: 44
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xcd44c3a
+76 to Attack Rating

7: Steel Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x747669f
+32 to Life
+111 to Attack Rating

10: Sapphire Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1ebc445b
+20 to Life
Cold Resist +11%

14: Steel Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x43b11530
+37 to Life
+113 to Attack Rating

16: Shimmering Large Charm of Incineration
Keep in Inventory to Gain Bonus
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe261e512
All Resistances +8
Adds 7-16 fire damage

17: Amber Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf85c5b14
+13 to Life
Lightning Resist +10%

18: Iron Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x617f921f
+21 to Life
+50 to Attack Rating

19: Shimmering Small Charm of the Icicle
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x8bf39a09
All Resistances +4
Adds 2-4 cold damage over 1 seconds

24: Steel Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1508e910
+15 to Life
+123 to Attack Rating

27: Steel Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x2f5de7fe
+1 to Dexterity
+32 to Attack Rating

29: Steel Large Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 36
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf7a2913
+64 to Attack Rating
5% Faster Run/Walk

30: Steel Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6d51176d
+2 to Dexterity
+28 to Attack Rating

31: Steel Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xc7c30b73
+25 to Attack Rating
5% Faster Hit Recovery

32: Steel Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa5840afa
+1 to Dexterity
+36 to Attack Rating

33: Emerald Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6bf094d2
+13 to Life
Poison Resist +11%
 
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