All Alone Tournament III

Asteria is one of those rare melee characters that loves fighting spawners! They were abundant in the Outer Steppes. CS ripped through them. Assisting them were pit lords and LI doom casters. The pit lords were surprisingly tough. I checked their stats, all species have 75% lightning resist in Hell! Crap, they are draining my mana!

More of them turned up in the Plains, along with stranglers again and dreaded Burning Souls! Although the latter two types tend to drop mana, I was steadily losing pots and not able to replace them all. My arrows also ran out, when I needed them most.

Another tough roll in the City: LI Afflicted, LI Abyss Knights, and pit lords again. Thankfully I had another awesome valk. I've bragged about several lately, but this one was special: HUGE damage, IAS, frost nova, and cold/poison immune. She took out the LIs while I regened mana.

By the time I hit the River of Flame, I was nearly out of blues. Horrible timing; my monster roll was awful: Maggots, corpse-spitters, and stupid pit lords yet again. Lots of mana was wasted cutting through the baby maggots. The spitters have huge life which replenished after eating the corpses. More mana consumed. For the first time in Asteria's career, I really felt the "living-off-the-land" potion restrictions weighing down on me. I drank a full rejuv for mana. No problem, I'll replace it... Then I drank another, and another.
After clearing half the level, I nearly hit rock-bottom. One purple left. No reds or blues. Then I found a champ pack, and earned a small bounty of potions! Hope again! But then I lost my awesome valk, against a terrifying spitter pack: Cursed Extra Strong Fanat! I saw her lose some life and then she just disappeared.

I found a health and mana shrine near the next waypoint. I used them repeatedly while I backtracked through the rest of the river. Very slow-going. If I didn't have 500 mana, I'd have gone crazy. Hellforge dropped a Mal. A maggot minion dropped an elite crossbow. Cool find, but way out of Asteria's league. After the waypoint, more drudgery; against urdars, stranglers, and freakin' pit lords. At least this time I scored some better mana drops. I left behind a brutal double boss pack, in case I needed to farm them for potions.

Chaos Sanctuary was tough. I constantly ran out of potions, and had to adopt a strict conservative play style, which wore me out. I went back to farm the urdar bosses, a brief reprieve (if you can consider Extra Strong Fanat urdars a "reprieve"). Their potions helped me get to the center of the CS, where I struck gold: two champ packs of pit lords! :grin:
I parked them near the entrance, and used them to refill potions as needed. The Grand Vizier seal boss was easy. After they spawned, I snuck past them for a good position. The seal for the Infector of Souls was in the worst spot, a hopeless dead end. The valk was in jeopardy, so I used a teleport charge to escape back to the main area. Wow, thank you very much! Ditto for Lord De Seis. They were Extra Strong Fanat, destroyed my valk/decoy, and came straight for me. Perhaps I could've weaved throught them and escaped, but I didn't take that chance, opting for teleport again, straight across the lava.

Diablo nailed me with the bone prison. CS hardly affected it, it took me 20+ seconds to break out. It would've been quicker to switch hats and teleport out! While I chipped away, I also had to cast a couple new valks to occupy Diablo. Finally I was free.
Next approach, I wore the teleport helm and resistance rings. Although my mana was cut in half, it didn't matter. Diablo went down quickly. His drop was garbage.

Notable Find Left Behind:
Amulet of the Whale (93)

Durability update:
Gloves have 2 durability left. They will break soon.
Belt has 6 and Boots have 7. I don't expect them to last the entire Act.
Helm has 9, Armor has 15. Iffy.
Shield is OK at 37.
14 teleport charges left, which hopefully I won't need!
I have 3 Rals. If I have to, I'll ditch the boots. They have 34 lightning resist. I can recover most of that with a rare ring, sacrificing some mana. Should be exciting!

[highlight]Conqueror Asteria, 1.11 CS Amazon, level 82, Act 5 Hell, Bloody Foothills[/highlight]
 
Well done Insane Wayne! That's just incredible. I think you can pull it off (guardian)! Are you going to go into the extra areas or forge straight to the finish line? I don't know if I will make it that far myself; but I'll bet that if you watched me play you'd think it was pretty conservative (and brutally slow). But unless I do something stupid like get caught in a corner, I can go through the game without using too many potions. I just need to spend more time getting good valkyries, as they do all the damage.

Lastly, I'd sacrifice half my equipment for that Lycander's you found.

Enjoy the rest of your journey, and may the blood lords target the decoy!
 

RIP, Cold explosion has killed more than one of my HC characters and has given me heart attacks with how little life it's left me with others.

[highlight]Destroyer Happiness, TS/DTail Assassin, level 47, act 1 NM, Rogue Camp[/highlight]

Congrats! I wish you luck in NM. That ring is very nice, but in NM I'd recommend a dual resist ring rather than leech (well, I'd take either at this point :grin:).

Durability update:
Gloves have 2 durability left. They will break soon.
Belt has 6 and Boots have 7. I don't expect them to last the entire Act.
Helm has 9, Armor has 15. Iffy.
Shield is OK at 37.
14 teleport charges left, which hopefully I won't need!
I have 3 Rals. If I have to, I'll ditch the boots. They have 34 lightning resist. I can recover most of that with a rare ring, sacrificing some mana. Should be exciting!

[highlight]Conqueror Asteria, 1.11 CS Amazon, level 82, Act 5 Hell, Bloody Foothills[/highlight]

Incredible! I don't want to jinx anything, but good luck in the last act! I hope you find better armor to replace what you have now so you don't need to worry about repairing.



 
OldSoldier said:
Are you going to go into the extra areas or forge straight to the finish line?
I won't be skipping any areas. For me, that's where half the fun lies. Of course, it's more likely to get me killed! I lost my last CS zon to an Act 5 Hell evil urn.

OldSoldier said:
Lastly, I'd sacrifice half my equipment for that Lycander's you found.
Yeah, it's a nice bow. Pretty good damage. It's a pity that most of its power is lost on me. I rarely hit anything, so the physical damage and leech is wasted. I definitely appreciate the +skills. +energy helps too. Great find.

OldSoldier said:
I hope you find better armor to replace what you have now so you don't need to worry about repairing.
That's a possibility I've kept open. I saved an Ort, Thul, and fervor jewel. I can certainly find a flawless ruby, and maybe cube to perfect. With another 4-socket armor, I'd be set. I'd rather keep what I have now (original fervor jewel has useful resist prefix) but beggars can't be choosers!
 
Was a while since i played but now my Ohs*it has reached the lvl of 20, soon to qonquer the wastelands of Lut Gohlein, he has already vanquished the evil undead called Radament and now hes after the ledgendary horadric cube.

Will he make it to the end?
 
Great work Wayne...14 Acts down, one to go. I'll be watching on in eager anticipation! Fantastic, all the best. :)

*Silencia wanders off preying quietly for a teleport item all of her own* :wink2:

Butz. :dunce:
 
Repunzel lvl 51 act 2 NM
Andy was slow. An exercise in running around thejacuzzi and casting shadow master.
Not bad drops...

The Ward
Gothic Shield
Defense: 112
Chance to Block: 46%
Smite Damage: 2 to 6
Durability: 23 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x546cf52d
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +47:grin:

Viper Bite (prebuff)
Wrist Blade
One-Hand Damage: 15 to 27
Durability: 34 of 52
(Assassin Only)
Required Dexterity: 33
Required Strength: 33
Required Level: 33
Claw Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x218fa370
+200% Enhanced Damage
Adds 9-14 fire damage
4% Mana stolen per hit
+1 to Assassin Skill Levels
56% Damage to Undead
+73 to Attack Rating against Undead

This is what I left behind...

http://img480.imageshack.us/img480/289/leftbehindki1.jpg

edit: go wayne go...
 
Good going Wayne!
Great find with the Lycander's, too bad it wasn't a titan's though!

Any thoughts on that Mal? The first thought I had for this tourney was 'prudence' if you were to find a good 2 socket armor.

@Sinningthings: so far so good, keep it up!

I have started Vink the druid, but I think I will hold off on updates till he gets past Duriel at least.

CB
 
The Ward
Gothic Shield
Defense: 112
Chance to Block: 46%
Smite Damage: 2 to 6
Durability: 23 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x546cf52d
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +47:grin:

The Ward
Gothic Shield
Defense: 112
Chance to Block: 51%
Durability: 22 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 53
Fingerprint: 0xe3924815
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +37

I'll trade ya :laugh:. I'm keeping my eyes peeled for a 3 soc good shield, I think I've decided I'm just going to go with 2 pdiamonds and a flawless diamond rather than rhyme.



 
Nice progress, Wayne. Act 4 is tough job for many characters. Very little terrain to take advantage of (other than in the RoF), lots of life and resists on the monsters. Act 5 is usually more 'easy most of the time, extremely dangerous other times'. Good luck with that.

Teleport sure is a godsend in this tournament, where you can´t TP out.


@OldSoldier:
Is Wayne going down into the extra areas? Haha, is the Pope catholic? :azn:
 
crazy_bear said:
Great find with the Lycander's, too bad it wasn't a titan's though!
I got excited when I saw that golden text "Ceremonial". Yes, Titan's!! Then it dawned on me. Still, it's all good either way.

crazy_bear said:
Any thoughts on that Mal? The first thought I had for this tourney was 'prudence' if you were to find a good 2 socket armor.
No, I didn't think of that. :embarassed:
What an awesome armor for this tourney. When I checked the Mal runewords, I totally overlooked Prudence. Asteria no longer has the Mal. Oh well, live and learn...
 
Is Wayne going down into the extra areas? Haha, is the Pope catholic? :azn:

Ah, I'm such a n00b.

However, Princess_Diana has forged ahead, finding two WPs in the Kurast Jungles (not black marsh yet, I did find the "entrance" but I will only explore in there if there are no gloams). I must say that the spider cavern and arachnid lair are not easy for a LF/MA build. There tends not to be many monsters in a straight line and thus LF is not effective, and they regen much faster than I can hurt them because of the poison spinner immunity. Maybe I should have been looking for a 3 socket kris all along like IW. Those two dungeons must have killed about 10 valkyries between them. I'd wait to heal up my mana and regen all of my 40 javelins and whack away as fast as I could on a boss but I'd run out of javelins before they were dead (or they'd teleport away, that happened twice) and I would have to go back topside and wait for all the javelins to replenish. I was able to kill 4/5 bosses in each area, but the magic resistant, physical immune ones just proved too tough for me, so I bypassed them.

My lucky streak in finding good javelins continued in the flayer jungle shortly before I called it a night as a rare ghost glaive dropped. Upon identification it was ethereal, 30% IAS (putting it faster than my current rare) +1 mana per kill (not as good as the +5 on my current) and replenished as well. So I put that on in a heartbeat and now carry an elite ethereal extra fast javelin weapon with 35 more javelins maximum. All I gave up was 4 mana per kill and 9% poison resist. Not like that 9% was doing much good; when the poison spinners got me, I ended up using 5 healing potions to keep my health up whilst fighting.

I do have one final observance: those flying hawks in the jungle are very annoying. Thanks for listening to my rant.

edit: I did forget that the ghost glaive also adds some lightning and cold damage as well. I can now poke my way out of a corner if trapped, as the glaive does more damage than my bow, by a lot...



 
Asteria's trek through Act 5 Hell started on a rough note, against piercing slingers and LI Thorned Hulks. Very annoying and very slow progress. I had to back off against Shenk (CE Conviction) until the bombers exploded, then rushed in to finish him. Frigid Highland was a blast: boars, burning archers, and blunderbores. CS took care of all of them. There were several dangerous bosses which kept me on my toes, but no major trouble.

The first red-portal area was very strange. Stranglers, and two types of witches. Dozens of red balls were constantly flying by, and they hurt! Slow missiles helped. I zigzagged and spun my way towards the small groups and picked them off with quick bursts.

Arreat Plateau was a mixed bag: Slingers, imps/beasts, and LI mages. Lots of dodging and FA to keep the mages in place. We faced more imps in the Pit of Acheron, with goats and fire salamanders. Easy clear. That was a fun bonus area.

Time for some caves... Frenzytaur action! They were PI, but not LI, and I took them down quickly. They were joined by cold mages and infidels, another good roll and quick CS roadkill! Evil urns contained mages. This was a time of plenty, with good potion availablity, capped off by a double-champ infidel gathering. Wonderful delicious excess bountiful bonanza of potions!

Spirits were high when I entered the Frozen River, but came crashing down quick. A horrible stairtrap! Asteria's cold resist is not great, those streams hurt. FA damages them minimally, but won't freeze them in place. Very awkward, I used up most of my potions to survive that mess. I went back to refill at the invader pile, exhausting it.

Back to the Frozen River, I made a little more progress. Around the first turn, I hit a ridiculous crowd of bosses, with gloams, vipers, and snow beasts. They beat us back and shut down the route. No chance. After retreating to the entrance, I tried another path. More gloams awaited me, with a Conviction aura! I cast my valk across the river. She didn't last long. Using decoys, I pulled part of the mob along the river, opposite my side. The Conviction source took the bait. Gloams harassed me. How quickly my fortunes had changed... I was down to 2 purples. When the snake boss fell, I used 2 telekinesis charges to get 2 healing potions.

FA just wasn't working (my arrows were almost gone anyway). I needed a new approach. I broke out the Malice knife. Earlier, I'd found a spare Ort, and maxed its durability (it still had 80% left at the time). Mostly I wanted to apply PMH, because the gloams like to flutter around and regenerate. However, the Open Wounds worked beyond my expectations. 2-3 isolated stabs were enough to finish each gloam! My playstyle was totally transformed, from non-stop stationary bowing to sneaky quick stab-and-run tactics. Much better, and 99% more fun.

After securing some more area, I had some good terrain to work with. We took out the boss packs in chunks. There was one lone evil urn, which spawned a Berserker. I was glad not to see any more urns! Frozenstein's pack was obliterated in seconds. Asteria heard Anya's cries for help, and replied to her. It was her first conversation in weeks.

I finished up with a trip through the Glacial Trail, until I hit the waypoint. Wussy monsters: bone mages and a double dose of LI bone warriors. A strong valk took them out. We disposed of Bonesaw Breaker. A triple-boss pack dropped half of Isenhart's. Scroll shortage has restricted my ID habits lately, but I took a chance on that rare dirk. Surprisingly, it had 26 charges of level 7 Dim Vision (112 max). That's ~5 seconds after the Hell duration penalty. Possibly useful. To make room for it, I used up 2 Rals repairing my gloves and belt. The rest of my gear is holding up better than expected.

Left behind:
Iron Pelt
Headstriker

[highlight]Conqueror Asteria, 1.11 CS Amazon, level 83, Act 5 Hell, Drifter Cavern[/highlight]
 
IW, that stair trap ... yikes!
I think that rare dirk's charges will be a big help in WSK, but what a pity there's only 26 left. Anyway, it's worth two inventory spaces at least (and I know how jealous you are of inventory space :wink3: )
 
[highlight]Conqueror Asteria, 1.11 CS Amazon, level 83, Act 5 Hell, Drifter Cavern[/highlight]

Great read Wayne, good luck in the few remaining areas, ancients, and baal.

Now for my obligatory minor update. Fully cleared the bloody foothills, managing to gain a bit more than a full level. The only possibly useful find was a 4 soc gothic plate, but I didn't see how I could make it much better than my current armor (could have put two shaels in, but I rarely get hit nowadays anyway). I really need to unload my remaining skill points, I'm thinking of splitting them between the fire bomb throwing skill and a LS synergy. Also, I've never used blade fury, is that a decent skill for LI's with horrible weapons? Or would I want something like steel or strength for CB or OW?



 
Skoolbus, I'll defer the blade fury question since I've never used it before.

Princess_Diana made it a few areas before the computer pooped out and forced a S&E in the upper kurast. There were only winged nightmares as LIs in that area, contrary to the LI-laden areas the rest of the entire act. So in upper kurast (as well as the 4 temples I'd cleared) the killing went OK, with LF dispatching itchies and trees by the bucketful. However, getting there was another story... Flayer jungle was about 75% LI, most everything except some poison immune dart blowers and the flayer shamen. I didn't bother to get back to the black marsh because it would have meant going through the flayer jungle to get back to it and I didn't want to kill all those extra things. I'm sure everything there would have been LI anyway.

I toyed around with many many valkyries until I got a good one; casting at level 21 takes a few false starts before one who hits hard and fast. Too bad the game crashed. But I digress. Beyond the flayer jungle I usually like the lower kurast area, but this time it was LI leapers, LI jungle beasts, and FI kurast men, don't remember their names. Well this was before I had a good valkyrie, so they'd run away before I could get a kill, including some bosses. I ended up skipping some of those guys and left them alone because I couldn't damage them enough to keep them from running 100 screens away, and I couldn't seem to get into a good enough spot to force them to run into a corner and back out again, at least without stirring up a bunch more LI monsters, which are just a drag when the valk stinks.

Kurast bazaar wasn't too bad, but it was there that I found, in a basket that was accompanied by a boss pack of another type of LI jungle beast, Cerebus' Bite. It was a unique I'd never seen, so I made room for it by repairing (and recharging) my Smoke and dropping an Ort, which has limited usefulness to a bowazon. Then I muled it off after the game crashed and now I have several spaces open. I've also made a P amethyst to upgrade a rare bow if a good one ever drops because I am losing time to find that ko. I also muled off the hel rune. I never found the WP in upper kurast so I'll have to search for it again. I hope the monster spawn is as good as it was before the game went down, it was finally easy.

Final note: my ghost glaives replenish so much slower than the short spears. Are there two speeds of replenishing? It takes over a half hour to go from zero to full now. Major drag. At least I had time to charge up some more when I ran into a champion pack of itchies (physical immune) and ended up killing all of them with poison charm and magic arrow damage.
 
Also, I've never used blade fury, is that a decent skill for LI's with horrible weapons? Or would I want something like steel or strength for CB or OW?

Blade Fury is a fantastic skill, but it's only worth investing one point. It is AR dependent so make sure your AR is sufficient to hit reasonably often.

Since BF does reduced damage it is usually combined with mods such as crushing blow, open wounds & deadly strike. If you have an easy source of applying one or more of the above you'll be laughing



 
Blade Fury is a fantastic skill, but it's only worth investing one point. It is AR dependent so make sure your AR is sufficient to hit reasonably often.

Since BF does reduced damage it is usually combined with mods such as crushing blow, open wounds & deadly strike. If you have an easy source of applying one or more of the above you'll be laughing


Alright, thought I might need something like that to make it useful, thanks. If I can ever make strength in a claw, I'll probably invest two skill points to get blade fury.

ARGH!! Got a game crashing error, who knows why, and just after Aldur's helm dropped, I was looking forward to admiring how good it would be if I was playing a druid and looking forward to IDing a GC if I ever got another id scroll. When I start back up, I'm going to go on p1 and run as fast as I can as far as I can from the frigid WP while spamming CoS and MB as much as mana allows. I was about a quarter into the area after the frigid WP, so hopefully I'll still have that much of my map revealed. I did all of the frigid highlands on p8 (took forever) but then changed it down to p3 after the eyetooth fellow, who was convienently LI...



 
OldSoldier said:
Final note: my ghost glaives replenish so much slower than the short spears. Are there two speeds of replenishing?
Yes, and one is (I think) twice as fast as the other. Both are slower than replenish found on some uniques.

---------------------------

Asteria resumed her trip through the Glacial Trail. This time we fought Pit Vipers, Frozen Beasts, and lots of scroll-dropping Wraiths. Awesome roll! Although half the map had been previously cleared, the remaining area was quite generous. I picked up about a dozen scrolls. Pretty lucky. There isn't much I identify anymore, but this windfall allowed me to take a shot at a magical dusk shroud. It was a Jeweler's! With a useful suffix, and 18 points durability (my full plate mail was down to 14). I added my reserve socketables:

Jeweler's Dusk Shroud of Amelioration
Dusk Shroud
Defense: 465
Durability: 17 of 20
Required Level: 49
Required Strength: 77
Fingerprint: 0x548df6b6
Item Level: 83
Version: Expansion 1.10+
Properties:
Poison Length Reduced by 50%
Lightning Resist +30%
Cold Resist +30%
+40 to Attack Rating
15% Increased Attack Speed
4 Sockets (3 used)
Socketed: Ort Rune
Socketed: Thul Rune
Socketed: Tin Jewel of Fervor

Best of all, my run/walk got a much-needed boost. Normally a non-repairing quilted armor would be a poor choice due to low max durability, but in my case it should easily last to Hell Baal (or at least outlive Asteria.) I haven't decided on the 4th socket. I'd like another Thul to get to 70% cold resist. We'll see what pops up.

Drifter Cavern opened onto the center island, which is often dangerous. This time, we were met by a wimpy mage "champion". And then some goats and frozen terrors. :rolleyes: Quick and easy clear. There were two evil urns, both empty. :sad2:

The red portal to the Infernal Pit spawned close to the Tundra entrance. Asteria got a quick peek at what awaited her. I thought those balrogs would be tough, like they were in Act 4. However, they seemed to lack the lightning resistance their brothers had. I was overwhelmed by poison darts a few times, but the only hassle that caused was block-lock and trouble swinging my weapon. No NDEs.

Back on the Tundra, Berserkers and goats went down easily, but the dense packs of bone archers were tough. It was difficult lining up good angles for CS. Most of the bolts were wasted. I finally found the waypoint, as close as possible to the next cave entrance. Unfortunately I'm out of blues. I do have an extra full rejuv. On the subject of mana, I added another charm: Serpent's (34) Large Charm. My ID tome has been displaced to the cube. I now have 502 mana with the jav, 532 with bow, and that ain't bad. Again, I owe this find to the extra scrolls. I haven't bothered with Large Charms in a long time, only Grand and Small.

Left Behind:
Sigon's Belt
Dol

[highlight]Conqueror Asteria, 1.11 CS Amazon, level 83, Act 5 Hell, Ancients' Way[/highlight]
 
Good luck Wayne, you'll get there.

Princess_Diana restarted in the upper kurast, and after clearing that area went down into the sewers. There were bone warriors (LI) and mummies, unravelers, and undead flayers. I kept getting the warriors and mummies resurrecting so the going was slow but fairly safe. I did get trapped once, but casting a decoy took fire off of me.

After exploring what I can only assume was nearly the entire area with only one boss pack of flayers, I finally found Riftwing, who happened to be extra fast. He had a lot of buddies too, at least 8 or 10, which is more than I normally see, and they were all extra fast. Somehow they killed my (good) valk pretty fast and chased me so quickly that before I knew it I was surrounded and died in the stinking sewers. I was really looking forward to Travincal, as that is often the most fun area of the game for me.

I'm happy with this character, I went far farther than I expected to go, and now it will be refreshing to actually go fast in other games. This was just too slow, especially in hell since there are many LI monsters. She ended up at level 80 and had ingredients for a rare bow upgrade (normal to exceptional, that is) Edge RW and another go-round at Harmony, minus the Ko. The closest thing to breaking were the Sanders boots, which finished at 7 durability; I was getting sniped a lot in this act from flayers so all my stuff was getting beat on a bit. For all that are left, enjoy! Maybe I'll even make a poison necro?
 
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