Convention of Heroes

The problem is, that with if they do 19 bolts with CB, few will hit, as they stay away from the aqction, and are dumb so could only aim for 1 far away enemy, hitting him with 1 bolt, instead of moving towards a big pack and getting all bolts to hit.
 
how fast do they cast? i don't know that they'd really add as much to a group due to the amount of elemental damage already. kefir and buckeye are lightning, nightfire and fartingbob are cold/fire. i'd rather have the ranged physical damage from a rogue merc.
 
corax said:
@buckeyelee: need any gear?

I should be fine....not at home right now to check my plan. I think all I am missing is some runes for my final gear...which of course as I find them as we progress or with my barb...if he ever makes it out of hell act 1....But I'll check when I get home....

Play times for me basically are the same every day... I'm home at 5pm EST and need to be in bed aroun 12am EST monday - wednesday... Thursday nights I can play a long time...friday days the same until 12am est...saturday and sunday are pretty close to a 5pm-12am night.....
 
Just commenting here since sadly, I have no D2 life (ie. no comp to call my own).

How come no one is using a necro? Dim vision, lower resist, amp damage anyone?
 
Necromancers can be good in parties, it's just that some people don't have fast enough computers to handle the 12 skeletons and 12 skeletal magi, a golem, all of which have BO/BC/Shout/Might/Defiance on them while the screen switches colors with every curse cast.

If everyone could handle it, though, the necromancer can be a very viable tank with skeletons. When the game starts, the teleporter goes, and the necro pops into Pindleskin's undead garden and raise a few things, maybe even a pindle run to find that elusive Unearthed Wand. :teeth:
 
For a rogue merc, don't go with the Shaftstop/Gaze route. Get yourself some IAS for her, you will want the extra damage, if possible. Maybe a Cold Caw and Andariel's Visage with IAS jewels socketed. You can get her to 12 frames pretty quickly.
 
Summoned said:
Necromancers can be good in parties, it's just that some people don't have fast enough computers to handle the 12 skeletons and 12 skeletal magi, a golem, all of which have BO/BC/Shout/Might/Defiance on them while the screen switches colors with every curse cast.

If everyone could handle it, though, the necromancer can be a very viable tank with skeletons. When the game starts, the teleporter goes, and the necro pops into Pindleskin's undead garden and raise a few things, maybe even a pindle run to find that elusive Unearthed Wand. :teeth:

I agree with you completely about skelly-lag. But there are so many ways a necro could help. A clay golem works nicely, along with all their curses. Corpse explosion for corpse removal, poison nova etc. :)
 
the two most important thingies for a rogue, besides damage, is ias and fr/w. considering their ai still makes them extremely stupid, giving them more fr/w so they can move to a "better" firing position allows them to shoot their arrows, at an increased rate due to ias.

a necro could be useful, but with the projected power of the other characters, a minion necro would slow down everyone else, and even pn to an extent is lag-inducing. imo, for a 1-99 party, a barb for buffs is more useful than a necro for curses.
 
A Rogue merc with a Delirium helm and a fast bow could probably provide all the crowd control you would ever need. The bow doesn't even have to be damaging, because you'll probably have enough killers on the team. The day that I'm swimming in Ist runes is the day that I'm gonna make a Delirium helm for my strafer.
 
I'll be one cute hammerdin then, too late for the barb. I'm not too well equiped for palladin breeding, but I'll see what I can do and maybe trade a little, shouldn't be too much of a problem.
 
hmmm theres not alot that a necro could do that we dont have covered. lower resist is really only useful after conviction has broken immunities otherwise all resists are normally -100%. amp. im sure same of the mercs will be wielding reapers toll for decrep. which is a safer form of amp. considering there wont be that much physical dmg anyway. dim vision. what for. weve got stun
 
Krikke said:
Is this in hardcore? if it is then count me in! :)

Timezone is GMT +2

its SC sorry. cos we are all sissies :lol:
 
Builds:

corax - werebear
Kefir-Tribe - Shocker
BuckeyeLee - LF zon
Nightfire05 - FO/FB sorc
farting bob - blizz/FB sorc
nobo - a barb, warcry barb?
moo-cow - werewolf
Reborn2k - convincing zealot

not sure:

JihadJesus
nepeta
Online

Timezones:

Nightfire05 - GMT +0
moo-cow - GMT -5
corax - GMT +10/11?
BuckeyeLee - GMT -5
nobo - GMT +1
farting bob GMT +0
Reborn2k - GMT +1


Krikke, if we did it in HC and then die suddenly, it would be a waste of time...

I want to plan my char to the death now, but I have something sad to tell: I have no time on saturday night! Well, if someone can manage to play friday night, okay. My friends are organising a private LAN, where I won't be missing! :) I could play friday evening/night (GMT +1) and sunday then. During the week sometimes in the evening... Next wednesday I have almost no school, so I can play with you that day! Cool! Oh and for the merc, I will definitely choose a might merc for some more physical damage!
 
are you taking that time from the forums time? Cause if so its like 5 hours behind....Since I am GMT -5 and the current time on the forums is 6:25am and it is 11:25am true time
 
Yes, I am, but I had already changed it to match what my clock at home said, so both the current time on the forums due to the change I made, and my time here at home match now. To clarify, I had the same thing you did before I changed, GMT -5, and it said 5 hours behind the actual time.
 
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