Anything Goes D2 Lounge!

Got a Bonehew ! It's a low end one (280% dmg bonus) but with proper management and care it will be much better than Honor superior Yari. As my merc has not enough strenght (he lacks 11 points), I want to socket it with jewel of freedom and Amn rune (so he could use it and have the same amount of life steal as Honor). After advancing my merc to sufficient level to wear Bonehew without any STR bonuses, I will un-socked the Bonehew and put two Amn runes for higher survivability.

Hmm.. or up The Face of Horror (near perfect - 51 out of 52 def possible) so he will have enough STR + a bit more resists when a boss with Conviction aura spawns. The fleeing monsters bonus is much more useful. It was annoying but at Hell it's a welcome addition.

Gotta try the 2nd option. My merc will be much stronger.

Edit:
... or 1x Amn + 22% ED jewel?

It's basically all about 2% LS + 22% ED (2% leeched from much higher amount than 7% from Honor yari) or 4% LS without any bonus % DMG (still, 4% leeched from much higher amount).

Yari's dmg is: 414-670 (on merc's screen, no aura, item dmg: 86 - 166)
Bonehew's dmg is: 489 - 1863 (on merc's screen, no aura, item dmg: 106 - 551)

Edit:

Upped the Face of Horror. The damage difference is so great. I think I will socket the Bonehew with jewel and 1x Amn. LS is 2% at Hell and I have plenty of money for resurrecting my mer anyway. Haha. 12 millions of gold. And my merc is not dying once in a while. He often could be save though. Damn potions.

Edit:
Now the on-screen dmg is 507-1957 (item dmg: 112 - 582). He wears all uniques now.

I will uptier my Silks of the Victor for more safety.

***************

Forgot to check req's. Now I cant use it. 170 STR. DAMN.

Edit: Used a respec. Probably last one. I am stupid....

Edit: At least when I get Skullder's Ire, I could uptier it and wear... Not bad but putting that much to STR still hurts my vitality. I have taken out these extra Energy points I have put at the very beginning.

Edit: 304 Vit, 846 HP. Not bad. I had more but haven't lost that much. Haven't lost even 50 HP.

Edit: I've gone out of magis. No more summoning them. They do measly damage and die too easily. It's more problems with them than their input to my dmg. They do help in normal and nightmare though as there are no immunities / they're not that often. Nearly maxed CE instead - 10 yards of range. Now I will be focusing on getting my CG even more tankier so he's maxed and I will be putting points into mastery. Put 2 points into summon resist to have 60% resist all for summons. Could put that 1 point for 61% but nothing more as getting even 1% requires 2 skill points.

Edit: +1 to summon resist. 61% resist all. Golem wasn't dying very often so he can wait for the glorious 10k life. Why? Because I can ! :D I could take IG and make him out of randomly found or bought stuff but why troubling myself? So far, I benefit more from IG. My merc is tanky but still squishy, even with 2086 defense and 75% res all. he has 1727 life.

Edit: reloaded a files from copy. I know that's cheesy but I forgot about +1 to dim vision...
 
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Neat! During my ark's rack runs in LK I pop 3 superchests (1 campfire) and this run all 3 of them dropped rares. I guess 1/8000 chance per run?
 
Don't go upping items for defense and expect more safety =( Only do that to your less heavy items if you already need the strength for your most heavy item.
 
Ya, 40 more def from gloves/helm is going to make virtually 0 difference, especially on characters that don't already have +ED from skills like holy shield, shiver armor or iron skin or whatever the barb one is called
 
Too late @helvete & @pharphis. :( If I only checked the requirements earlier... But at least Fallen has only a 59% chance to hit me instead of 70-80% :D Upped merc items and my armor - Silks of the Victor gained about 400 def. That's quite a lot. Mine had 505 def before upping and now it has 933.

Merc's helm basically doubled its defense - from 51 to 106. Now it's as good as low elite mask :)
 
upping merc armor is reasonably worth it if he's fragile although res is usually more important. Most problems are solved by leveling up a few times.

If you're SUPER low on def then I can see upgrading like I guess in your case. Silks seems like a bizarre choice of armor though
 
upping merc armor is reasonably worth it if he's fragile although res is usually more important. Most problems are solved by leveling up a few times.

If you're SUPER low on def then I can see upgrading like I guess in your case. Silks seems like a bizarre choice of armor though

I upped Goldskin for my merc. The outstanding +35 all res bonus is still outstanding and even risen to +45 with The Face of Horror. He also has his own resists too.

Also, Silks of the Victor is the best armor I currently have. Had a ptopazed Arctic Furs and Belt from that set (now, changed to Goldwrap which I will up soon). Arctic Furs were at best comparable to Ancient Armor (regular version) thanks to it +3 def per clvl. Not bad and with belt it provides a good defense + mf bonuses to caster but melee classes should switch it asap as act 2 armors offer much more defense. And you can't uptier the set items which is shame.
 
I'd prefer something like 'stealth' which gives frw and fcr iirc. Easy runeword to make and better for necro than either of those imo
 
I'd prefer something like 'stealth' which gives frw and fcr iirc. Easy runeword to make and better for necro than either of those imo

I prefer +1 to all skills though Ume's provides me +20% FCR. FRW comes from eth Tearhaunch (I wanted that +10 all resists bonus :P ).
 
Shouldn't be hung up on defense either way. You're not supposed to come close enough for enemies to hit you, that's what your minions are for. 25% FRW to get out of the way is in most situations better than even 2000 defense on the armor.

Also, you may want to check out the "bone" runeword for armors. Decent placeholder until you can get enigma rolling.
 
Since I no longer have any Lo runes because of my giveaway for 1.07, but I'm likely to find another one from LK, I'm tempted to make this for a merc weapon:

Chance (Weapon)
Lo Ral

50% MF
100% extra gold
Hit blinds target
42% enhanced damage
20% deadly strike
+5-30 fire damage

*some* damage + MF is pretty nice for killing act bosses w/ 556% MF in 1.07. Of course, runewords are suuuper risky in ATMA.

(sorc should just spam static field and eventually switch to MF switch when near kill which usually means lower FCR so spamming is slower))


edit: Also, as far as we know so far, it's easier to get a Lo rune than an ist rune in 1.07 heh. Unless RoF gives 3+ patterns it's not even really comparable to 1.07 LK w/ only 1 Lo pattern and no ist patterns. Otherwise, I would just toss an ist into grandfather sword or something since it gives tons of +life that is sorely needed on mercs for act boss runs
 
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aha, found my 1.07 soj sitting on my enchantress. Neat! I'm a few charms and several high-end +skills items short of maxing just how much enchant can add to my cow runner, but it currently adds over 700 fire dmg which is insane considering how good LF already is for cows in 1.07. So, I think I'll be farming some sojs and to be sure to bring my enchantress for all cow runs :D
 
Started A2 with my necro. Killed Radament. Pretty easy. Even Burning Dead Archers weren't much troublesome. Had to S&E though as my eyes were too sore to play.
 
They nearly can't get more dangerous for my sorc on 1.00 as this one. Also this one spawned 5! big glob bolts instead of 3, quite scary indeed ... Also when an OK lower resisted me I lost 380 hp and 800 mana from 1 bolt (nearly an ohko from full hp and mana). Due to magic resist he took 15 lvl 21 frozen orbs and about 20 statics...

Edit: 2 runs later this happened, he dropped all my potions at once due to thief! After I grabbed one back my game crashed

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**** U BLIZZ FOR MAGGOT LAIR !! Died ~4th time trying to get this cleared at hell. I don't have TP. I either die trying to get to lair or i die because I got spawned Itchies with stone skin.... Want to hang myself or at least punch the screen..
 
I hope you are not trying to get through Maggot Lair with players 8. Seriously, go with players 1 on this one, it is certainly one of the hardest places in the game for summoner. Shop Drognan for a staff with teleport charges, or just patiently push through. You can do it, it gets better after that.
 
I hope you are not trying to get through Maggot Lair with players 8. Seriously, go with players 1 on this one, it is certainly one of the hardest places in the game for summoner. Shop Drognan for a staff with teleport charges, or just patiently push through. You can do it, it gets better after that.

Tried with players8. Now I play with p1 and just bought staff with teleport charges. Frankly, Maggot Lair doesn't need to be repeated though it provides a decent experience at p8.
 
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