- Jun 22, 2003
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Guardian Flea, Conversion + Concentration merc helper and Conviction Polearm Avenger
The Random Tournament 2012 is the latest of a series of similar tourneys. This was the first time I entered one of them.
Here is the gist of it:
The player chooses a class and picks two main weapon types (with one of them picked twice). The player can choose to leave these things (one or both) to randomness also, but I didn't. I chose Paladin, javelin x1 and polearm x2.
The character now gets rolled
- specific item types of the weapons picked
- a specific armor type for each of the armor slots (but body armor types were grouped together into light/medium/heavy)
- one specific class-only item type
(Exceptional/Elite versions of the above can also be used. Another important note: if you do not have a rolled weapon type that your current merc can use, (s)he can use whatever weapon they want. So for me, only Act II mercs had any weapon restrictions)
- 3 Forever Skills (these can always be used)
- 5 skills specific to each of the difficulties. The skills for the next difficulty were rolled as we approached that stage in the game.
Respecs were used at the start of NM and Hell to adhere to the newly rolled skills for that difficulty.
Before starting, the player gets a chance to reroll one weapon type, one armor type and one Forever Skill.
Before starting Normal or Nightmare, the player had the option to lock one of the difficulty-specific skills and make it a Forever Skill. This could only be done once, and it also had the consequence that only 4 skills for the next difficulty/difficulties would be rolled.
Passive skills that are prereqs for rolled skills were OK, but we were not allowed to wear any +skills items that boosted them. Oskills are not allowed for use. All charges and ctc skills were allowed.
My rolls:
Forever Skills:
- Conviction
- Conversion
- [STRIKE]Defiance[/STRIKE] -> rerolled to Concentration
Skills for Normal:
- Prayer
- Blessed Aim
- Holy Bolt
- Sanctuary
- Vengeance
Skills for Nightmare:
- Smite
- Resist Cold
- Holy Shield
- Holy Fire
- Cleansing
Skills for Hell:
- Redemption
- Vigor
- Smite
- Vengeance
- Might
Weapons:
- Halberd
- Poleaxe
- [STRIKE]Glaive[/STRIKE] -> rerolled to Javelin
Armors:
- Great Helm
- Light armor
- Gothic Shield
- Leather Gloves
- Plated Belt
- Greaves
Class-only:
- Aerin Shield
I liked my polearm rolls. Rerolling Glaive was a no-brainer as they suck. Small stacks, high STR reqs and slow. Anything else would be an improvement. The armor rolls were all fine. I saw a possible Sigon's 3-combo, and was hoping for Guillaume's Face. Or with extreme luck, HoZ...
I was not happy with Defiance. Since I already had a very useful aura secured, I rerolled Defiance and got Concentration, which turned out to be my main aura through the game.
The progress can be followed in the tourney thread, but here follows a summary:
Normal was uneventful. It was just a matter of reaching the Horadric Cube, cube a Savage Poleaxe/Halberd for a Prayer merc, provide Concentration for him and off to Destroyerhood we go.
The early start was a bit tricky, since I had to go through most of Act I with very little clothing. Most of my armor items have rather high qlvl, so it took a while until I was high enough level to gamble any.
I found an ethereal Soulflay (unique Claymore with good damage and life steal) in late Normal. I upgraded it and switched to an Act V mercenary. He stayed with me through the first four acts in Nightmare. He ate early NM for breakfast since he was boosted by maxed Concentration. Smite and Holy Shield were useful in this difficulty. With a 'Rhyme' Gothic Shield, I had maxed blocking near the end of Nightmare (once HS had a good enough level).
For the early half of Act V NM (actually everything but the Nihlathak sidebranch, the Summit and beyond), I switched to an Act I merc in order to cope with the many strong ranged attackers. Smite and Conversion do provide good crowd control, but not from a distance. This merc was using a rare +215% ED Large Siege Bow with some minimal (but useful) poison damage. She averaged about 660 damage per hit.
A Barbarian companion was hired for the abovementioned areas, and I got lucky with Larzuk twice: finding a high-end Cruel Executioner Sword for sale and got 2 sockets in it! -> AmnShael for the merc sword.
Getting into Hell, I got a near perfect skill roll. I mean, just wow, what luck! Vengeance, Smite, Redemption! Even Vigor is useful...
(I should really have locked Vengeance as Forever Skill already, but I did not realize I had to do this before starting off...)
Respec, and I maxed my 3 Forever Skills, got 1 point Redemption and Smite but kept the rest of the skill points unassigned. I took just enough STR (75) to hold my gear, enough DEX for 50% blocking, saved enough points for the most demanding elite polearm and stuffed the rest into Vita. Switched from MF gear to +life armor and helm.
Act I Hell was a lot about great item finds - our two most important weapons and some other great stuff. First, a magical Great Poleaxe dropped early on. In Crypt, I think. Around the middle of the act (clvl 77-78), I started to gamble for other elite weapons to reroll: Crusader Bow and Champion Sword. I didn't score a bow but I did get a sword. Now followed some excessive chippie rerolling. After burning less than half my chippies, I scored a +230% ED Cruel Champion Sword with 2 sockets. AmnShael in this one, too.
With a good merc weapon secured, I rerolled that Great Poleaxe as well and ended up with a very similar result after burning through the rest of my chippies and about half of my mid-sized gems. ShaelShael in this, and now I invested enough stat points so I could equip this big hurty stick.
Then Laying of Hands dropped and I was pretty much set for the rest of the game. I gambled a really fast javelin. Maxed Conversion and 60% IAS usually lets me quickly Convert the first incoming melee monster before we get mobbed. This was often important. My barb merc is very strong 1 vs 1 (because his attack is fast and he uses Bash + Stun) but he is bad in a larger crowd. Conviction + Vengeance was of course crucial whenever something PI would show up. I got this setup done just in time - Tower Cellars with those PI Ghosts. Without help, my merc would get killed quickly, but with Conversion help, he and the Convert held the defense line and I could take down the rest of the pack with Vengeance. The mighty long range of a GPA was great in these situations.
The rest of Hell was about improving gear, and escaping the few traps the game set for me. A green Spired Helm dropped. I had no idea what set it was from and what it did. Can you imagine my excitement IDing this?! Turned out to be Ondal's Almighty. Very nice item, with FHR, STR/DEX bonuses and ctc Weaken.
Vengeance got maxed about halfway through Act III when I reached level 85.
Hellforge gave me a Lem rune, which meant my merc could finally get a great armor - Treachery.
Both Treachery and Ondal's were great merc items*, both for the archer lady and the sword dude. I pulled the same switch as I did in Nightmare, with the Act I merc in the early part of Act V. There was the matter of getting her a good bow, though. I had found a magical Crusader Bow earlier, but rerolling with gems hadn't produced anything good. I burned two imbues on Shadow Bows, and the second came out great. For once, Charsi got a lot of love from me. :givelove:
(* with both Weaken and Fade on (which happens all the time) the merc suffers only 57% of the physical damage compared to a standard situation)
Stats:
Name: Flea
Class: Paladin
Level: 87
STR 173+6, DEX 148+3, VIT 194, ENE 15+9
Blocking: 56%
Life: 1305
Mana: 157
Resists (javelin + shield): 75/75/75/-5
Resists (polearm): 41/47/43/-51
Skills:
Concentration 20
Conviction 20
Conversion 20
Vengeance 20
Smite 5
Redemption, Vigor, Prereqs 1
Damage numbers:
Vengeance: 1254-3486 (enemy Defense reduced by 90%, and resistances vs. the elemental part of the damage is reduced by 125%-units.)
Hrothgar's listed damage (with Concentration): 2017-2364*, usually with level 15 Venom damage on top.
(* And that's just his Attack damage. When he uses Bash or Stun, there is a significant damage bonus)
Primary Gear:
* Gemmed Great Helm (3x Perfect Ruby)
* Rainbow (10) Amulet of the Squid (74)
* Rare War Javelin with 40% IAS and minor bonuses
* Gemmed Dusk Shroud (4x Perfect Ruby)
* 'Rhyme' Aerin Shield with 21% Resist All automod
* Laying of Hands
* Rare Ring with +74AR, +9ENE, Replenish life +4, Resist Lightning 27, Resist Cold 21
* Russet (13) Plated Belt of the Whale (92)
* Rare Ring with +5 STR, 4% Mana Steal, Half Freeze, Resist Lightning 27, Resist Cold 18, Resist Poison 9
* Sigon's Sabot
Vengeance/Conviction switch:
* +230% ED Cruel Great Poleaxe 'ShaelShael'
* Gheed's Fortune (+30% MF)
* Sapphire (28) Grand Charm of Venom
* Ruby (26) Grand Charm of Life (9)
* Coral (12) Large Charm
* Russet (7) Small Charm of Dexterity (1)
* Crimson (5) Small Charm of Shock
* Ocher (7) Small Charm of Strength (1)
* Ocher (7) Small Charm of Frost
* Ocher (7) Small Charm
* Ocher (6) Small Charm of Frost
* Tangerine (5) Small Charm of Life (5)
* Tangerine (5) Small Charm of Dexterity (1)
* Small Charm of Vita (19)
* Small Charm of Vita (17)
* Small Charm of Vita (16)
* Small Charm of Sustenance (13)
Hrothgar of Harrogath:
* Ondal's Almighty
* +230% ED Cruel Champion Sword of Gore (9), 'AmnShael'
* 'Treachery' Wyrmhide
Assorted items that were useful in various situations:
* Glowing Gladius of Pestilence (merc sword against certain dangerous bosses (PI or nearly so) I had to Smite lock to keep the merc alive against)
* 'Strength' Cutlass (merc sword against some act bosses (mostly useful in NM)).
* 'Nadir' Great Helm (one CoS charge used in Hell Pindle's garden until I could get a Conversion chain going)
* Amulet of Life Everlasting (DR by 25; used on Hell Halls of Vaught - Tomb Vipers there!)
* Fire Rogue Klaudia's weapon, used in first half of Act V Hell:
Stone Fletch
Shadow Bow
'Shael'
Two-Hand Damage: 75 to 233
Required Dexterity: 188
Required Strength: 52
Required Level: 68
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 89
Fingerprint: 0x33c002f7
+6 to Dexterity
+267% Enhanced Damage
+98 to Attack Rating
+20 to Minimum Damage
+17 to Maximum Damage
20% Increased Attack Speed
Socketed (1: 1 used)
[Rune find rant]
Man, was I ever unlucky with runes for this character! I had envisioned running around swinging an 'Obedience' elite polearm, or at least a 'Crescent Moon'. Maybe having an Act II merc with eth. version of these elite runwords. Or maybe something like an ethereal elite 'Oath' sword for my merc...of that became nothing...
Here are all my rune finds Hel and above:
- Sur (sure, it's 3 steps higher than any rune I had seen before, but for a non-twinker, it's useless on its own!)
- Lem (from Hell Hellforge. Sure, Treachery was absolutely kickass, but I only got to enjoy it for one act)
- Lum x4
- Io x4
- Hel x7
The whole of NM full-cleared on players 8, and nearly all of Hell full-cleared on players 3 and not an Obedience or CM in sight...
[/Rune find rant]
The Random Tournament 2012 is the latest of a series of similar tourneys. This was the first time I entered one of them.
Here is the gist of it:
The player chooses a class and picks two main weapon types (with one of them picked twice). The player can choose to leave these things (one or both) to randomness also, but I didn't. I chose Paladin, javelin x1 and polearm x2.
The character now gets rolled
- specific item types of the weapons picked
- a specific armor type for each of the armor slots (but body armor types were grouped together into light/medium/heavy)
- one specific class-only item type
(Exceptional/Elite versions of the above can also be used. Another important note: if you do not have a rolled weapon type that your current merc can use, (s)he can use whatever weapon they want. So for me, only Act II mercs had any weapon restrictions)
- 3 Forever Skills (these can always be used)
- 5 skills specific to each of the difficulties. The skills for the next difficulty were rolled as we approached that stage in the game.
Respecs were used at the start of NM and Hell to adhere to the newly rolled skills for that difficulty.
Before starting, the player gets a chance to reroll one weapon type, one armor type and one Forever Skill.
Before starting Normal or Nightmare, the player had the option to lock one of the difficulty-specific skills and make it a Forever Skill. This could only be done once, and it also had the consequence that only 4 skills for the next difficulty/difficulties would be rolled.
Passive skills that are prereqs for rolled skills were OK, but we were not allowed to wear any +skills items that boosted them. Oskills are not allowed for use. All charges and ctc skills were allowed.
My rolls:
Forever Skills:
- Conviction
- Conversion
- [STRIKE]Defiance[/STRIKE] -> rerolled to Concentration
Skills for Normal:
- Prayer
- Blessed Aim
- Holy Bolt
- Sanctuary
- Vengeance
Skills for Nightmare:
- Smite
- Resist Cold
- Holy Shield
- Holy Fire
- Cleansing
Skills for Hell:
- Redemption
- Vigor
- Smite
- Vengeance
- Might
Weapons:
- Halberd
- Poleaxe
- [STRIKE]Glaive[/STRIKE] -> rerolled to Javelin
Armors:
- Great Helm
- Light armor
- Gothic Shield
- Leather Gloves
- Plated Belt
- Greaves
Class-only:
- Aerin Shield
I liked my polearm rolls. Rerolling Glaive was a no-brainer as they suck. Small stacks, high STR reqs and slow. Anything else would be an improvement. The armor rolls were all fine. I saw a possible Sigon's 3-combo, and was hoping for Guillaume's Face. Or with extreme luck, HoZ...
I was not happy with Defiance. Since I already had a very useful aura secured, I rerolled Defiance and got Concentration, which turned out to be my main aura through the game.
The progress can be followed in the tourney thread, but here follows a summary:
Normal was uneventful. It was just a matter of reaching the Horadric Cube, cube a Savage Poleaxe/Halberd for a Prayer merc, provide Concentration for him and off to Destroyerhood we go.
The early start was a bit tricky, since I had to go through most of Act I with very little clothing. Most of my armor items have rather high qlvl, so it took a while until I was high enough level to gamble any.
I found an ethereal Soulflay (unique Claymore with good damage and life steal) in late Normal. I upgraded it and switched to an Act V mercenary. He stayed with me through the first four acts in Nightmare. He ate early NM for breakfast since he was boosted by maxed Concentration. Smite and Holy Shield were useful in this difficulty. With a 'Rhyme' Gothic Shield, I had maxed blocking near the end of Nightmare (once HS had a good enough level).
For the early half of Act V NM (actually everything but the Nihlathak sidebranch, the Summit and beyond), I switched to an Act I merc in order to cope with the many strong ranged attackers. Smite and Conversion do provide good crowd control, but not from a distance. This merc was using a rare +215% ED Large Siege Bow with some minimal (but useful) poison damage. She averaged about 660 damage per hit.
A Barbarian companion was hired for the abovementioned areas, and I got lucky with Larzuk twice: finding a high-end Cruel Executioner Sword for sale and got 2 sockets in it! -> AmnShael for the merc sword.
Getting into Hell, I got a near perfect skill roll. I mean, just wow, what luck! Vengeance, Smite, Redemption! Even Vigor is useful...
(I should really have locked Vengeance as Forever Skill already, but I did not realize I had to do this before starting off...)
Respec, and I maxed my 3 Forever Skills, got 1 point Redemption and Smite but kept the rest of the skill points unassigned. I took just enough STR (75) to hold my gear, enough DEX for 50% blocking, saved enough points for the most demanding elite polearm and stuffed the rest into Vita. Switched from MF gear to +life armor and helm.
Act I Hell was a lot about great item finds - our two most important weapons and some other great stuff. First, a magical Great Poleaxe dropped early on. In Crypt, I think. Around the middle of the act (clvl 77-78), I started to gamble for other elite weapons to reroll: Crusader Bow and Champion Sword. I didn't score a bow but I did get a sword. Now followed some excessive chippie rerolling. After burning less than half my chippies, I scored a +230% ED Cruel Champion Sword with 2 sockets. AmnShael in this one, too.
With a good merc weapon secured, I rerolled that Great Poleaxe as well and ended up with a very similar result after burning through the rest of my chippies and about half of my mid-sized gems. ShaelShael in this, and now I invested enough stat points so I could equip this big hurty stick.
Then Laying of Hands dropped and I was pretty much set for the rest of the game. I gambled a really fast javelin. Maxed Conversion and 60% IAS usually lets me quickly Convert the first incoming melee monster before we get mobbed. This was often important. My barb merc is very strong 1 vs 1 (because his attack is fast and he uses Bash + Stun) but he is bad in a larger crowd. Conviction + Vengeance was of course crucial whenever something PI would show up. I got this setup done just in time - Tower Cellars with those PI Ghosts. Without help, my merc would get killed quickly, but with Conversion help, he and the Convert held the defense line and I could take down the rest of the pack with Vengeance. The mighty long range of a GPA was great in these situations.
The rest of Hell was about improving gear, and escaping the few traps the game set for me. A green Spired Helm dropped. I had no idea what set it was from and what it did. Can you imagine my excitement IDing this?! Turned out to be Ondal's Almighty. Very nice item, with FHR, STR/DEX bonuses and ctc Weaken.
Vengeance got maxed about halfway through Act III when I reached level 85.
Hellforge gave me a Lem rune, which meant my merc could finally get a great armor - Treachery.
Both Treachery and Ondal's were great merc items*, both for the archer lady and the sword dude. I pulled the same switch as I did in Nightmare, with the Act I merc in the early part of Act V. There was the matter of getting her a good bow, though. I had found a magical Crusader Bow earlier, but rerolling with gems hadn't produced anything good. I burned two imbues on Shadow Bows, and the second came out great. For once, Charsi got a lot of love from me. :givelove:
(* with both Weaken and Fade on (which happens all the time) the merc suffers only 57% of the physical damage compared to a standard situation)
Stats:
Name: Flea
Class: Paladin
Level: 87
STR 173+6, DEX 148+3, VIT 194, ENE 15+9
Blocking: 56%
Life: 1305
Mana: 157
Resists (javelin + shield): 75/75/75/-5
Resists (polearm): 41/47/43/-51
Skills:
Concentration 20
Conviction 20
Conversion 20
Vengeance 20
Smite 5
Redemption, Vigor, Prereqs 1
Damage numbers:
Vengeance: 1254-3486 (enemy Defense reduced by 90%, and resistances vs. the elemental part of the damage is reduced by 125%-units.)
Hrothgar's listed damage (with Concentration): 2017-2364*, usually with level 15 Venom damage on top.
(* And that's just his Attack damage. When he uses Bash or Stun, there is a significant damage bonus)
Primary Gear:
* Gemmed Great Helm (3x Perfect Ruby)
* Rainbow (10) Amulet of the Squid (74)
* Rare War Javelin with 40% IAS and minor bonuses
* Gemmed Dusk Shroud (4x Perfect Ruby)
* 'Rhyme' Aerin Shield with 21% Resist All automod
* Laying of Hands
* Rare Ring with +74AR, +9ENE, Replenish life +4, Resist Lightning 27, Resist Cold 21
* Russet (13) Plated Belt of the Whale (92)
* Rare Ring with +5 STR, 4% Mana Steal, Half Freeze, Resist Lightning 27, Resist Cold 18, Resist Poison 9
* Sigon's Sabot
Vengeance/Conviction switch:
* +230% ED Cruel Great Poleaxe 'ShaelShael'
* Gheed's Fortune (+30% MF)
* Sapphire (28) Grand Charm of Venom
* Ruby (26) Grand Charm of Life (9)
* Coral (12) Large Charm
* Russet (7) Small Charm of Dexterity (1)
* Crimson (5) Small Charm of Shock
* Ocher (7) Small Charm of Strength (1)
* Ocher (7) Small Charm of Frost
* Ocher (7) Small Charm
* Ocher (6) Small Charm of Frost
* Tangerine (5) Small Charm of Life (5)
* Tangerine (5) Small Charm of Dexterity (1)
* Small Charm of Vita (19)
* Small Charm of Vita (17)
* Small Charm of Vita (16)
* Small Charm of Sustenance (13)
Hrothgar of Harrogath:
* Ondal's Almighty
* +230% ED Cruel Champion Sword of Gore (9), 'AmnShael'
* 'Treachery' Wyrmhide
Assorted items that were useful in various situations:
* Glowing Gladius of Pestilence (merc sword against certain dangerous bosses (PI or nearly so) I had to Smite lock to keep the merc alive against)
* 'Strength' Cutlass (merc sword against some act bosses (mostly useful in NM)).
* 'Nadir' Great Helm (one CoS charge used in Hell Pindle's garden until I could get a Conversion chain going)
* Amulet of Life Everlasting (DR by 25; used on Hell Halls of Vaught - Tomb Vipers there!)
* Fire Rogue Klaudia's weapon, used in first half of Act V Hell:
Stone Fletch
Shadow Bow
'Shael'
Two-Hand Damage: 75 to 233
Required Dexterity: 188
Required Strength: 52
Required Level: 68
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 89
Fingerprint: 0x33c002f7
+6 to Dexterity
+267% Enhanced Damage
+98 to Attack Rating
+20 to Minimum Damage
+17 to Maximum Damage
20% Increased Attack Speed
Socketed (1: 1 used)
[Rune find rant]
Man, was I ever unlucky with runes for this character! I had envisioned running around swinging an 'Obedience' elite polearm, or at least a 'Crescent Moon'. Maybe having an Act II merc with eth. version of these elite runwords. Or maybe something like an ethereal elite 'Oath' sword for my merc...of that became nothing...
Here are all my rune finds Hel and above:
- Sur (sure, it's 3 steps higher than any rune I had seen before, but for a non-twinker, it's useless on its own!)
- Lem (from Hell Hellforge. Sure, Treachery was absolutely kickass, but I only got to enjoy it for one act)
- Lum x4
- Io x4
- Hel x7
The whole of NM full-cleared on players 8, and nearly all of Hell full-cleared on players 3 and not an Obedience or CM in sight...
[/Rune find rant]
Last edited: