The Burning Dead Archers in the Sewers soon gave Chalan a Voulge to play with. That´s pretty much what´s been needed in the act so far. :azn:
OK, so Mary has been fighting and Cloaking a bit, but that´s been more because of convenience than necessity. At this stage of the game, Desert guard mercs are so overpowered, it isn´t even funny. /players 8 slaughtering with a stupid non-magical Voulge...
I´ve been quite lucky with my bountymobs in this act. Archers in sewers levels 2 and 3, plus levels 1, 3 and 4 in the Palace (and two Champs on level 2), Javelin cats in Rocky Waste (+boss pack of fire potion throwers in the Hills), and the last level of Halls of the Dead, Night Slingers in Far Oasis (although not that many - the place was just
crawling with zombies...) and Hell Slingers in the Canyon.
The Palace meant the end for my nice shopped gloves-belt-boots triumvirate, because I found all those item types from archers within 2 minutes. At least the belt had 12 potion slots, and the boots were kick-friendly.
Current gear:
* 2-socketed Skull Cap with a flawed topaz
* Shimmering (5) Amulet
* Superior Claws (9-17 damage)
* Plague Flange (rare Hard Leather Armor; 31 def, +7 life, +5 mana, 2 sockets)
* Large Shield of Blocking
* Chain Gloves
* Crimson (5) Ring of Dexterity (1)
* Belt
* Crimson (5) Ring of the Mind (5)
* Chain Boots
On weapon switch:
* Shadow Razor (rare Wrist Blade; 5-11 damage, +19 AR, +1-2 fire damage, 10% IAS)
* 2-socketed Large Shield
Chalan:
* Strong (16 def.) Skull Cap of Self-repair
* Voulge
* Superior 2-socketed Hard Leather Armor
Mary the MA Assassin and Chalan the Prayer Guard, level 27/26, Tal Rasha´s Tombs next
@Grisu: thanks for adding me to the table. Nice to see I have a positive score. I had not planned to bother with the scoring until Nightmare (or at death).
@Wayne: Bloodwitch is most certainly a Huntress - take a look at one of her minions next time.
@Merlin: I really like the idea of the selected act boss drop acting as "wildcard items". I will remember which four items I kept from Andariel and use them as I see fit. Especially the amulet and armor may stay on if Stormtree tries to give me some junk in those slots.
Regarding the difficulty for different classes, I´d say your ranking looks to be based on hard it is to get started, rather than the chances to go
really far.
The necro does have it tough in the beginning, but I think Amp, Terror, Life Tap, Bone Armor/Wall/Prison gives you a good chance to rely on the merc for most of Normal, while you build up some P&B damage skills.
I would put the sorceress in the top 3, even for the first half of Normal. Why? Because Static Field, Lightning and especially Blaze are that powerful, and you can get them as early as level 12. A question regarding sorc: Chain Lightning is banned to use, but is it allowed as Lightning synergy?
You have not restricted Decoy, so I think the amazon
does have a fightning chance. Weapon drops from SuperUnique boutymonsters will have a huge impact - the 'wildcard' rule makes it more likely you´ll get a suitable amazonian weapon.