[2015] The Committed Tournament [by kestegs]

bladejj said:
Wow Derzok, that's great process and an excellent circlet! That is actually the exact build I was considering joining this tournament with, but my limited D2 time is spent with my character in the passive aggressive tournament. Best of luck going forward!
 
Dezrok said:
Marita just defeated Diablo. Dragon Flight on top of him and then kick and kick and kick. 3 blue pots later ... WIN! Drop was a pile of yellow junk. No S/Us for the Act. Hell Forge was a Tir.

The higher life on monsters in this Act meant we saw a lot more action from Blind and OW. We also had to strategically pull back from battle a few times and reposition to avoid being mobbed while under Decrep or Amp. There were times when we were actually taking damage!

The Infector of Souls and his gang got Marita surrounded and only a quick purple stopped a Deeds. Dragon Flight wouldn't take us outside the pack, so it was a town portal to escape and then after coming back through the RoF we fought a running battle to avoid getting trapped again. I think this style of hit-and-run battle will become more common now (besides, it is quite fun).

Marita the Kicker, Level 35, Normal Act 5 Harrogath
 
Dezrok said:
@kestegs - Er. I stuffed up and double clicked Vitality after a level up in the Bloody Foothills, giving myself 2 pts instead of just one. I can fix it the next time I level up and in the meantime penalise myself by taking out a +10 life small charm.

Hopefully this is okay?
 
japanzaman said:
Well, I guess I'll go ahead and officially enter myself here, as I've been kind of playing behind the scenes for a bit as I wasn't sure how committed to this tourney I can actually be.

I decided to make this tourney a little less cumbersome and a little more luck dependent. I'm taking a kicker all the way through on P1. This means an easy journey through normal, but things will get much tougher as I get into NM and Hell. It will really depend on what drops I get. If I get to Hell and can't proceed, so be it.

So far things have been pretty easy. Just kick stuff until it dies with a maxed Dragon Talon. I've got about 20% LL which keeps me pretty much maxed at all times. I'm distributing stat points evenly, as I need both strength and life for this build, and the added dex helps. I feel kind of nauseous every time I have to put a point into energy though:eek:

Right now I'm at level 30 and just about to hit the Ice Caverns in Act 5. Act Bosses have been a breeze and will probably become even easier once I get some CB. Crowd control will probably be my biggest concern, but Phoenix Strike can help with that. I'll probably also get a Nadir helm for the Cloak of Shadows charges to.
 
kestegs said:
Dezrok said:
@kestegs - Er. I stuffed up and double clicked Vitality after a level up in the Bloody Foothills, giving myself 2 pts instead of just one. I can fix it the next time I level up and in the meantime penalise myself by taking out a +10 life small charm.

Hopefully this is okay?
That's fine, no big deal. If anyone ever really messes up they can use a respec, but that would be more for someone who picked a single stat and misplaced a point.

And I can't believe you run around with that many charms all the time!

Welcome, and an interesting restriction. Fun to see how it works out. Good luck!
 
Azimuthus said:
So here we go to Lut Golein again. Act 1 was longer than normal version, exp at some areas was very poor so I didnt clean everything like before and skipped some places. Andy was a bit tough on 8 ppl NM, but that is because of boosted HP. She dropped Ginther Rift uniq excep. sword which has nice magic damage which I'll need for sure on ancients if the case they have all kinds of immunities. Also got tasty belt from her with big resistances and some hit recovery.

Hate the idea to fight Duriel on 8 ppl with my limited firepower, but I think this time I'll try 4 ppl instead on 1.
Current stuff.
 
felixbavaria said:
japanzaman said:
Crowd control will probably be my biggest concern, but Phoenix Strike can help with that. I'll probably also get a Nadir helm for the Cloak of Shadows charges to.
Since charges and item types are unrestricted in this tournament, your best option might be to shop magic items with Necromancer curses (IIRC, they can spawn on wands, knives, rings, circlets and shields). Actually this holds for all builds that don't choose the "crowd control" skill tree.

Thing is, CoS charges cost an arm and a leg (or a useful mid level rune) to repair, but then again it's probably cheap enough to just make another Nadir helmet ...
 
felixbavaria said:
Act III (played at /p8) started off slow, as the claw class weapons can't really keep up with monster HP.

We encountered an odd map where the Spider Forest and Flayer Jungle WPs are within the same village:

1608353063017.png

It was a big relief to hit level 30 just outside the LK entrance, as two of the skills defining the build became available. With Venom and fighting alongside a Shadow Master, the pace ramped up again.

The rest of Act III was easily owned, although Elexa died once (for the first time!) to a Conviction enchanted Vampire pack in the Durance.

Mephisto was a pushover, as he was distracted by the Shadow, only a few greater healers were needed, and Elexa did not take damage at all.

1608353073029.png

He dropped Cleglaw's gloves, Arctic armor and a few useless rares.

Cisa, Elexa and Shadow, level 32, Pandemonium Fortress
 
Azimuthus said:
Duriel 4 ppl nm was long, boring, but not dangerous. Merk could tank him for some seconds and so I managed to cast some surikens and lightning or fire traps. Dropped nice yellow wand with up to 200 light and 100 fire damage - which we'll certainly use on non-immune mobs.

Next: A3 8 ppl.
Clvl = 57
Stuff here.
 
Southpaw8668 said:
Ema and Devak (Cold IW) are moving along pretty well still taking it at /p8 with not much trouble. Starting to come up against a bit more immunity to poison with the Venom Lords and Knights. Plague javelin works wonders after Devak starts launching his cold missile attacks and they are stuck in the cloud for full duration. So far they usually die with one Plague javelin and I've started pumping LF as well, now that we are quickly approaching the River of Flame. The most notable thing has been that we have maxed our FR and LR with gambled or found items, which will make Chaos Sanctuary much more manageable.
We did find a Nagelring somewhere in the jungle and of course had to sell it. Man we are finding and gambling all sorts of good MF stuff. I'm sure its been the same for everyone. ;) Found quite a few low runes, but haven't made anything further than the two swords earlier. Perhaps I make up a Nadir, seems to be pretty popular.

Ema the Green and Devak the Cold, Level 33, River of Flame WP
 
japanzaman said:
felixbavaria said:
Thing is, CoS charges cost an arm and a leg (or a useful mid level rune) to repair, but then again it's probably cheap enough to just make another Nadir helmet ...
Yes, I'm hoarding most of my nef and tir runes just for this purpose, as I doubt I'll be using the necro curses all that often.
 
Azimuthus said:
3rd act 8p NM finished. Exp was coming really slow even with this setup. Mef was easy but it took some time ofc to put him down (he dropped yellow crap). However children in Flayer Dungeon presented me Kelpie Snare which was a real help indeed. Also I found 1 angelic ring and ow - if only I could find amu or 2nd one - that we be just great to boost AR. Anyway, I i'll switch A4 to p4 mode - it seems no sense to strive through 8.

Currect lvl = 63.
Items.
 
Azimuthus said:
Act 4 was as bad as 3 for exp, it seems i'm overleveled for these areas. However, luckily I found Fal rune in Damned City and Pul from Q2. Diablo fight was very interesting. Again I had that strange bug when he didn't attack my merk, so he lived through all the battle. However, Dia used an ability to imprison me inside bone cage - this happened 3 times. Yay! Ye, he has this ability in D3, but here he used to imprision your portal only. At least I don't remember he ever did such a thing. But now he did - and I though he d kill me when this happened 1st time. But I made TP and escaped to town. In addition to that I'm not 100% sure you can just run out of this bone prison running backwards. It seems this worked for me, but I'm not sure. Definitely, I had to damage to destroy prison, but somehow escaped it after going to town. Drop was a yellow crap + Isenhart armor.

A5 will be 4 ppls as well.
Items here.
 
logoutzero said:
Taking a mule break, I'd say 90% of the Flayer Jungle is cleared, including the Dungeon. Still have the Swampy pit to go. Should hit level 30 just before the Council.

Some Items:
Code:
Imp Ward
Bone Shield
Defense: 38
Chance to Block: 30
Durability: 40 of 40
Required Level: 9
Required Strength: 25
Fingerprint: 0xb8a2b67a
Item Level: 25
Version: Expansion 1.10+
+15% Faster Block Rate
10% Increased Chance of Blocking
+25% Enhanced Defense
Cold Resist +10%
Lightning Resist +20%
Damage Reduced by 1
Poison Length Reduced by 25%

Spirit Spur
Light Plated Boots
Defense: 9
Durability: 18 of 18
Required Level: 13
Required Strength: 50
Fingerprint: 0x5dc82f2e
Item Level: 33
Version: Expansion 1.10+
+10% Faster Run/Walk
Cold Resist +11%
Fire Resist +22%
Poison Resist +23%
Repairs 1 Durability in 33 Seconds


Plus a 'Steel' Flail and a 'Stealth' Breastplate. Lenymo Sash, +59 Mana Circlet, and nothing else notable. Act III is going slow, as I am horking every single corpse. So far, nothing but some runes, but I swear something is going to fall eventually.

Edit: Update:
Level 30! Finally!

Stats so far:
Code:
Name:       Barry
Class:      Barbarian
Experience: 4776621
Level:      30

            Naked/Gear
Strength:   67/67
Dexterity:  57/64
Vitality:   62/62
Energy:     47/48
HP:         281/337
Mana:       76/157
Stamina:    158/173
Defense:    14/208
AR:         270/466

Fire:       62/22/-38
Cold:       74/34/-26
Lightning:  54/14/-46
Poison:     77/37/-23

MF:         0       Block:      44
GF:         18
FR/W:       35
FHR:        25
IAS:        25
FCR:        25

Bash: 0/0
Leap: 0/0
Double Swing: 0/0
Stun: 0/0
Double Throw: 0/0
Leap Attack: 0/0
Concentrate: 0/0
Frenzy: 0/0
Whirlwind: 0/0
Berserk: 0/0

Sword Mastery: 0/0
Axe Mastery: 0/0
Mace Mastery: 0/0
Pole Arm Mastery: 0/0
Throwing Mastery: 0/0
Spear Mastery: 0/0
Increased Stamina: 0/0
Iron Skin: 0/0
Increased Speed: 0/0
Natural Resistance: 0/0

Howl: 18/18
Find Potion: 1/1
Taunt: 1/1
Shout: 1/1
Find Item: 1/1
Battle Cry: 6/6
Battle Orders: 1/1
Grim Ward: 0/0
War Cry: 1/1
Battle Command: 1/1

Cleared the Bazaar, and Disused Fane and Forgotten Temple. Sewers up next!

Warcry is rather powerful, compared to my 'Steel' Flail at least. It's extra nice to be able to kill with more than Poison charms and Open Wounds for a change... Can't believe I made it this far. Found a couple of neat Magic Barb helms, with something lame like +1 Throwing Mastery making it illegal for this play through. Oh well, off to bed for now!

I've taken a peek at the "Shopping Calculator" thing, and maybe I'm confused, but it looks like I should be able to shop for +1 single tree/+1 class skills magics by now, but I haven't seen them. When should I expect to start seeing them?
 
Azimuthus said:
So Act 5 finished and here we go to HELL. Ancies 4 ppl were fine - I found out I have enough resources to survive - mana/life/speed/stamina regen. Merc won't survive anyway, so doesnt really matter how to equip him (poor choice anyway). The only trouble is that fire+light immune. If this one spawns, my last resort will be blade sentinel which does extremely low damage because it needs good gear much - and I almost have nothing. But still, even with very low damage it does damage, so this is still doable. Another trouble i've discovered - low life. Since rules forbid tu put stats into vita a lot, I finished NM with just 500+ life which is very low for hell. Perhaps I'll need to get +90-100 life belt and probably good +life amu instead of +1 skills. First is easier to do and needs a bit time to do shopping. But as for second... well, I still have some 1,7 mln to spend and -15% bow discount.

As for Baal - with Kelpie Snare he was no problem at all. However, he hit me hard 2 times with tentacles - I lost almost 70% hp which was a bit frightening. What is more, I finished with lvl 70, but usually on p1 and not so much farming I do it with 63-65 lvl, which actually means not much sense to run 8 ppl unless your damage makes no difference. Act 1 hell will be p1 ofc and from now on I should be much more careful. One wrong move can easily lead to death.

Items: https://docs.google.com/spreadsheets/d/1NQ9eHXgwr9pDP0R-_HjGShbUpzQMISY02CKFEMGNuL0
 
Pb_pal said:
Our killing power has waned a bit at the start of act 2, so we had to buy a new weapon for Yau. Progress is still fairly quick and safe, but we are starting to have trouble with the bigger mobs, especially if they pack a decent punch. We cleared our way to Creeping Feature, who gave us a hard time. He hit hard, and slowed us to a crawl, so we had to try not to get hit as it got dangerous quickly. So we spent the fight weaving in and around the pillars and smacking him once or twice before he hit us.

4jGZLfv.jpg


Luckily Yau still packs a decent punch, so it didn't take long to whittle him down this way. The whole time all I could think was "There are no pillars in Duriel's chamber". We'll deal with that when we get there. For now it was enough to keep using doorways to take care of tougher packs.

An El rune dropped at the end of the Stony Tomb, so we took a visit to Fara and made ourselves a 'Steel' Battle Axe. This was a nice increase to our killing power, but most importantly the IAS makes our attack speed significantly better, which will save a great deal of our sanity. The cube was then retrieved without any issues. We then went down to the sewers, and the 'Steel' Axe continues to rip through everything we encountered. The unleechables gave us a few problems if they were in big packs, as we don't have any life or mana leech yet. Other than that it was easy, and Radament was taken down without any trouble.

The Maggot Lair is perfectly suited to Yau with his single-target, high damage attack. The monsters just line up to get taken out one by one. No issues there. Onwards we went to the CVT, and cleared the first level. We were a bit nervous for Fangskin's room, as if Yau gets trapped in a pack of snakes, the knockback could be big trouble. We took the stairs and edged forwards, Fangy was nowhere to be seen. So we cleared the room counter-clockwise around the top of the altar to give us some room just in case. Fangskin and his pack were in the lower corner of the room, and woke up as we approached the altar, so we made a mad dash and got to the stairs JUST before his pack caught us. From there it was easy, as we could take the snakes on 1-2 at a time. We also had Hunger now, so all of our leeching problems have vanished into thin air (aside from unleechables, as it does not work against them).

ivMFKub.jpg


The arcane sactuary again was very well suited for Yau's style, so it went without a hitch. Time for the false tombs! The tombs only became a problem if they were populated heavily by Unravellers (as usual). Unleechables are the bane of Yau's existance, but leading them out of resurrection range and then running in the kill the Unraveller proved a successful strategy. We only drew Unravellers in 3 out of 7 tombs (including Kaa's and the true tomb), so all in all the tombs went pretty quickly. Kaas' tomb gave us some serious trouble right off the bat. The layout was the entrance into the one big room, and it was populated with a champ pack of unravellers. Luckily they spawned across the room from the entrance, so we could park the skeletons (and some accompanying zombies) by the entrance, and portal back in to take the unravellers alone. Even so, it required a few town trips to restock healers. After that, the rest of Kaa's tomb was a breeze and he was taken out with no problems.

We didn't know quite what to expect out of the Duriel fight, but we knew it would be bad. Chilling is just about the worst thing that can happen to Yau, as his attack speed is already pretty slow. Couple that with no merc for distraction, no blocking and the fact that we're taking him on /p8 and we were starting to get a little bit worried. We will definitely be wanting a source of CBF in the future, so we'll have to look into our options there. For now though, we were just thankful the leech from Hunger would still work on him. So in we went, and threw up a portal right away. Our first priority was getting a few hits in to charge up Maul, and hopefully get OW activated. We quickly found out that tanking for extended periods of time was not an option, as the chilling just left Yau as a sitting duck. So once we got our hits in, the fight looked alot like this:

OYQ6ajc.jpg


We would smack him a couple times to keep Maul going, and tried to keep him bleeding. With this strategy, and a ton of town trip to restock pots, Duriel's health was slowly but steadily dropping. Eventually we got him down and took our final stand. It looks like I forgot to take a screeny of his drop, but for once it was actually useful! Or rather, it WOULD have been useful in any other tournament, as he dropped 36% Chance Guards. It figures that they would drop in the tournament with MF restriction.:rolleyes: Oh well! For now Yau is resting at the Kurast docks before resuming his lonesome adventure.


Finds:
I'm surprised at how many S/U are dropping even with 0% MF, even if most of it isn't too useful. Here is Yau's haul from Act 2:
- Isenhart's Armour and Sword
- Cathan's Armour and Staff
- Gorefoot Heavy Boots
- Chance Guards (36%MF)
- Crushflange
- Hsarus belt (currently in use)



Yau the Titan Mauler Bear - lvl 28, Kurast Docks
 
felixbavaria said:
Pb_pal said:
The Maggot Lair is perfectly suited to Yau with his single-target, high damage attack.
My flaming werebear from the S/U tournament died in the Maggot Lair in NM after being surrounded by maggot young in the breeding chamber. Yes, of course he could kill every baby maggot in 1 hit but even that wasn't fast enough.
 
Azimuthus said:
Act 1 Hell finished. I filled almost all inv with charms I found, got +99 life belt, put on some rings/amu with reses and got 700 life and max all res except poison (just 7). So A1 was easy to do, and even Andy died faster than her sister at NM 8 ppl. Merk's Kelpie proved itself worthy even in Hell, I decided to upgrade it with precious (and the only) Pul and then put Amn in. Luckily, A1 presented nice yellow armor with 1600 defence, so there was no need to waste pul for new merks' armor. Fury herself still runs with the third modification (Scarab) Stealth armor simply because of +cast / +run which are very important. Also found Magewrath and Bloodtree - but they seem to be useless. While I do ups for Blade Sentinel, I dont use it (or Blade fury as well) atm because of low effectiveness. Instead I just bought +3 traps claws. Still consider what to take to Ancies... probably 3-sock sword with 200 cold dam (if I find lem and ko - haha).

Cur. lvl = 73
Items.
 
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