1.07 News, Info and Gossip

Re: 1.07 News, Info and Gossip

Has anyone info on legendary mallet schaefers hammer from 1.07?
Can it drop from lower kurast hell map (from rack).
Would be nice stats like these from guide, so qlvl of legendary hammer and(or) unique item.

The stats are as followed:

Schaeffers Hammer
Legendary Mallet 82
5% Chance to cast level 5 Static Field on striking
+50 to Life
+8-792 to Attack Rating (8.0 per Character Level)
Lightning Resist +50%
+20% Increased Attack Speed
+2-198 to Maximum Damage (2.0 per Character Level)
Indestructible
+75% Enhanced Damage
+50% Damage to Undead

It's quality level is 82, so that should mean that it can drop from a rack in Lower Kurast. Although this weapon is pretty weak and only a collector would try to get it.
 
Re: 1.07 News, Info and Gossip

Eh?It's very very good for 07 standards actually(07 zealot comes to my mind first), bit of a high clvl req though(nothing that a few beef runs can't fix though:p )
 
Re: 1.07 News, Info and Gossip

I've been away from my .07 sorc for a while. In 1.12a, I spent some time running NM andy, I got my kicker to act 5 of hell, and I started an enchantress (in act 1 of hell now).

So I fired up 1.07 to finish the NM ancients quest. At level 43, she had to reroll the first set after the merc died in 2 seconds and she hadn't littered the ground with rejuvs (this is the first character I've taken this far in 1.07). Then she scattered ~20 rejuvs first and then died to the second set. The third set went down fairly easily once I played very defensively.

The interesting part is something I've never known since I've never gotten to nm ancients in 1.07 before: she gain 6 levels upon completing the quest! I'm sure this is old hat to all of you, but I'm surprised.

Also, I now have to decide how to spend 6 points at once; I suppose they'll all go to FO.
 
Re: 1.07 News, Info and Gossip

You take 1 Omgwtfbbqpwned, make him play d2 1.07 with modified .dll, then rush 7 chars to hell, mp hell cows with the 8 chars until your main char is lvl 89.(lfzon is great for clearing cows)
 
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.
 
Re: 1.07 News, Info and Gossip

The stats are as followed:



It's quality level is 82, so that should mean that it can drop from a rack in Lower Kurast. Although this weapon is pretty weak and only a collector would try to get it.[/QUOTE]

Thanks, thats what i needed to know
I knew the stats dont worry just had to be sure
How can one look for all items about that qlvls?
 
Re: 1.07 News, Info and Gossip

Eh?It's very very good for 07 standards actually(07 zealot comes to my mind first), bit of a high clvl req though(nothing that a few beef runs can't fix though:p )

Well, I always have future patches in mind... and I forget that some peeps actually play 1.07 for fun :scratchchin:.
I think I'd still take a good rare over this, though.

How can one look for all items about that qlvls?

I got a document from Yiuman with that information. If you'd like to have it, just PM me your mail address. :thumbup:



 
Re: 1.07 News, Info and Gossip

I am currently working on a cold sorc in 1.07 and had decided to max Glacial Spike, only to discover to my disappointment that GS does a LOT less damage in 1.07. My lvl 43 sorc has lvl29 GS, but the damage is only ~220 (just for reference, AS lists lvl20 GS damage as 247-266). Does anybody know where one could find skill tables for 1.07? Is there any way I could boost the damage on GS fairly easily?
 
Re: 1.07 News, Info and Gossip

I am currently working on a cold sorc in 1.07 and had decided to max Glacial Spike, only to discover to my disappointment that GS does a LOT less damage in 1.07. My lvl 43 sorc has lvl29 GS, but the damage is only ~220 (just for reference, AS lists lvl20 GS damage as 247-266). Does anybody know where one could find skill tables for 1.07? Is there any way I could boost the damage on GS fairly easily?

The Brady Games guide (from the battlechest) has tables for all spells through L20--you can probably find one on eBay. Cold Mastery is your best bet for boosting damage on GS.

The standard 20 pts in Frozen Orb/Cold Mastery/Static Field is pretty solid at handling the entire game. You don't really need backup skills, so I wouldn't worry about GS too much if I were you.

I used Blaze as a backup to run around the blood pool for farming Hell Andariel for Raven Claw, so you can experiment with whatever you like with the leftover skill points, but don't stress over it.


 
Re: 1.07 News, Info and Gossip

Don't have workable mail but dont worry.
Thanks anyway.

I wil just ask for some item if needed hehe.
 
Re: 1.07 News, Info and Gossip

No, that will not help make a new bramble for my 1.07 sorc.

Do you mean that cubing runes does not work for 1.07? In that case the Brady Games Guide fails.

Bramble is pretty weak--craft an armor or stuff PSapphires in a 4os Gothic Plate and wear a hax +MPK ring.


 
Re: 1.07 News, Info and Gossip

I use a setup similar to the one PurpleLocust mentioned (MP with several computers) and wanted to add that if you also use a summoner druid as one of the mules, you can throw up some summonables to help make the unattended toons safer (you could use a necro, but then you have to fiddle w/corpses, so I preferred a druid)

Has anyone else noticed that itamz on the ground don't 'poof' in 1.07 if they are on the same screen as a toon or a portal? I have been useing the red portals in act 5 as 'holding areas' for itamz that were worth selling but not going back to town for immediately. I haven't tested this in SP, tho'...anyone know if it works there?
 
Re: 1.07 News, Info and Gossip

The stats on 1.07 Bramble:

Bramble (Body Armour)
Eth Ral
47% enhanced defence
38% resist fire
33% resist lightning
10% faster run/walk
+15% mana regeneration

Not bad- I'm not sure what the level requirement will work out to be, but it may be a reasonable levelling armor. No cubing of runes in 1.07 means that you have to keep a stash of low runes and try to remember which ones you are low on!

@WorG: I think the "items on the ground" expiring was added in 1.10 or so. I haven't noticed items poofing in 1.07, and I don't remember it being an issue in 1.09 either in SP or on the realms. But my memory may be letting me down...
 
Re: 1.07 News, Info and Gossip

Bramble is pretty weak--craft an armor or stuff PSapphires in a 4os Gothic Plate and wear a hax +MPK ring.

I want to make a second bramble for the resists. The merc is wearing the first one.

Is it the greater caster ring that can get the ridiculous +mpk? If not, how do I make one?

I've only played one character up to level 50, so I don't have a lot of items and I can't just go make all the best crafted gear.

edit:
The stats on 1.07 Bramble:

:thumbup:

@pavel: hmm, does atma ruin runewords? I've probably moved some runewords, but I didn't notice anything.


 
Re: 1.07 News, Info and Gossip

Lvl requirement will be the same as Ral, 19. I forgot that I shouldn't move a 1.07 runeword item with atma - now my lvl 78 sorc is lvl 1, has no items but is still a Matriarch. Hurts to lose a Tals Ammy :banghead:
 
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