All Alone Tournament III

[highlight]Guardian Asteria, 1.11 CS Amazon, level 84[/highlight]
Str 85, Dex 137 (157 w/bow), Vitality 269 (1066 life), Energy 47 (503 mana, 533 w/bow)
Resists: 64/35/68/-12 (fire/lightning could be maxed when needed)
Chance to block: 50%
CS Damage: 7 bolts, 1-796 damage per bolt
Jav Skills:
3 Jab
12 Power Strike
3 Poison Jav
3 Lightning Bolt
22 Charged Strike
3 Chain Lightning
Passive Skills:
2 Inner Sight
5 Critical Strike
6 Dodge
2 Slow Missiles
4 Avoid
21 Decoy
2 Evade
21 Valkyrie (24 w/ optional +skills)
Bow Skills:
6 Cold Arrow
6 Ice Arrow
6 Freezing Arrow

[highlight]Gear:[/highlight]
Maiden Javelin of Replenishing
Maiden Javelin
One Hand Damage: 8 - 14
Quantity: 80
Required Level: 17
Required Strength: 33
Required Dexterity: 47
Fingerprint: 0x3e7edb35
Item Level: 30
Version: Expansion 1.10+
Properties:
+1 to Javelin and Spear Skills (Amazon Only)
Replenishes quantity

Rhyme
Tower Shield
Defense: 23
Durability: 33 of 60
Required Level: 29
Required Strength: 75
Fingerprint: 0xbcfd152
Item Level: 31
Version: Expansion 1.10+
Properties:
All Resistances +25
20% Increased Chance of Blocking
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
40% Faster Block Rate
Cannot Be Frozen
15% Regenerate Mana
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth Rune

Lycander's Aim
Ceremonial Bow
Two Hand Damage: 56 - 122
Durability: 50 of 55
Required Level: 42
Required Strength: 73
Required Dexterity: 110
Fingerprint: 0x2eeadbc7
Item Level: 80
Version: Expansion 1.10+
Properties:
+20 to Energy
+20 to Dexterity
20% Enhanced Defense
198% Enhanced Damage
6% Mana stolen per hit
+2 to Amazon Skill Levels
20% Increased Attack Speed
+2 to Bow and Crossbow Skills (Amazon Only)

Sazabi's Mental Sheath
Basinet
Defense: 183
Durability: 28 of 30
Required Level: 43
Required Strength: 82
Fingerprint: 0x322dbe0c
Item Level: 52
Version: Expansion 1.10+
Properties:
+100 Defense
Fire Resist +20%
Lightning Resist +17%
+1 to All Skills

Jeweler's Dusk Shroud of Amelioration
Dusk Shroud
Defense: 465
Durability: 10 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
+31 to Life
4 Sockets (4 used)
Socketed: Ort Rune
Socketed: Thul Rune
Socketed: Tin Jewel of Fervor
Socketed: Flawless Ruby

Nightsmoke
Mesh Belt
Defense: 64
Durability: 12 of 16
Required Level: 20
Required Strength: 58
Fingerprint: 0x118982a1
Item Level: 37
Version: Expansion 1.10+
Properties:
+20 to Mana
30% Enhanced Defense
+15 Defense
Damage Reduced by 2
Required Lvl +5
+50 Damage Taken Goes To Mana
All Resistances +10

Soul Hold
Chain Gloves
Defense: 8
Durability: 15 of 16
Required Level: 35
Required Strength: 25
Fingerprint: 0x4bd07126
Item Level: 49
Version: Expansion 1.10+
Properties:
+2 to Strength
+14 to Mana
Fire Resist +21%
Poison Resist +16%
23% Better Chance of Getting Magic Items
20% Increased Attack Speed

Hailstone Shank
Greaves
Defense: 24
Durability: 4 of 24
Required Level: 18
Required Strength: 70
Fingerprint: 0xeb85298d
Item Level: 46
Version: Expansion 1.10+
Properties:
56% Enhanced Defense
Lightning Resist +34%
Poison Resist +19%
9% Better Chance of Getting Magic Items
Half Freeze Duration

Prismatic Amulet of Enlightenment
Amulet
Required Level: 33
Fingerprint: 0xd5cb313e
Item Level: 45
Version: Expansion 1.10+
Properties:
+26 to Energy
Fire Resist +18%
Lightning Resist +18%
Cold Resist +18%
Poison Resist +18%

Bahamut's Ring of the Mind
Ring
Required Level: 37
Fingerprint: 0x1e244df2
Item Level: 49
Version: Expansion 1.10+
Properties:
+6 to Energy
+114 to Mana

Great Wyrm's Ring of Telekinesis
Ring
Required Level: 29
Fingerprint: 0x1dea8c52
Item Level: 50
Version: Expansion 1.10+
Properties:
+83 to Mana
Level 2 Telekinesis (10/25 Charges)

Charms:
Cobalt (25) Grand Charm of Pestilence (+25 poison damage / 5 sec)
Garnet (25) Grand Charm
Ruby (27) Grand Charm
Serpent's (51) Grand Charm of Dex (4)
Serpent's (34) Large Charm
Crimson (4) Small Charm of Life (10)
Russet (7) Small Charm of Greed
Russet (7) Small Charm
Amber (10) Small Charm
Ocher (7) Small Charm of Life (6)
Ocher (6) Small Charm of Dexterity (2)
Ocher (6) Small Charm
Tangerine (5) Small Charm of Flame
Cobalt (8) Small Charm of Strength (2)
Lapis (7) Small Charm of the Icicle (2-4)
Lapis (6) Small Charm of Strength (1)
Lapis (6) Small Charm
Small Charm of Vita (18)
Bronze Small Charm of Sustenance (14)
Small Charm of Sustenance (13)
Small Charm of Sustenance (11)

[highlight]In storage:[/highlight]
Circlet of Teleportation
Circlet
Defense: 28
Durability: 34 of 35
Required Level: 48
Fingerprint: 0xa11fa4a1
Item Level: 48
Version: Expansion 1.10+
Properties:
Level 1 Teleport (12/22 Charges)

Malice
Kris
One Hand Damage: 2 - 23
Durability: 7 of 24
Required Level: 15
Required Dexterity: 45
Fingerprint: 0x5f99a60f
Item Level: 74
Version: Expansion 1.10+
Properties:
33% Enhanced Damage
Replenish Life -5
0 to Light Radius
Prevent Monster Heal
-100 to Monster Defense Per Hit
100% Chance of Open Wounds
+9 to Maximum Damage
+50 to Attack Rating
25% Target Defense
3 Sockets (3 used)
Socketed: Ith Rune
Socketed: El Rune
Socketed: Eth Rune

Beast Grasp
Ring
Required Level: 24
Fingerprint: 0x705d8ee6
Item Level: 78
Version: Expansion 1.10+
Properties:
+2 to Dexterity
+24 to Mana
+54 to Attack Rating
Lightning Resist +26%
6% Better Chance of Getting Magic Items
Level 4 Telekinesis (0/30 Charges)

Demon Quill
Dirk
One Hand Damage: 10 - 20
Durability: 19 of 20
Required Level: 19
Required Dexterity: 25
Fingerprint: 0x3d46230d
Item Level: 83
Version: Expansion 1.10+
Properties:
123% Enhanced Damage
+185 to Attack Rating
+4 to Minimum Damage
Level 7 Dim Vision (26/112 Charges)

Maiden's Amulet
Garnet (29) Ring of Protection (2)
Snake's Amulet of Regrowth (Replenish Life 10, for emergencies)


[highlight]Rare Finds:[/highlight]
Hellrack (River of Flame)
Gladiator's Bane (Ancient Tunnels)
 
Nice collection of charms for resists there Wayne. I like seeing what you felt was worth keeping. The rares are so interesting on a single pass untwinked char too. On the topic of teleport, I think you would have been Ok without if you tried. One trick for the Infector's pack is to cast a decoy near where they will appear, then after opening the seal immediately go to the NE corner of the seal end. His pack tends to stay on the other side, and you could have probably picked them off with the valk/ranged attack, at least enough to thin them out and get by.

@skoolbus: maybe not all alone and no minions, but what about just no minions/merc?

CB
 
@skoolbus: maybe not all alone and no minions, but what about just no minions/merc?

With town trips and repairing? Paaleeeaaasseee. It's definately possible to beat the game all by yourself if you're allowed town trips. It's likely to be a while before I have a stroke of genious and come up with something (and this tournament has to end first).



 
Skoolbus, you're scaring me! :wink2:

Don't let the fact that a single very talented player was able to make Guardian in your tournament make you think that this is/was easy. :)

Butz. :dunce:
 
With town trips and repairing? Paaleeeaaasseee. It's definately possible to beat the game all by yourself if you're allowed town trips. It's likely to be a while before I have a stroke of genious and come up with something (and this tournament has to end first).

Well, I'm looking forward (and kind of scared) to your stroke of genious for the next one:smiley: .

For my last shot at All alone, Vink the druid has been progressing nicely. Act 3 brought lvl 30 and hurricane and bear. The hurricane went into use immediately, and the ability to slow the flayers was very nice, even though it wasn't hugely damaging yet. The bear waited as the wolves were more useful at this point, but the damage boost was still helpful. In the Kurast bazaar Civerb's cudgel dropped and the nice +max damage helped Vink to beat his way through the act. One stair trap in a temple of upper kurast showed how nice the multiple minions plus hurricane was. A boss pack plus a second normal pack of the melee rogues were gathered around the stairs so Vink appeared right in them. However the chilling took effect quickly and the wolves and ravens went to work, and soon they were all dead with only one potion required. It won't be so easy if that happens on hell difficulty!
The bear was used to kill the council in Trav, and from there the durance wasn't bad. I appreciated hurricane all over again as when the undead flayers charged they would get caught by the hurricane and stop.:thumbsup:

On durance 3, Bremm was able to kill the bear once while he still had friends, but no real danger was had. Meph was tanked by the bear while Vink shot arrows in, and there was no real difficulty there, but no noteworthy drop either.

Act 4 went well for the first parts. A 3xtir kite shield, and lots of spawners kept the mana bulb full. The burning souls that inhabited the plains of despair were easily brought down by hurricane, and the absorb of the cyclone armor meant that their lightning streams didn't hurt at all. The bear easily took out Izual and hellforge gave a nef (left on the ground). Next up chaos sanctuary. At the entrance to the chaos sanctuary: 4 champion oblivion knights. Ouch, those hurt more than I expected, and the ravens can't blind them (or any other oblivion knights) I ended up having to pull them back to the entrance where they got stuck so they could be picked off one at a time. Whenever OK's spawned with more than 2 together they were a huge pain in the rear end. But soon the sanctuary was cleared, and the seals left. Vink started with the Vizier. No problem with the battle, but then the bear knocked him back off the edge when it killed him, no drop. Damn. Hurricane took care of Lord de Seis's minions, and the bear easily squashed de Seis. Last up, the Infector's seal, which was in the bad dead end arrangement. Using the bear as a distractor as I described above I opened the seal and the pack stayed on the other side. However the bear didn't last long enough against the fire to take any out, even with recasting. Soon they were coming around, and the bear had to be placed in the way again. One bad decision later, they were all around Vink and he was backed into the corner. Oh crap... 5 full rejuvs and all his healing potions later Vink was able to break out and run around the corner. Whew, my heart was pounding. I thought he was dead for sure. However, now he was able to pick off the rest and then activate the last seal. So now Vink goes over to meet D, when I suddenly realize I meant to put the players setting down for D, especially with the shortage of pots, but I had forgotten before he spawned. Oh crap again. D has been one of the hard spots for me with druids even with town visits. Well, there was nothing to do but try. I had a good supply of mana pots available from stockpiling the ones that dropped in the chaos sanc, and there were healing shrines in the RoF section after the WP, so there were some options there for Vink. Fortunately D would always target the bear if it was near him, so as it turned out I could put the bear on D, stand just inside hurricane range and fire arrows/tornadoes at him. He only tried to prison Vink once, and he missed! Even so, the fire nova still took a good chunk of life, and the healing pots quickly ran low. A couple of runs to the RoF were made, mana pots were drunk, but D did go down to this reward:got him!

The sigon's belt was happily equipped, and the ring turned out to be quite good:
Viper Band
Ring
Required Level: 30
Item Version: 1.10+ Expansion
Item Level: 40
Fingerprint: 0xa7b185fd
+3 to Minimum Damage
Fire Resist +28%
Lightning Resist +7%
Cold Resist +8%
Adds 1-5 fire damage
Level 1 Telekinesis (13/22 Charges)

Those telekinesis charges will probably come in handy. Ripsaw was tempting, (I id'd it to remind me of the stats) but ultimately it wasn't suitable for this char so it got left behind.

I did the bloody foothills to restock Vink's potion supply and the one interesting drop there was Dac Farren's: Sander's gloves. The +life is nice and the psn damage allowed Vink to ditch the grand charm he was keeping to have a bit of psn damage for preventing monster healing. So now Vink is ready to go for the next push: Onward to Baal!

Vink, lvl 37 Druid, Frigid Highlands WP.



 
Finally was able to start act 1. One set item dropped, a belt, don't know/care what it was since it didn't hold 16 potions, which automatically makes it unusable. I found a nice circlet, 16 resist all and 13 dex, enabling me to max cold resist, near max light, and just above zero for fire and poison. Other than that, I found vermillion jewels like it was my job, one I even saved for a while to mule off.

I finally used my skill points, I maxed fire blast, and I'm putting the rest of my points into death sentry. Might add one to BoS or start with fade, not sure yet. I had two NDE's, first was underground passage I believe, where I was lucky enough to run into a multishot, cursed, extra strong, and might archer pack. Instantly killed my shadow and dropped me down to ~150 life. Not fun, once I ran away and healed, I was more careful. After that, it was quite uneventful until I decided the chance of the countess dropping me a useful rune outweighed the risk. Was a poor decision. On the last level, there were two cursed archer packs (immune to lightning) and my shadow didn't last long at all, but many mana pots later, I had cleared it out, all for a useless eth rune.

I cleared all of the black marsh area, so next time I'm running from the wp to the tamoe highlands whilst spamming CoS and mind blast.

[highlight]Conqueror OneFingaPushup, level 71, Hell Tamoe Highland[/highlight]
 
Andy was an absolute nightmare, and all she dropped was radament's sphere... A lot of good it does me now... She took all four of my antidote potions, all my mana potions, all my health potions, and some of my full rejuvs. If durial is anywhere near as difficult, I won't be getting past him. After I killed andy, I went back upstairs to try and replenish my potion supply, and what do I get? Trang armor from a normal zombie I believe. While of no use to this char, it fills my then six empty slots so I keep it and mule it off. Next time I'll start up on act 2, not sure if I'm going to do radament or not, his poison is deadly and I have no more antidote potions.

[highlight]Conqueror OneFingaPushup, level 73, Hell Lut Gholein[/highlight]
 
After a few days without playing him I picked up Vink again, and took him from the frozen tundra to Baal today.Vink made destroyer today.

To be honest, there were no exciting moments with him as he let the bear stay in front and do most of the work. Ancients weren't a problem and the only trouble with Baal was that he couldn't bring enough potions in, so there was a lot of waiting in the corner for mana/life to recharge (an angelic ring gives life regen)

his drop: crap of course. Nothing useful at all. But at least Vink has become destroyer. Hopefully NM has some stories worth telling that Vink lives through!

CB
 
Time to update a character I've been playing recently. Took a couple of weeks to get him to Destroyer, but I just got it. I've been playing a bone necro. Yeah yeah, mana intensive and all, but capable of playing through, even if slowly.

Introducing Scunion, the bone spear necromancer. It was a tough slog at first, but with a couple of drops with +2 to raise skeleton and skeleton mastery, act 1 went by with some friends. Somewhere along Normal I found a +3 clay golem necro head, which was nice as I have only put two points into CG and one into golem mastery. Hopefully I can get away with only those, but we'll see. The golem died at tough spots but he's cheap and allows a few seconds to spam bone spear. I imagine he'll die quickly in nightmare but my plan is to make a Peace RW (I already have the shael and thul) and use a fool's poleaxe that Baal dropped to make a valk. Hopefully that and some points into DV and bone wall will keep me safe in the dark dungeons that lie ahead. Bone wall was frustrating as monsters can smash it in a hit in act V normal, even with 13 points in it, but I sure hope it gets better in the higher difficulties. I finished Baal and left the civerb's shield on the ground. So far the best finds have been manald heal (+20% mana regen) and nokozan relic (big fire resist for diablo). My topaz drops have been utter garbage so I am at 49% MF for bosses, 14% normally. Sad.
 
Good luck with your Destroyer. :smiley:
But what does the Fool's Poleaxe have to do with anything? Do you mean that you have to swing it to trigger a valk? That sucks, maybe you'll get lucky and find a nice Piercing ITD throwing knife. Any plans for Revives? Like the valk, they can take much abuse, and allow the golem to inflict his slowing. I have a level 6 golem in NM (lvl 1 + 5 skills), and it can survive most situations with a Revive helping and my quick killing.
 
The poleaxe adds (right now) about 1000 AR, which helps a lot in hitting stuff. That's my only option at this point because it's getting harder to hit things with crappy dex. My block % is at about 10%! The plan right now anyway is to keep some low damage, slow monsters around in each act or area, and make a valk. I know it's pretty diffficult, but I did like that valk with Princess Diana. The bone armor will help tremendously while trying to get the valk to show up. Once I get myself situated with tanks, It'll be bone spear all the way. If my plan is foolish I'll know about it the first couple of times I try and maybe then I'll end up spending points in clay golem. No harm trying it, right? I haven't made a bone necro since before LOD. I'm also holding off on revives right now, focusing on the bone spells. If the valk thing doesn't work then I'll likely spend a few points to get it, but a few points is a lot that I will only spend if I have to. In the meantime, he made it to the cold plains to rest for the night. I have a +2 bone spear bone wand, now I have to socket and find the right runes. (I realize this is also a long shot)
 
Scunion has gone a bit farther in the last few days. A dark one in the catacombs dropped a ko rune, which I thought was pretty funny since that is the only one higher than a Shael that he's found, and it was the one rune that Princess_Diana so desperately needed. Maybe I'll just forego an Insight and make the Harmony anyway, just as a tribute to long lost characters. I found a sol as well, so only the 4-socket weapon remains... I'm sure that an unsynergized low level valk would last far longer than a level 2 clay golem anyway. That thing vaporizes nearly instantly now.

In the last level of the catacombs, a zombie boss in the foyer before Andariel's room dropped the unique sallet Rockstopper. Strangely enough, my barbarian throwing tourney character also has found that helm. It'll be great for hell difficulty with the triple resists, vitality and 10% damage reduction.

When things get tough I use a new toy, a +2 revive rare necro head. It came in very handy against Andariel, as they actually tanked for a few seconds while I pummeled her with level 22 bone spears. She dropped garbage and I moved on.

Sewers were not tough- my MO is to move forward until contact, then retreat and block the corridor with either summons or a wall, which often the enemy are not smart enough to simply walk around to chase me. In the meantime they get a steady diet of piercing bone. In unraveler areas I move much more slowly, stopping to mop up all undead creatures with corpse explosion. I should probably use poison explosion since it is cheaper but I have plenty of mana right now to sustain combat for about 20 seconds.

In the halls of the dead, really just there to collect drops, I found a crystal sword on the ground. Usually I would not even pick it up but for some reason I decided to try, and it spawned with 4 sockets. I ditched the fools poleaxe and now I am on the prowl for an ort and an amn (already have the tal and thul). My boots finally broke as well, but I am wearing them anyway because when I finally find a ral I'll get the use back and they're really end game boots, with FRW, triple resists and MF. Right now I am running around 100% MF.

He's currently stopped at the dry hills WP, level 54. Maxed bone spear and bone wall, just started working on bone prison. Bone armor has far more HP than my character's life bulb. I'll try to make it out of the desert tonight, we'll see how well he holds up. So far so good though, he did have to defeat all of the rocky waste's uniques (three or four) and a champion pack of slingers right when leaving the gates to Lut Gholein, all within probably 20 steps. That was fun without using any AI curses!
 
Unfortunately, I am abandoning Vink. Back to school in the fall, just not enough time to play for the extended times demanded by this tourney.:sad2:

Good luck to you OldSoldier, and any others still going.

Great tourney Skoolbus, I look forward to your next challenge!:thumbsup:

CB
 
Unfortunately, I am abandoning Vink. Back to school in the fall, just not enough time to play for the extended times demanded by this tourney.:sad2:

Good luck to you OldSoldier, and any others still going.

Great tourney Skoolbus, I look forward to your next challenge!:thumbsup:

CB

I'm in pretty much the same boat, I can't ever seem to find two hours of free time not better spent studying or doing something else, but I'm still hoping.



 
Sorry to hear folks bailing out. I pretty much play WP to WP as my only concern. Speaking of which, I got to the Far Oasis and cleared out the maggot lair on Thursday. That was painful as I thought I'd be sneaky and block off side walls with bone walls. Well, that works well until the timer expires (sometimes when I leave an area and come back it's still there minutes later, but sometimes not) and then all of the monsters decide to follow me. There was one time in the 3rd level of the maggot lair where I'd trapped myself, even after killing dozens upon dozens of beetles. I put up a flanker revive on both sides and spammed bone spear as fast as possible. Used up all potions in my belt, which was down to 1 durability, except for two mana potions. I used my only Tal trying to craft a belt out of my 1 durability demonhide sash, but it only got the fixed mods (bottom of the barrel on all of them) and some extra poison resist as the random mod. It could possibly be the worst craft in the history of D2, which I thought was great in a resources-constrained game like this. I'll pull stats if I don't find a better one when/if I pass the 1/2 point of the game. Who knows how far we'll get, this character is very very fragile. Next stop is the lost city and ancient tunnels (I'll do that at P3 to keep the pace going).
 
Wow...This tournament idea fascinates me, because I spend so much time building my character shopping and using NPCs. I think I'll join it... I may have to quit pretty quickly though if I break too many rules! :P

Last day of the tournament, just managed to squeeze in. I went back and grabbed the most recent table.

Code:
[highlight]Alive Characters[/highlight]  
[B][U]Forum Name      Character       Build       Class       LVL   ACT         WP      [/U][/B]  
Insane Wayne    Asteria         CS          Amazon      83  A5 Hell  Drifter Cavern
skoolbus        OneFingaPushup  Trapper     Assassin    69  A1 Hell  Rouge Camp
SinningThings   Rapunzel        Trapsin     Assassin    51  A2 NM    Lut Gholein
Fingerzam       Happiness       TS/DTail    Assassin    47  A1 NM    Roque Camp
Breaker         Nosiop          Poison      Necromancer 36  A5 Norm  Frigid Highlands
Chern           All_Alone       Summoner    Druid       33  A4 Norm  River of Flame
Zodwizard       HC_Rainwalker   Fire-Hunter Druid       29  A4 Norm  Pand Fortress
Anraxas         To_easy         Summoner    necro       28  A3 Norm  Kurast Docks
WestXylophone   SoloFirer       HolyFire    Paladin     26  A3 Norm  Kurast Docks
stephan         Louise                      Assassin    23  A3 Norm  Kurast Docks
Silverslasher   Forlorn         fire/summon Druid       28  A3 Norm  Kurast Docks
Cygnus          Lycus           Hammers     Paladin     25  A2 Norm  Harem
Butzull         Silencia                    Amazon      24  A2 Norm  Lost City
Friiser         HCAll_Alone     Summoner    Necro       22  A2 Norm  Far Oasis
Docturnal       Angriez         Fishyzon    Zon         21  A2 Norm  Rocky Waste
Ron             Bamboozle       Passive     Amazon      17  A2 Norm  Sewers Level 2
San             Sigrdrifa       PsnJava/MA  Zon         21  A2 Norm  Lut Gholein
thewamp         Athena          PJ/FA       Amazon      20  A2 Norm  Lut Gholein
Tweety          Remi            Boner       Necromancer 19  A2 Norm  Lut Gholein
Brak            Tojolobal       Quesodin    Paladin     19  A2 Norm  Lut Gholein
Ohomemgrande    Lonely          Trapper     Assassin    19  A2 Norm  Lut Gholein
tripsu          InsaneEnvy                  Amazon      18  A2 Norm  Lut Gholein
Credge          YinMKII         --          Necro       17  A1 Norm  Jail Level 1
Hoop76          Lone_Ranger                 Paladin     15  A1 Norm  Outer Cloister
ZeN             DieAlone        Fishy       Necro       14  A1 Norm  Outer Cloister
GreyEagle       LoneEagle       Trapper     Assassin    17  A1 Norm  Tamoe Highlands
mjosh           Electrolyte     light sorc  Sorceress   15  A1 Norm  Black Marsh
Feared          April_Ethereal  Summoner    Necro        ?  A1 Norm  Black Marsh
Elendoras       TheBarbWhoCould             Barbarian   14  A1 Norm  Dark Wood
Farfus          Farfus          Healbot     Paladin     12  A1 Norm  Stony Field
FromBeyond      HesHardcore                 Barbarian   11  A1 Norm  Stony Field
SonOfBaal       IHateYouAll     Trap/Summon Assassin    11  A1 Norm  Stony Field
Quickdeath      Eve             Cold        Sorceress   10  A1 Norm  Stony Field
Sindus          LonelyMaiden    Enchantress Sorc         7  A1 Norm  Stony Field
Chizz           Trapper         ?           Assassin     6  A1 Norm  Stony Field
AlienBoyz       DocWho          Summoner    Necro       12  A1 Norm  Cold Plains
Chymaera        Marius II       BlizBolt    Sorceress   10  A1 Norm  Cold Plain 
Liquidcore      ThaDru          Wind/fire   Druid        6  A1 Norm  Cold Plains
Vang            WirtsOldMan                 Barbarian    1  A1 Norm  Rogue Camp
rY xD           Illidan         Berzerker   Barbarian    1  A1 Norm  Rogue Camp
adny            Scorch          Hydrasorc   Sorceress    1  A1 Norm  Rogue Camp
Gabriel74       Smelly          Lightning   Sorceress    1  A1 Norm  Rogue Camp
Retawd          Sinistral       --          Assassin     1  A1 Norm  Rogue Camp
Darkstrikes     lighamus                    Amazon       1  A1 Norm  Rogue Camp
Schmeat         SchmeatOhs*t                Necromancer  1  A1 Norm  Rogue Camp
Mordeth         Destitute       Hybrid      Paladin      1  A1 Norm  Rogue Camp
wakiki          Sunchild        Bowazon     Amazon       1  A1 Norm  Rogue Camp
[highlight]Dead Characters[/highlight]
[B][U]Forum Name      Character       Build       Class       LVL   ACT         WP   [/U][/B] 
jiansonz        Evangelina      Phoenix     Assassin    81  A3 Hell  Durance of Hate lvl 3
OldSoldier      Princess_Diana  MA/LF       Amazon      80  A3 Hell  Sewers
Mursilis        Anubis          Summoner    Necromancer 75  A2 Hell  Cellar lvl 3      
Crazy_Bear      Jane_Doe        Javazon     Amazon      78  A2 Hell  Cellar lvl 2
Butzull         Warnie          Hunter      Druid       75  A1 Hell  Outer Cloister
Ilshad          StyxofThunder   CS          Amazon      55  A2 NM    Far Oasis
Breaker         PokePoke        Lancebarb   Barb        36  A4 Norm  River of Flame  
inSTAALed       EmoPhil         Ele         Druid       28  A4 Norm  River of Flame
whoisfu         WhoIsZon                    Amazon      35  A4 Norm  Chaos Sanctuary
jiansonz        Kevin           HF Zealot   Paladin     31  A3 Norm  Disused Reliquary
Silverslasher   Sizzlingpain    Trap        Assassin    28  A3 Norm  Kurast
EmperorMoo      GumbyKicksAss   Golemancer  Necro       26  A3 Norm  Flayer Jungle
Jabash          RunAway         Blade/Shdw  Assasin     28  A2 Norm  Duriel's Chamber
Anraxas         ibone_alone     ranger      Paladin     27  A2 Norm  Duriel's Chamber
newco           KissMyBoots     Hybrid      Assassin    27  A2 Norm  Duriel's Chamber
Crazy_Bear      Silent_Bob      Psn/Mage    Necromancer 27  A2 Norm  Duriel's Chamber
Butzull         Spinster                    Amazon      26  A2 Norm  Duriel's Chamber
EmperorMoo      BertieWooster   Summoner    Necromancer 25  A2 Norm  Duriel's chamber
Sindus          Sindus          Comando     Necro       25  A2 Norm  Summoner
inSTAALed       HumanMeatBlock  Con         Barb        21  A2 Norm  Halls of Dead
CDRToast        Isolated        Bow/Trap    Assassin    22  A2 Norm  Halls/Dead2
Colorless Green Omega                       Assassin    21  A2 Norm  Halls/Dead2
EJB             WheresEveryone              Druid       22  A2 Norm  Radament
EmperorMoo      GotArrers       Mageazon    Amazon      21  A2 Norm  Radamant  
ShockTactics    Frostshock      Frostadin   Paladin     20  A2 Norm  Radamant
Chymaera        Marius          BlizBolt    Sorceress   14  A1 Norm  Black Marsh
chizz           Chizzy          Summoner    Necro       11  A1 Norm  Jail level 1
EmperorMoo      Wordsworth      Summon      Necromancer 11  A1 Norm  Tamoe Highland
Anraxas         ibone_alone     bone        Necro        8  A1 Norm  Countess
Liquidcore      FightingLove    Sniperzon   Amazon       6  A1 Norm  Stony Field
 
Scunion used the weekend to get a bit farther, and found some good stuff along the way. From the Far Oasis until stopping at the Spider WP, he found three things I've never seen before playing the game: Blackhorn's Face, Spirit Forge, and Gravepalm. I was already carrying two helms, a Ruby Circlet of Luck, with 38% fire resist and 35% MF, which is my main helm, and the Rockstopper, which is just better than Blackhorn's in my opinion. So I dragged it around by dropping some mana pots until I found a good WP and then muled it off. The Spirit Forge replaced a breast plate with 1 PSapphire and 2 PTopazes. That life boost was too nice to pass up, and the two built-in sockets got a sapphire and topaz. The Gravepalm replaced my caster gloves, which were +11 Mana, +2 Mana per kill, and 5% mana regen, along with extra gold and light radius as the random mods. Pretty crappy, so I picked the extra 20 straight-up mana plus the knowledge that I've less to invest in strength should something else nice show up.

Also found: two ort runes, one of which went into my crystal sword, so I am missing an Amn for Spirit RW. That'll kick things off nicely when that extra mana become available. Also found a Hel and a Dol (Woo hoo!) which was dropped in the spider forest by a plain jane flayer guy. I still have the +2 bone spear bone wand, but lack the runes to socket it still (another Amn) but I won't worry about that much until if/when I get an Io. Also found a +1 P&B amulet, which I won't wear much, +19 res all, +11% MF amulet, which I wear sometimes, and +34% amulet which I wear a lot. I found a +5% MF small charm which I've kept, and the 7% on the boots (which I repaired with my first ral drop), 10% on a really quite crappy ring gives me 115% total. I will be happy if I can keep it above 100% at all times. Finally I scored a +1 bone spear, +3 poison nova, + something else necro head, which I paired with the crystal sword for now. It'll make a great rhyme, once I can get it socketed.

Clearing the tombs was not tough, since I went down to /P3 and /P1. I killed all but two monsters in the real tomb, a gorebelly and a night lord, then I ran away and cleared the other tombs with the extra 4 spaces in the inventory. Upon return I dispatched them and revived them before entering the chamber. Duriel focused on the gorebelly, and I IMed him, and then spammed bone spear. I used one mana potion to keep the spears flying, and Duriel killed the gorebelly and turned on me. I ran past the night lord and he switched to him and a couple of whacks later he fell, dropping rares only.

Level 59, black marsh is next (no path to the flayer jungle except through there).
 
Wow. Over the course of several days, I've read the entire thread. AMAZING accomplishment, IW! And everyone else who even got to hell.

Since an Amazon has already completed it sucessfully, I've decided to switch to a Poison Dagger & Iron Golem Necro. What I like about the build:

1) Daggers take up little space! So I can switch between useful ones for different situations. This feels really cool.

2) They can have big elemental damages, so I can have one with loads of lightning damage and one with loads of fire.

3) Daggers can come with useful bonusus like Hit Causes Monster to flee, spell charges, ITD, and the like. Loads of really weird ones.

4) Throwing daggers may also be used, I think. Can anyone else confirm this? If it's true, that gives me alot more possible item drops that are useful, and I can throw them in desperate situations.

5) Iron Golem put good items that are worthless to me to good use.

6) I've never used Poison Dagger before, so it'll be new!

I plan on starting it this weekend, or perhaps sooner. I'm certain about using the Poison Dagger, but not the Iron Golem. How useful do you guys think the Iron Golem will be?
 
4) Throwing daggers may also be used, I think. Can anyone else confirm this? If it's true, that gives me alot more possible item drops that are useful, and I can throw them in desperate situations.

One thing is for sure: throwing weapons last a very long time - in melee.

I plan on starting it this weekend, or perhaps sooner. I'm certain about using the Poison Dagger, but not the Iron Golem. How useful do you guys think the Iron Golem will be?

Like you said, it´s a good utility skill that has some quirky uses. But I would keep its level fairly low (and instead pump Golem Mastery in that case), since you can´t really take advantage of the damage return without using up several items. This is because you can´t take a TP to town to heal the golem. You can use wells to good effect though.



 
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