1.07 News, Info and Gossip

+50 combo LK/Bazaar runs:
Running total: 130 Runs
Craft-able runes - 10
Jewels - 8
Code:
Skull Claw
Heavy Gloves
Defense: 5
Durability: 11 of 14
Required Level: 50
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4fe15b8b
+14 to Dexterity
+16 to Life
1% Life stolen per hit
50% Extra Gold from Monsters
10% Chance of Crushing Blow
+1 to Javelin and Spear Skills (Amazon Only)
5% Chance to cast Level 3 Frost Nova when struck

Blood Trample
Boots
Defense: 5
Durability: 9 of 12
Required Level: 49
Item Version: Expansion
Item Level: 99
Fingerprint: 0xd09c68d
+9 to Dexterity
+15 to Mana
+27% Enhanced Defense
Regenerate Mana 12%
Replenish Life +5
Increase Maximum Mana 5%
30% Faster Run/Walk
88% Slower Stamina Drain

Eagle Lash
Belt
Defense: 5
Durability: 13 of 16
Required Strength: 25
Required Level: 34
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1816d587
+72 to Life
+12 to Mana
Cold Resist +13%
1% Life stolen per hit
5% Chance of Open Wounds
10% Chance to cast Level 3 Charged Bolt when struck

I thought the lesser craft runes dropped a lot more than this.. gonna take forever to use up all jewels. I'm finding them as quickly as I use them.. :confused:
 
soo what list of items should I keep on hand for crafting?

Obviously the more rare ones like wyrmhide boots and vampirebone glove s(iirc) for the greater crafts... but are belts worth the effort? Blood boots don't seem as useful (to me) but maybe I'm wrong about that.

The lesser crafts for blood gloves and caster boots can be shopped/gambled very very easily (>50% chance of being blue and normal base I believe)

what I'm thinking of doing is getting a 6 chest LK map with either of those bases dropping from racks (and ideally a useful unique like wizzy). This might take awhile, though.

Then I could have another char with a similar map for a different base (or just a map with the base of interest) so I could always mule some over when I eventually burn up the shae/whatever runes
 
Also, is anyone able and willing to make a list of the affixes of interest that could now be obtained by using this technique? All of the obvious recipes are of most interest to me personally, but I've always liked the greater SAFETY weapon craft for rogue mercs... are more pdr/mdr mods available?

Does it vary by base type (ie lesser vs greater recipes)?

Another obvious idea is that with weapon crafts since you can keep reusing the same base (any type) you can just use the same item over and over until you want to keep it.
 
@Grape what weapon craft will you focus on? I have a Mat bow I think I'll try first.

Not totally sure, for now it will be a Great Bow as I hope to catch a great damage/amp one for my Barb's merc. GMB/Mat could be cool for sure. Other than that, I don't know. Some dumb +500ED Thunder Maul/War Pike just for fun? 3xOhm for +600ED% :P


From 1.00 thread:
I still had it somewhere in my old notes, yes the Golem and Necromancer leech from damage returned by the Golem when he's hit in 1.07. It also works with Thorns and Spirit of Barbs. :p (Though my notes say nothing about how it's calculated.)

I wonder if 1.07 has anything else to offer for the Necromancer. His skeletons are probably still terrible. Revives could be pretty cool, since you can get items with Teleport charges in 1.07 to take the revives along with you, and their health still scales with player number. Amplify Damage, Decrepify and Lower Resist work at 100% effectiveness against monsters with immunities (in stead of at 20% like in later patches), and LR still lowers magic resistance to increase the damage of Bone spells. Iron Golem doesn't save yet with the player, so he's no good. Clay Golem doesn't slow yet, so he's no good. Attract had no limit yet on how many monsters can be affected. Am I missing anything relevant? o_O

I'd be very interested in the best possible Necromance builds as well. I'm thinking about trying cows with Necro at some point. Also has anyone tried melee Druids in Travi for example?

Thinking too far ahead probably since next in line will be Barb in Travi, and he'll stay there a good while!
 
Mainly now you can get 3tab on any gloves, easy 2skill on amulets and 30str on belts. Not sure about armor, but again getting 100life or 15dr should be easier if only for guarantee of 4 random affix.

My 2 campfire map is not optimal by any means, but drop 100% great hauberk and both BK swords with lesser odds. Very short on jewels though. Got one left, but I should save more in case of Po Lum Ko drops.
 
@Shuffleblast - 1.07 crafts had crazy potential to begin with:

1. Magic only affixes on crafts - Cruel, +3 tab gloves etc
2. Bugged recipes like +20% LL
3. 3 sockets (or max) on Crafts!

All of this was somewhat limited though, because we could only get ilvl 60s. Now you can get ilvl 99 (+2 skills ammys..). That ilvl also guarantees 4 mods. And, you can do all this starting at lvl 40, instead of 90+.. :rolleyes:
 
Necromance builds
Woops, didn't think anyone would be interested, otherwise I would've posted that here, as it should've been. :p

Hadn't really considered Necromancer for 1.07 before, but he can probably be a lot of fun to play. To add to that bit from the 1.00 thread, Revive is still bugged in 1.07 so that it's not affected by Skeleton Mastery, but rather it uses its own skill level to give revives bonus health and damage. Pretty convenient that you kind of get 2-in-1. And since they still scale with player number, they can become beefy as hell. If you multi-client for higher player numbers, you can exploit the Anya portal to quickly get a p8 army up, and 1.07 is the first patch that offers Teleport charges so that you can easily take your summons along with you.

Attract and Confuse weren't nerfed yet, in the sense that you still get experience from confused monsters killing other monsters, as well as from the confused monster getting killed, and Attract has no limit for how many monsters can be affected, so you can just spam it on a group to easily get a few corpses, while staying safe yourself. Otherwise, there's the Blood Golem + Iron Maiden thing of course. :p

Corpse Explosion does deal lower damage unfortunately, as it was 60-100% until 1.13 finally changed it to 70-120%. So after they changed CE in 1.03 so that it no longer scales with player number, for quite a while it was worse than it is now in 1.14.

Anyway, Revive looks pretty good to me in 1.07. Revives spawn with +(100 + (2*slvl))% Enhanced Damage, so at level 1 their physical damage is already more than doubled, and at level 20 it's +140%. Their health is calculated as (maxhp*3) + (7*slvl), based on the maxhp that the monster spawned with. Those values "2" and "7" are taken from Skeleton Mastery, but the skill level of Revive itself is used. I bet that the +%ED does not work on ranged revives though, as missile code was still very buggy in 1.07. The flat +(7*slvl) hp bonus is pretty insignificant, but it's free. :p And as I said, Curses are great in 1.07. I haven't tested Poison Nova or Bone spells, but I predict they're going to be very underwhelming on Hell. Real shame, as they're the coolest. :cool:
 
My bone spirit necro does OK at council, and OK at cows. Not spectacular and literally one of the reasons I want really good mana boots because bone spirit really empties that bulb. It also isn't bugged by the piercing spell glitch... if it was and each spirit could hit more than once it would become top tier
 
@pharphis
Yeah, both Guided Arrow and Bone Spirit have Pierce set to 0 in missiles.txt, so they refuse to pierce. 1.09 is the only patch where this column is set to 1 for Guided Arrow. It's usually called a bug, but the change seems pretty deliberate to me. Maybe they just didn't realize how powerful it would be, and changed their minds about it in 1.10.
 
Hmm now I'm wondering what type of rogue would be the best complement to council BoneSpirit necro. (lower resist is being used)

1) fast crushing blow + a tiny bit of elemental?
2) all out crushing blow (I forget if this works against PI in 1.07)
3) one of those crazy poison bows that WoRG has posted in the past? (I'll never get one of these!)

Fire Golem is the tank and eats all the hits, rogue and necro shoot from afar

When running council with a WW barb I liked a rogue with fast amp dmg procs.
 
@pharphis
Yeah, both Guided Arrow and Bone Spirit have Pierce set to 0 in missiles.txt, so they refuse to pierce. 1.09 is the only patch where this column is set to 1 for Guided Arrow. It's usually called a bug, but the change seems pretty deliberate to me. Maybe they just didn't realize how powerful it would be, and changed their minds about it in 1.10.
Buriza zons ftw
 
lol... forgot my necro already had a merc for council. This is it's weapon

Culwen's Point
War Sword
One-Hand Damage: 13 to 34
Durability: 44 of 44
Required Dexterity: 45
Required Strength: 71
Required Level: 35
Sword Class - Fast Attack Speed
Item Version: Expansion
Item Level: 90
Fingerprint: 0x3c062124
+74% Enhanced Damage
+60 to Attack Rating
All Resistances +3
Replenish Life +1
+1 to All Skill Levels
20% Increased Attack Speed
20% Faster Hit Recovery
Poison Length Reduced by 50%
Socketed (1: 1 used)

as well as vipermagi (um), eth valk wing (ptopaz because a previous char used this) and sigon's with a pdiamond)

It barely helps, but freezing some of them in place isn't such a bad thing. Rogue is probably better overall
 
+Skill items don't work on mercenaries. This means that you cannot increase the strenght of their auras, or you cannot exploit the lightning hose rogue bug.
From Repusz's 1.07 Guide. Never checked it myself, I just assumed it was true.

You may also want to verify (if you hadn't already) if mercenaries can apply Crushing Blow at all. Gearing mercenaries was new after all, and quite a few things weren't working properly yet. I do know that missiles can apply CB, which is good to know imo because there are things that missiles do not apply, while melee does apply them, for example +%Damage to Demons, +%Damage to Undead, Open Wounds, and Deadly Strike.

Edit:
crushing blow (I forget if this works against PI in 1.07)
It does. :) It isn't applied as a damage type at all, so nothing reduces or increases it.
 
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In that case a CB rogue is probably optimal for my necro. Freezing some of the minions is nice for increasing fire golem survival, though. A pinch of poison/cold dmg would be a nice perk as well
 
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