OldSoldier1
New member
Re: A new tournament: "Make no bones about it"
Minime steamed through acts II and III yesterday. Most of the time I played on /P5, except for the Durance level 3 and the two false tombs I went into, which were at /P3. Mostly because I wanted CE to actually help kill guys and keep moving in the extra areas. About the only tough area was right out the gate of Lut Gholein, where I ran into a double stacked boss pack (leapers and slingers) as well as a champion pack of slingers. I tried confuse because they were shredding the merc too fast, but that just brought monsters from everywhere so it was a fun, tough battle. No screenies since I am not worrying about that stuff much until I pass where Moe bit the dust. My combat MO is to have the spirit sword on the Amp and CE switch, and I made a Zephyr bow for extra FRW, and I use that as my Confuse switch. Those are really the only skills I use. When I am about to go into an area that may contain a bad stair trap (temples) I switch my amp curse to terror. Minime also found a teleport amulet which will help for later.
At the top of the set of stairs in the far oasis, a normal leaper dropped a Skin of the Vipermaji. A very poor specimen (23 res all, 9MDR) but way better than what I was using before, so I put it on immediately. I then went down to /P1 in the maggot lair because, well, I'm impatient in that dungeon for some reason. I found the summoner in the arcane sanctuary right off the bat and didn't bother to clear the rest. I tend to get myself in trouble with confuse in the areas with teleporters and switchbacks, so I decided against it. Duriel killed the merc PDQ and so I used the (now level 9) IG thorns to dispatch him. It took 8 healing trips to town but he died and I didn't.
Along the way I maxed out CE and started putting all points into Confuse. It is past 10 now, well on the way to 20, where the core build will be complete. Points past that may go into summon resist or fire golem, I still haven't decided yet.
I played act III mostly at /P5. The flayer areas were actually pretty fast, as the merc with an ethereal malice lochaber axe took the first couple of amped flayers down in just a few swipes, and CE nuked the rest of the screen with impunity. Several times the remaining monsters got the shellshocked look and just stood there waiting to die. Gloams in the marsh were also not impossible, even though my lightning resistance was pretty bad, about 40%. Confuse makes their shots random and unaimed, and hiding near trees made it easy to keep safe. No real danger there. I just had to wait until Alhizeer killed a couple before I started the explosions.
Travincal was good fun combat, as champion heirophants are always good opponents when the heal each other. Mephisto was played on /P3. Good thing I didn't go higher, as he was never dangerous with decrepify, but he just took a long time to bleed out. He dropped an ethereal brainhew, which is pretty worthless at this point, even for a Rusty.
After the end of the act, I tried cubing two damaged preserved heads to get good mods, as I've not seen one yet that improves my golem mastery, summon resist, IG, CE, or confuse. Very frustrating. I didn't want to wait until I ran into burning souls to get more resists, so I made a Rhyme (a shael dropped in the flayer jungle) out of a plain jane large shield. Not optimum, but the 52% base block percentage will entice me to try to get to 50% blocking, and it helped my resists tremendously and gave me CBF as well. Right now blocking is at 34%, so I need to pump dexterity for a long time yet.
I also used a sol to make an insight partizan for the merc. It was perhaps the worst insight I've yet seen, with terrible ED and AR rolls, but it was a damage increase over the malice by over double. I also made a malice war club and turned it into a new IG with 3718 HP (didn't lose the Rusty at all this weekend). I still have yet to find an Amn to make a Strength weapon for boss fights but so far decrepify is working well enough. I have two more malice weapons waiting in case the war club gets destroyed (Diablo) so I feel Minime is in OK shape now. He has a good circlet for hell, teleport, and skills nearing completion. Now I need to stay away from those fanatic doom knights!
[highlight]Minime, level 61 Golemancer, Pandemonium Fortress[/highlight]
Minime steamed through acts II and III yesterday. Most of the time I played on /P5, except for the Durance level 3 and the two false tombs I went into, which were at /P3. Mostly because I wanted CE to actually help kill guys and keep moving in the extra areas. About the only tough area was right out the gate of Lut Gholein, where I ran into a double stacked boss pack (leapers and slingers) as well as a champion pack of slingers. I tried confuse because they were shredding the merc too fast, but that just brought monsters from everywhere so it was a fun, tough battle. No screenies since I am not worrying about that stuff much until I pass where Moe bit the dust. My combat MO is to have the spirit sword on the Amp and CE switch, and I made a Zephyr bow for extra FRW, and I use that as my Confuse switch. Those are really the only skills I use. When I am about to go into an area that may contain a bad stair trap (temples) I switch my amp curse to terror. Minime also found a teleport amulet which will help for later.
At the top of the set of stairs in the far oasis, a normal leaper dropped a Skin of the Vipermaji. A very poor specimen (23 res all, 9MDR) but way better than what I was using before, so I put it on immediately. I then went down to /P1 in the maggot lair because, well, I'm impatient in that dungeon for some reason. I found the summoner in the arcane sanctuary right off the bat and didn't bother to clear the rest. I tend to get myself in trouble with confuse in the areas with teleporters and switchbacks, so I decided against it. Duriel killed the merc PDQ and so I used the (now level 9) IG thorns to dispatch him. It took 8 healing trips to town but he died and I didn't.
Along the way I maxed out CE and started putting all points into Confuse. It is past 10 now, well on the way to 20, where the core build will be complete. Points past that may go into summon resist or fire golem, I still haven't decided yet.
I played act III mostly at /P5. The flayer areas were actually pretty fast, as the merc with an ethereal malice lochaber axe took the first couple of amped flayers down in just a few swipes, and CE nuked the rest of the screen with impunity. Several times the remaining monsters got the shellshocked look and just stood there waiting to die. Gloams in the marsh were also not impossible, even though my lightning resistance was pretty bad, about 40%. Confuse makes their shots random and unaimed, and hiding near trees made it easy to keep safe. No real danger there. I just had to wait until Alhizeer killed a couple before I started the explosions.
Travincal was good fun combat, as champion heirophants are always good opponents when the heal each other. Mephisto was played on /P3. Good thing I didn't go higher, as he was never dangerous with decrepify, but he just took a long time to bleed out. He dropped an ethereal brainhew, which is pretty worthless at this point, even for a Rusty.
After the end of the act, I tried cubing two damaged preserved heads to get good mods, as I've not seen one yet that improves my golem mastery, summon resist, IG, CE, or confuse. Very frustrating. I didn't want to wait until I ran into burning souls to get more resists, so I made a Rhyme (a shael dropped in the flayer jungle) out of a plain jane large shield. Not optimum, but the 52% base block percentage will entice me to try to get to 50% blocking, and it helped my resists tremendously and gave me CBF as well. Right now blocking is at 34%, so I need to pump dexterity for a long time yet.
I also used a sol to make an insight partizan for the merc. It was perhaps the worst insight I've yet seen, with terrible ED and AR rolls, but it was a damage increase over the malice by over double. I also made a malice war club and turned it into a new IG with 3718 HP (didn't lose the Rusty at all this weekend). I still have yet to find an Amn to make a Strength weapon for boss fights but so far decrepify is working well enough. I have two more malice weapons waiting in case the war club gets destroyed (Diablo) so I feel Minime is in OK shape now. He has a good circlet for hell, teleport, and skills nearing completion. Now I need to stay away from those fanatic doom knights!
[highlight]Minime, level 61 Golemancer, Pandemonium Fortress[/highlight]
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