1.07 News, Info and Gossip

Umm atma should be accurate for them for exceptional items at least. They dropped all of the interesting exceptional uniques like skullder's and valk wing several times over. I also got a lightsabre from them though that is much rarer.
Wow. Okay. I guess I had this idea in my head that those items could only drop from racks. I'll hit it up some see how it goes.
 
WW barb w/ hork switch. Mine used wizeh + gull for the switch. I put a ptopaz in my arkaine's valor and arreat's face and... I think that's about it. In the last ~2k runs I found a blade of ali baba which I used instead of gull for way more gold find (2x lem iirc). Before that, I just had a crappy Mf jool in my gull for ~55% MF total.

WW barb is best with either BK swords or 2x GF with shae runes. LoH ofc, SoE and if possible 1-2 blood rings ideally with lite res or I guess MF. Boots can either be goblin toe, gore riders or just 40 frw boots like nat's for faster run speed. Amulet can be saracen's for amp dmg OR HLW... I didn't feel the need for saracen's on my barb because of the amp dmg source from merc, and preferred frw + lite res for HC (even with 8k life)

Especially if you already have a valk wing + tal rasha's, I'd recommend rogue merc with ias jools in armor + helm + shaes in crafted safety wep that proc's amp dmg. This will help kill faster about every or every other run, and the merc is fairly sturdy since they will shoot through windows. With enough ias (120 total in fast base type?), you can probably fit a an eth rune in their wep but I think that would require 20 ias on the weapon itself.

Here is what mine used:

Code:
Beast Fletch
Double Bow
'ShaeShaeShae'
Two-Hand Damage: 15 to 37
Required Dexterity: 73
Required Strength: 58
Required Level: 91
Bow Class - Fastest Attack Speed
Item Version: Expansion
Item Level: 60
Fingerprint: 0x78d9669b
+43% Enhanced Damage
Damage Reduced by 8
Magic Damage Reduced by 4
Adds 1-14 lightning damage
Adds 25-50 poison damage over 4 seconds
60% Increased Attack Speed
5% Chance to cast Level 1 Amplify Damage on striking
Socketed (3: 3 used)

Tal Rasha's Guardianship
Lacquered Plate
Defense: 853
Durability: 55 of 55
Required Strength: 83
Required Level: 76
Item Version: Expansion
Item Level: 87
Fingerprint: 0xca2d099
+400 Defense
Magic Damage Reduced by 15
Fire Resist +40%
Lightning Resist +40%
Cold Resist +52%
88% Better Chance of Getting Magic Items
Requirements -60%
15% Increased Attack Speed
Socketed (1: 1 used)

valk wing with ias/res jool
 
Oh man I'm running with a sorcy with 305 MF. But runs take forever because they are lightning immune. Not sure if this is worth it or not. I would do it on a barb if I had GF or arkaines but I haven't been blessed by those racks yet. I'm guessing MF for trav is not that important?
 
The MF is way less important than killing a bunch of them quickly. Barb is much much much better. I'm sure a little MF helps a bit, though, which is hwy I used some. I also had no real use for those slots in my items except stacking more lite res.

You'll also find tons of SoEs
 
I think MF only really matters all that much for council if you're trying to hit set / class set breakpoints to get specific items for use.

From my notes, taken somewhere from in this thread and various guides:
Code:
MF Breakpoitnts:

HellUniques/Champs:
    Sets: 375%
    ClassSets: 282%
    NMClassSets: 633%
NMActBossSets: 127%
HellActBossUnique: 556%

So stacking MF is particularly helpful if you're after the more useful sets/classSets that the council can drop in particular, otherwise, I'd focus more on killing quickly and safely to maximize other rewards (i.e. rune/charm/jewel/gems/gold/xp etc...) while occassionally getting useful sets/uniques.
 
The only thing that comes to mind that they can drop of set items that are even useful and otherwise "hard" to get are... tal's ammy. Most of the rest is garbage (tal's orb) or can't be dropped (tal's armor). Also, set items are extremely easy to rack as soon as you've found a rack, anyway. So that helps for most of them :)

I didn't realize there were different breakpoints for class-specific sets. If I understand it correctly it should be lower MF than for other set items, right?

I'm in the camp that thinks that if you're going to run council, you're going to get enough amazing charms + a few good runes that you'll want to run them hundreds or thousands of times. Nulio did 30k+ (2x 99er) iirc and I've done 15k (99er), others might have done even more. After a few thousand runs you'll have found several of the exceptional uniques and at least a few of the rarer crafting runes like lum/ko, and almost certainly most of the useful/rare set items that they can drop.

For the record, the highest rune they dropped for me was Lo (maybe 2, can't remember) and ist and several gul runes. scrcrw found a Jo from them a few years ago and I can't remember what nulio or others have found.

the charms though :D
 
I can't remember where the class set breakpoint value came from (though I suspect a post in this thread), nor the rational behind that speciific value, but if I remember right, the basic idea that led to it came from the blood raven mini-gide. Basically, it's lower because class specific items have different rarity chances, such that class specific items will start being always rare (or set) earlier than other items. In particular, this is mostly relevant for tal's orb, because it's quite possible to render yourself unable to have it drop by pushing for other MF breakpoints.
 
That has to do with the quality bonus which every item has. I don't remember the specifics very well, but it has something to do with the ilvl minus qlvl thing, and every non class specific item subtracts 400 from some equation regarding item quality, but class specific ones only subtract 240 from that same equation, leading to them always having a better chance of being of a higher quality. This holds true throughout the expansion versions, and is the reason why Fathoms aren't as rare as Dwebs, even if they both have 1/3 drop rate in their TC.

Don't know if that makes any sense at all, but it means that class specific items are almost twice as often unique/rare/set/magic/superior than the regular items.
 
Okay, so what is the quickest way to get to lvl 91+ for a tri-elementalist? I use high lvl static, maxed orb, maxed firewall, couple points in fire/cold mastery, maxed warmth and 1pt energy shield. Currently, I stick 5 mules in a game (two got lost because of lazyness) and semi-clear (as in kill the biggest groups) these areas:
- Cows (hunting exp shrine first)
- Bloody Foothills
- Glacial Trail and cave below
- Frozen river (area before skipped due to too many light immunes)
- Ancient's Way and cave below
- WSK 2

I find WSK 3 a bit dangerous due to frenzytaurs which cannot be slowed, and baal waves are kinda slow going too.
I gathered as much as that this is quicker and less boring than doing p1 cows.
Nilly temple is too narrow and has too many light immunes for my taste.

Are there good areas which I have overlooked? I tried River of Flame, but there are lightning immunes, and Urdars seem to have a LOT of resistance and even more regen capabilities, so they are actually really hard to kill....
 
Monster/Area Levels according to the txt files (and seems to match up with some data from one of the guides, and some item levels in stashes):

Code:
ACT 3

89 Upper Kurast
   Sewers 1
   Ruined Temple
   Disused Fane
   Forgotten Reliquary
90 Travincal
   Forgotten Temple
   Ruined Fane
   Disused Reliquary  
91 Durance of Hate 1-3

ACT 4

92 Outer Steppes
   Plains of Despair
93 City of the Damned
   River of Flame
94 Chaos Sanctum

ACT 5

everything 90+

95 Crystal/Glacial and sub areas
98 Pindle
99-102 halls of _
105 Hell Portals
    WSK 1
106 WSK 2
108 WSK 3
109 Throne

94 Cows

So... to increase time between having to reset and rejoin with everyone, you could add basically any area after upper kurast that you feel you can handle. Of those, I'd consider how well/safe I could run trav/pindle, the rest of act 4 (the LI's in the other areas should be less troublesome killspeed wise), and see how easy or annoying finding the act 5 hell portals is, and balance that against how many decent packs I tend to find along the way.

Beyond that, since you aren't going down in WSK, why not go up? :) Or go down via the summit after doing ancient's way, maybe?
 
Wouldn't mules get bodied by sitting in WSK?

Or.. are you playing solo with the mules in game just for exp? For some reason I was thinking you'd be bringing mules with you for better drops too (though less exp I guess)
 
Going solo, only need one char to craft, the rest would only run racks anyway.

WSK1 is a great idea, hadn't thought of that. IIRC, area level has nothing to do with monster level (only racks and chests) in 1.07 and monster levels are still taken from monstats.txt
 
Ah, I must have forgotten that, or failed to learn in in the first place; in either case a quick look through monstats shows basically everything I recognized from act 4/5 is lvl 90, except baal and nihlathak (95), and most of act 3 being high 80's to 90, and tombs of tal rasha looking like mid 80's to high 80s.

So the tombs might well be worth it too, less exp individually, but ease of access and sheer density/numbers probably still make it worth while until, I dunno 94/95.
 
WW barb w/ hork switch. Mine used wizeh + gull for the switch. I put a ptopaz in my arkaine's valor and arreat's face and... I think that's about it. In the last ~2k runs I found a blade of ali baba which I used instead of gull for way more gold find (2x lem iirc). Before that, I just had a crappy Mf jool in my gull for ~55% MF total.

WW barb is best with either BK swords or 2x GF with shae runes. LoH ofc, SoE and if possible 1-2 blood rings ideally with lite res or I guess MF. Boots can either be goblin toe, gore riders or just 40 frw boots like nat's for faster run speed. Amulet can be saracen's for amp dmg OR HLW... I didn't feel the need for saracen's on my barb because of the amp dmg source from merc, and preferred frw + lite res for HC (even with 8k life)

Especially if you already have a valk wing + tal rasha's, I'd recommend rogue merc with ias jools in armor + helm + shaes in crafted safety wep that proc's amp dmg. This will help kill faster about every or every other run, and the merc is fairly sturdy since they will shoot through windows. With enough ias (120 total in fast base type?), you can probably fit a an eth rune in their wep but I think that would require 20 ias on the weapon itself.

@pharphis Would you mind sharing your thoughts on the Pros/Cons of BK Swords versus dual Grandfather's in SC? Thanks
 
Not pharphis, but,

BK swords are easier/faster to get, crushing blow is nice, probably do more damage overall especially at lower levels (CB, %dam to demons/undead), and resists might free up other gear slots, easier to achieve the needed IAS.

GF's HP bonus means never die and thus never lose xp, they are indestructible (the convenience for which cannot really be understated), and mean you need much less str/dex/ar.
 
^that's basically the gist. The conversation happened a few weeks ago as well but it may have been in a different thread.

GF doesn't benefit as much as BK set does from +max dmg (arreat's face and charms) which helps BK set a bit more. As a HC player, I think anything shjort of 2x GF is suicide, though, and I'm not joking. I had a few close calls in my 15k council runs with 8k life. Ya! Crazy. You're bound to eventually whirl through MS/LE/PI, with conviction present which for me (with stacked lite and cold res) which did 5k dmg/second. Pretty serious stuff! If I had to estimate it probably happened about 4 times in 15k runs but considering the wealth required for the barb to begin with I don't think it's worth risking (in HC). shako would help even more by reaching for about 10k life but I don't think that much is necessary.
 
So I have been rolling maps all day still trying to get that stable balrog skin rack - no luck. Found a stable winged helm rack, so I'm hitting that up. One other rack that I hit is not stable, but I hit it anyways since it's next to a super chest. It dropped this -

View attachment 3860

Neat. I don't really plan on making an amazon ever in 1.07, or I didn't until I opened up my inventory.

View attachment 3861

:O Eth. Can't imagine there are too many of these floating around in 1.07.

I found another gul rune the other day, same day as I found the first one but I didn't want to gloat too much, that was a glorious day for LK running. Thought I'd also post up the picture, it's another halberd drop. That means (I think, after some hellforge rushing) I can build a beta cta now, total rune count is Lo, Vex, Gul, Gul.


I am very excited because there are only a handful of items left on my 1.07 shopping list. Balrog skin, some eth threshers, and maybe a gf if I ever find a rack for that but I'm not so enthusiastic about it. Then it'll be on to 1.09.

Sort of off topic but one thing I'm really proud of is keeping my homeboy Chalan with me the entire time, on my one and only lonely sorceress. He's a normal combat merc, but for some reason he pops on thorns sometimes? That's the nightmare combat aura, not sure why it happens but I hope it will resolve in later versions because I'd prefer prayer. We'll be moving ahead through to 1.09, leaving a replacement rushee sorc behind in case I decide to run racks again.
 
Although it will resolve in later versions he'll lose all of his levels (back down to like.. 40 something), which is annoying.

Also good job on the titan's. it's also +3 which is no guarantee. Could be 1-3 (mine is 1:()
 
Although it will resolve in later versions he'll lose all of his levels (back down to like.. 40 something), which is annoying.

Also good job on the titan's. it's also +3 which is no guarantee. Could be 1-3 (mine is 1:()
Oh cool I didn't know that! That's great to hear. Glad my mercenary will work out as well. Leveling him is not such big deal for me.
 
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