- Feb 24, 2004
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Originally posted by Insane Wayne on Apr 14, 2007:
Conqueror Cosmo, 1.11 vanilla HC naked Druid
I'd like to introduce Conqueror Cosmo, level 77 vanilla HC naked Druid. Some of you may remember the adventures of Alkithoe, my naked zon, during her improbable run to Guardian several months ago. Back then, I said I wasn't going to try this again, but I changed my mind. I want to try and pull this off again. Thus, I started Cosmo, and worked on him between my tournament characters, during the past few months.
I chose a Druid because I made Guardian in the Single Skill Tree tourney with a pure Summons Druid, and this druid will be similar. More recently, I just finished the Green tourney with a fully-synergized Bowler Druid. The experience I gained there will be very helpful. Now is the perfect time to resume Cosmo's quest. I'll share his progress with lots of screenshots.
My personal rules:
1. No ESC to avoid death.
2. Full clears, including all evil urns. (Norm and NM were completed at p8)
3. Single-pass, no re-running areas or bosses.
4. No gear of any kind, no jewelry, and no charms.
5. Merc is allowed to wear gear acquired during the quests. No twinking.
6. ATMA allowed as an extended stash.
Normal Difficulty:
I quickly built up my Ravens. They did all my initial killing easily. Later, they would function as defensive helpers, but in Act 1 Normal, they inflicted good damage. Soon I had a Fire Rogue and a level 1 Spirit Wolf as a tank. Cosmo's first stair-trap, a sign of things to come I'm sure.
In Act 2 I hired a Blessed Aim merc. I also had 3 dire wolves, but I kept them at a low level, opting to boost Oak Sage. This ensured that the merc would score nearly all the kills (for MF purposes). I cubed several Savage polearms, eventually scoring a Partizan, which I re-rolled and stuffed with -req% jewels. A nice starter stick. His armor was pure topaz (and it would remain so indefinitely). We had no problems making rapid progress at p8. With more points dumped into Sage, the merc/wolves had unstoppable tanking power. Whenever I run into a really nasty pack, I use level 1 Arctic Blast to slow them. It can be sprayed back and forth like a fire extinguisher and affect entire groups. I added a nice circlet to the merc's stash. The ravens' damage quickly became insignificant, but they are far from useless. On the contrary, high-level ravens have 100% chance to blind with every peck, with a long duration similar to Dim Vision. This has many uses, like breaking apart mob attacks, stopping ranged attackers, preventing resurrections, and disabling some special attacks (e.g. Frenytaur frenzies). Observe ravens in action!
Close call with an urn pack: nearly surrounded.
Shoddy door installation (lousy demonic contractors).
Conqueror Cosmo, 1.11 vanilla HC naked Druid
I'd like to introduce Conqueror Cosmo, level 77 vanilla HC naked Druid. Some of you may remember the adventures of Alkithoe, my naked zon, during her improbable run to Guardian several months ago. Back then, I said I wasn't going to try this again, but I changed my mind. I want to try and pull this off again. Thus, I started Cosmo, and worked on him between my tournament characters, during the past few months.
I chose a Druid because I made Guardian in the Single Skill Tree tourney with a pure Summons Druid, and this druid will be similar. More recently, I just finished the Green tourney with a fully-synergized Bowler Druid. The experience I gained there will be very helpful. Now is the perfect time to resume Cosmo's quest. I'll share his progress with lots of screenshots.
My personal rules:
1. No ESC to avoid death.
2. Full clears, including all evil urns. (Norm and NM were completed at p8)
3. Single-pass, no re-running areas or bosses.
4. No gear of any kind, no jewelry, and no charms.
5. Merc is allowed to wear gear acquired during the quests. No twinking.
6. ATMA allowed as an extended stash.
Normal Difficulty:
I quickly built up my Ravens. They did all my initial killing easily. Later, they would function as defensive helpers, but in Act 1 Normal, they inflicted good damage. Soon I had a Fire Rogue and a level 1 Spirit Wolf as a tank. Cosmo's first stair-trap, a sign of things to come I'm sure.
In Act 2 I hired a Blessed Aim merc. I also had 3 dire wolves, but I kept them at a low level, opting to boost Oak Sage. This ensured that the merc would score nearly all the kills (for MF purposes). I cubed several Savage polearms, eventually scoring a Partizan, which I re-rolled and stuffed with -req% jewels. A nice starter stick. His armor was pure topaz (and it would remain so indefinitely). We had no problems making rapid progress at p8. With more points dumped into Sage, the merc/wolves had unstoppable tanking power. Whenever I run into a really nasty pack, I use level 1 Arctic Blast to slow them. It can be sprayed back and forth like a fire extinguisher and affect entire groups. I added a nice circlet to the merc's stash. The ravens' damage quickly became insignificant, but they are far from useless. On the contrary, high-level ravens have 100% chance to blind with every peck, with a long duration similar to Dim Vision. This has many uses, like breaking apart mob attacks, stopping ranged attackers, preventing resurrections, and disabling some special attacks (e.g. Frenytaur frenzies). Observe ravens in action!
Close call with an urn pack: nearly surrounded.
Shoddy door installation (lousy demonic contractors).
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