Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Compared to some of your previous projects, it sounds like this one is still rolling along fairly well...
You mean, less dangerous/difficult? Yes, that is true for sure.

The mages have indeed surprised me with their killing pace, I thought it would be a little tougher. But that's not to say it's a strong build. I wouldn't want to exceed p1 for most of Hell, similar to my BowBarb, Bowler, and Tankazon. Oddly enough, my naked characters were significantly more powerful (both of them had well-equipped desert mercs.)

... and to think that I abandoned pretty much this exact build in Act2 Hell because it was too slow my tastes (I used an Act1 'Harmony' Rogue instead, with no skellie-warriors for tanking, and most importantly, I was heavily-twinked softcore instead of untwinked hardcore)...
Harmony, never heard of it... (*goes to check stats*).......good choice!
Did you have teleport available and use it a lot? I can't imagine going without it. Regardless, a build like this is for novelty and fun. Definitely not for everyone.



 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

I had teleport (Naj's Puzzler on switch), but was too cheap & lazy to use it often. :p You're right though, tele-bombing can be really effective for this build.


You're making me wish I hadn't just teleported him through the remaining acts to Hellforge, then deleted him. I should've stuck it out. :banghead:
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass



Excerpts from the diary of Black Hack... part 2:

[highlight]June 11 --[/highlight] Gender Bender!!! I'm back again, after another 6 days in Limbo, but this time as a female! What the hell?!!! :rant:
Clearly, the Department of Monster Reincarnation is in complete disarray, to bring me back as the wrong sex. They must be processing souls by the boatload.
You know, there are rules against this sort of thing! I'm facing an identity crisis!
:confused:
Although, as a Temptress... I guess I am kinda cute...
Uh-oh... Paging Dr. Freud!!!

[highlight]June 12 --[/highlight] That does it! I'm getting WAY too much unwanted attention from these disgusting Boars. Tomorrow I'm filing a grievance for workplace harassment.

[highlight]June 13 --[/highlight] "Step through the red portal", they tell me.
"Someone will be happy to assist you in the next lair", they tell me.
Yeah, well, I got screwed. I stepped into the portal and got dumped into this Hell-hole called the "Pit of Acheron". Lovely place...
I'm lucky I can fly, I almost tripped and fell into the lava!
I've been talking to the other gals. They tell me that the Necro hero is still alive, tearing through our ranks in Kurast! My heart skipped a beat. I'll bet he is the one responsible for the reassignment backlog that caused my predicament, damn him.


[highlight]June 20 --[/highlight] Mephisto and Diablo are dead! Upper management is going berserk. They have every available minion spread throughout the barbarian homeland. They just don't get it.
We need to bunch together, at least a thousand of us, and pounce on him all at once! What we're doing now, doesn't work! I know what I'm talking about; I've already lost 4 lives to this guy.
Sigh... nobody listens to me.

[highlight]June 24 --[/highlight] I'm dead again, of course. I knew he was here, when everyone starting panicking. He came strutting around the corner, and looked me dead in the eye. He smiled. I think he recognized me. The rest of his gang soon followed. He dodged several of my blood stars, but then I hit him, once. He scowled. Wow, that felt good! A brute collapsed in front in me. Oh no, there goes my tank! I flew away, over the lava, and hid behind the wagon. I'm not proud of it, but nowadays I'm into self-preservation, above all else. Can you blame me?

He continued on, leaving me alone. I thought he had spared me, but it turned out he was simply taking a break to sort through our sparkly chest. When I peeked around the corner, he and his minions appeared before me, out of thin air. They quickly scattered to surround me, and I faced an onslaught like never before. I'm glad I blacked out quickly.

What if this is the end of me, and the end of all our kind? I fear I will never get another chance roam the earth.


end excerpt.
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

not sure what to say. splendid stuff. :D
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Hahaha, the infamous return of BlackHack, I coudn't stop smiling while I read:jig:
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

How long did it take summoning and unsummoning those skeleton mages before you got nearly all lightning mages? I must say that the screenshots of this build are quite impressive. It must be hard to follow what goes on during the fight. Well done!
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

How long did it take summoning and unsummoning those skeleton mages before you got nearly all lightning mages? I must say that the screenshots of this build are quite impressive. It must be hard to follow what goes on during the fight. Well done!
Most of the mess you saw was Flux's worthless charged bolts. He's responsible for 75% of the obscuring missile density. But you're right, at that time I was running with extra lightning mages, because there were so many fire immunes in the outdoor areas. Whenever I need to cull my herd (for example, when I notice I have 5-6 poison mages), I selelctively unsummon them. There's a 25% chance per re-summon that I'll get the mage I want. I'm not obsessive about it, I'm content if I get a few extra of what I want.



 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Most of the mess you saw was Flux's worthless charged bolts...

Quick question about this... How much does Flux actually contribute? I would imagine that his LB's are pretty decent, but how does he compare to a Fire merc (or a Cold merc, even though that wouldn't be good for this particular char).

Great write ups - always an enjoyable read. :)


 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Quick question about this... How much does Flux actually contribute? I would imagine that his LB's are pretty decent, but how does he compare to a Fire merc (or a Cold merc, even though that wouldn't be good for this particular char).
I've never used an Act 3 fire merc. AFAIK their spells are very weak, partially due to the Inferno bug. I have used cold mages with other characters. I would guess the cold damage averages out to be about the same as lightning. When Flux casts Lightning, it's topping at ~1000 piercing max damage, I think. It's the most powerful spell an Iron Wolf can cast. It's a shame the charged bolts are so weak, and that he casts them so often. Still, considering his 65% FCR, he probably has the power of four necromages combined. Whenever I need to raise a new army, he gets the job done. If they're lightning immune, the golem is also up to the task, chipping in 1000 fire damage per hit.



 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Pretty sure it's 400 base, 420 when I use a skill shrine. I can only cast it in town with stashed +mana rings. :p
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

A Ghostly Succubus welcomed us as we entered the Frozen River, and gave Jolt a magical Sacred Armor. Always nice to see one of those drop. :)
These succubi represented the "easy" type of witch. Unfortunately, they had a family reunion going on with their Siren cousins, the difficult type. Their favorite strategy was to retreat, hover around the edges of the screen, and pick off mages. I didn't want to risk tele-bombing them just yet, because I still didn't know if gloams were in attendance.

After clearing a small area, I backtracked to pop an evil urn. Nice, they spawned the weak witches. Their leader dropped a unique ring. What might it be, yet another miserable Manald? Or possibly something a little better? :yes: :grin:
I had to pause the game, get up, and walk around a bit:

The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x55ab165b
Item Level: 86
Version: Expansion 1.10+
Properties:
+20 to Mana
+1 - 12 Lightning Damage
25% Increase Maximum Mana
+1 to All Skills

Advice of the day: Always open Evil Urns!

Quite a nice full-time addition for a build that appreciates +skills! This is the caliber of find that merits a gold star for any character's MF career. Looks like the PTopaz in my Silks armor really paid off. Jolt picked up an extra mage (13 total), plus a little more resists/damage/mastery life for his team. And a boost to Lower Resist. The SoJ's +mana allowed me to ditch one of my +mana rings I use in town to make a fire golem.

Speaking of which: +3 shopped Golemlord's wand (with additional +3 FG staffmod), +3 Circlet, +3 amulet, +2 shield, +1 armor, +1 SoJ, +1 Magefist, and +2 skill shrine = level 39 Fire Golem, 8100 life with 1100 average damage. By far the highest +skills I've ever assembled. :cool:

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

OK, enough gloating...
Back to the Frozen River, and the task at hand: Dealing with dozens of floating red balls'o'death, and gloams. Quite a bit of tension, finishing that area. Jolt has max lightning resistance, and a little MDR to help. Poor Flux perished a couple times. I very carefully teleported my crew into strategic spots, into little nooks and behind rocks. Frozentein was plugged up on his bridge by a Clay Golem. No problems there.

A little more good news for Jolt: He hit level 84. I put another point in Lower Resist. Very diminishing returns, but the spread/duration is improved. Every bit helps. I still have a saved point.

Anya's reward was a disappointment. I rerolled it with 6 PSkulls, which didn't work out well, but at least it got some staffmods and sold for 35k. Jolt will never be angry with Anya though, back in NM she gave him the +2 Shield he's been using all through Hell.

[highlight]Conqueror Jolt, Lord of Mages/Fire Golem necro, level 84, Act 5 Hell, Glacial Trail[/highlight]
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

OMG SoJ, I've never had one yet; so non-cookie cutter HC untwinked builds get good drops in Hell Act5, I'll start right away:rolleyes:

A level 39 Fire Golem sounds good, and you only need one mana ring now as well to cast it

Have fun in Nithlalaklakaak's temple, CE :\
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

A SOJ.... :surprise2:.

Never in my D2 career have i seen one of them except back in battle net days.....about 6 years ago.

It must be ideal for you, with the + skills improving all aspects of Jolt's arsenal and also the + mana as you mentioned means easier FG casting. Great find indead...:thumbup:.

Good luck in the Glacial Trail!!!
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

Wow, congrats on the sparkly! You don't see those too much... The game must appreciate your skill and patience!! (as it should) :worship:
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

I found the Glacial Trail WP right away, in a very convenient spot. So I decided to put that area on hold and go straight for Nihlathak. We attempted the Zombie Garden at p3. They nearly managed to overrun us! After a few frantic teleports, I was set up in a nice corner and we held them off.

The SoJ gave me access to an additional full-time mage, as long as I kept all my other +skill gear the same. However, I decided to go a different route. Through 90% of the Halls, I equipped Gull Dagger. I could summon the extra mage, swap weapons, and still keep the mage, for a while at least. Every now and then the game would "recalculate" my +skills, which caused the extra mage(s) to spontaneously shatter. Sometimes it was triggered by a teleport, or a town trip. It's been that way forever with Jolt, I'm used to it.

Halls of Anguish:
Flayers, Horror Mages, PI Berserkers. <---- :rolleyes:
Very chaotic, but not too dangerous. I appreciated all those flayer super-packs. They dropped tons of loot.
Halls of Pain: Flayers, Goats, and Heirophants/Zealots.
Again, lots of loot. The zealots were a pain, I was tempted to place my extra skillpoint in Dim Vision. Instead, I went with old-fashioned "teleport away and lead them out of healing range" method. The narrow hallways kept them from retreating.
Halls of Vaught: After a stairtrap of poison arachs and cold archers, we had no trouble with this area. Defilers and torment worms provided extra corpses. I tele-bombed Nihlathak. He and Jolt had a little face-to-face time. We stayed in that position until he died.

Back on the Glacial Trail, we faced Bone Warriors, Frozen Creepers, and Claw Vipers. Bonesaw Breaker was Extra Strong + Cursed. Jolt kept his distance; that's a bona fide one-hit kill Charge. Evil urns contained vipers.

Drifter Cavern was a blast. First, a stairtrap of regular invaders. Slowly we crept around the corner. Cursed LE Invaders rushed at at the first bridge, backed up by Frenzytaurs. Ouch! Our bridge bottleneck made it tolerable, that is, until Champion frenzytaurs rushed our flank! After witnessing several mages/skellies insta-shattered, I teleported back towards the entrance. There was very little room to hide. Every monster, except one, followed us. Luckily the Invader boss stayed behind (it was wandering around acting weird like Invaders do sometimes). Free from the Curse, the clay golem could tank well enough with a few recasts. Each recast moved the mob a bit, costing a mage or two, but we prevailed. There were three more champion packs of frenzytaurs. Each one we were able to bottleneck somewhat, either by terrain or by weaker monster pack crowding. The fire golem survived them, with a little Decrep.

Jolt celebrated with a gambling spree. His gambling career has been unusual. Initially he had saved up ~8 million gold to get his Golemlord's ammy/circlet. Lately I've been saving again. At level 84, I suppose I have a slim shot at some godly circlets/jewelry. I gambled a few more million, scoring several +3 tab items, but nothing spectacular. My latest finds:

Tal Rahsa's Swirling Crystal (from a poppable)
near-perfect Fool's/Cruel war javs
Golemlord's Circlet (Jolt's 2nd)
Master's Circlet of the Lamprey (7)
interesting rare teleport circlet
Shadow Crown of the Mammoth (38)
Terrene Amulet of the Whale (97)
Chromatic (27) Amulet of Nirvana (28)
Coral (28) Ring of Telekinesis
ethereal 3-socket Loricated Mail
10th Cathan's Seal (this one gambled)

[highlight]Conqueror Jolt, Lord of Mages/Fire Golem necro, level 84, Act 5 Hell, Frozen Tundra[/highlight]
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

4 packs of champ frenzytaurs:shocked:

That must have been fun :p were any of those berserker/possessed?

I keep forgetting that you aren't relying on physical damage like Alkithoe and Cosmo, you can do 4 types of elemental damage:cool:

Good luck with the ancients:thumbup:

EDIT: what's terrene?
 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

4 packs of champ frenzytaurs:shocked:

That must have been fun :p were any of those berserker/possessed?
At least one of each. Berserkers only last a few seconds. The Possessed are far more difficult.

I keep forgetting that you aren't relying on physical damage like Alkithoe and Cosmo, you can do 4 types of elemental damage:cool:
3 really. The poison duration is so long, it doesn't even do 1 point of damage per second. But they are beneficial for PMH, especially against dual-immunes and Possessed.



 
Re: Conqueror Jolt, the Elemental Necro, HC vanilla untwinked single-pass

EDIT: what's terrene?

iirc, it's +2 to one of the druid trees... elemental is what I think.

Edit: yep, +2 elemental skills for druids.



 
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