[DEAD][Guardian][HC Sept][Diary]Frida, a targeted bowazon that rolled javazon...

Nightmare LK - an Hellres quest - in progress
Current resistances state including finds
Inventory management
In inventory, I keep a TP book and the Cube.

I'd like to keep 2x4 free inventory space in Hell.

For Hell, I'll change my body armor: the Act 2 Normal Stealth will be replaced by a Smoke, at least at start, then we can hope to score some better runeword.

Building up sessions
Post 1.

Available gear & charms
So let's detail all available resistances below:

ALLRES total: 114
Quests
Code:
Anya rescue Normal: 10 allres
Anya rescue Nightmare: 10 allres

The armor
Code:
Smoke runeword: 50 allres

The shield
Code:
Pdiamond'ed Whistan's: 19 allres

The amulet
Code:
Rainbow amulet of Luck: 10 allres + 33MF

Charms
Code:
GC 10 allres
SC 5 allres +2 Strength

(Note: allres charms counted once for spaces in Fire section)
SPECIFIC RESISTANCES
Fire 175, 1x1 1x3 1x1* 1x3*, maxed using 1x1 1x3 1x1* 1x3*
  • Allres 114@
  • Boots 31
  • Gc 22 +5 life
  • Sc 8
Cold 176, 4x1 1x3, maxed using 4x1 1x3 (+1x1* 1x3*)
  • Allres 114@
  • Boots 6
  • Gc 27
  • Sc 8 +8GF
  • Sc 7 x3
Lightning 175, 1x1 1x3, maxed using 1x1 1x3 (+1x1* 1x3*)
  • Allres 114@
  • Belt 28
  • Sc 6 +GF
  • Gc 27 +27life
Poison 164, 2x1 1x3, maxable using 4x1 1x3 (+1x1* 1x3*)
  • Allres 114@
  • Ring2 19
  • Gc 18 +FHR
  • Sc 7
  • Sc 6 +9life
  • Sc 6 +psn damage
Resistance charms
Code:
In progress

Other charms
Code:
In progress

Other goodies
Code:
In progress
 
Last edited:
Entering Hell respec - stats planning
At clvl 76, and including the two Lam Esen's tome quests from Normal and Nightmare, there will be 385 stat points available. Let's think about how to distribute them at the Random Tournament mandatory respec.

Obviously, Energy will get no point, and Vitality remaining points: let's state about Strength and Dexterity requirements.

Elite Medium armors: optimization vs variety
Here are the available elite armors that could be put in use. Ornate plate is also included given its defense and strength req stats, even if exceptional.
Code:
Name            Str Defense TC
Diamond mail    131 383-489 72
Boneweave       158 399-505 63
Balrog skin     165 410-517 78
Ornate plate    170 417-450 66
Kraken shell    174 417-523 81
Lacquered plate 208 433-541 84
Sacred armor    232 487-600 87

TC impacts availability, so I tracked it also. Now I need to find areas/TC relationship, and that's another story...guess it's not as simple as TC = mlvl = alvl (+2/+3 for champs/uniques)

There's so little difference between defenses, while strength req is a jump from 131 to 158 between the two lowers, which represents 81 life lost (!) by using a Boneweave vs a Diamond mail... Diamond mail should definitely be targeted.

Based upon regular monster drops given in Silospen, availability of such Diamond mail is mostly Act 2/Act 3. Using my Embossed plate Smoke (297 base def) while trying to find a better base in somehow early-mid Hell should be an acceptable plan.

Gear available strength
The only piece that is 100% to be kept is:
- Sc 5allres +2 Strength

So the gear adds up 2 strength total.

Strength stat points consumption
Base strength is 20 for Amazon, and gear brings 2 points.
The optimized way would set number of points at 109 for Diamond mail, 136 to unlock Boneweave, 143 for Balrog skin and below, up to 152 for Kraken shell and below.

Targeting Diamond mail, at clvl 76, I will need to spend 109 points in strength.

Whistan's Guard: a max block King for my queen

Due to the Ravenfrost found lately, CBF mod is handled, allowing the use of a shield different from Rhyme.

Small shield category allows the use of Whistan's Guard, by far the best max blocking option available in the game. For obvious reasons, the one put in use will be socketed with a Pdiamond, in order to get some resistances still.

Now that Frida is clvl 76 and - somehow - high lvl enough to enter Hell, let's plan the dexterity stat for mandatory respec of the Random Tournament.

Dexterity required for max block
Formula is the following one:

DEX needed for max block = {(150 * clvl) / blocking} + 15, rounded up.

Giving the following tables for Amazon (same goes for Assassin and Barbarian)
Code:
Shield blocking: 92
Clvl | Dex req.
76   | 139
77   | 141
78   | 143
79   | 144
80   | 146
81   | 148
82   | 149
83   | 151
84   | 152
85   | 154

Gear available dexterity
The only two pieces that are 100% sure to be kept are:
- Whistan's Guard, 0 Dex
- Ravenfrost, 16 Dex

So the gear adds up 16 dexterity total.

Dexterity stat points consumption
In the end, counting 25 amazon dexterity and 16 from gear, at clvl 76, I will need to spend 98 points in dexterity.

Life matters
From the 385 available stat points at clvl 76, considering the 98 and 109 stat points for dexterity and strength, the 177 vitality points spent will give 531 hit points.
 
Last edited:
Hell LK when dying and S&E is not an option
Well I handled my way towards the jungle and got to Lower Kurast (see here and here). The map isn't great, only one campfire, but it is close to the waypoint, and the weapon rack drops 2 handers, got several Threshers yet, one with 4os, so it could be worth running it.

Why LK running *again*
The main reason is the lack of safety considering armors. The bases still need to be found (at least for Frida, e-bugged an Ornate plate to 949 iirc, with 4os), so are the runes.

The issues
For now I ran it a bit at p7, but there are some issues that have to be addressed:
- Council has not been killed yet
- sometimes there are two boss packs with bad mods, in that case merc dies quickly, and the only thing that saved me on that situations were Decoy + TP scroll in belt.
- and the most important is that, even geared at best, I wouldn't handle those situations, as most of the mobs are Lightning immune!!!

As a consequence, if I want to run LK, I'll have to lower the players setting. Now I still need to find a balance between runes chances and survivability - that's where @Fruit knowledge comes in handy.

Determining the good /players setting
As stated in his post (extract below) in the LK vs Travincal vs Cows thread, the number of patterns for Gul+ runes (I would even take into consideration the Pul+ for my particular needs, but I haven't found the info - maybe I'll throw a PM to @Fruit and why not @art_vandelay about it) for each players setting.
Code:
Lower Kurast
Kurast Bazaar
Upper Kurast
Sewers Level 1
Sewers Level 2
Durance of Hate Level 3


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

                              /players 1 & 2

non-locked chests:

   18 hi patterns

Patterns with   Ber:   1
                 Sur:   2
                  Lo:   3
                 Ohm:   4
                 Vex:   2
                 Gul:   6


locked chests:

   19 hi patterns

Patterns with   Ber:   1
                 Sur:   3
                  Lo:   3
                 Ohm:   4
                 Vex:   2
                 Gul:   6


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

                              /players 3 & 4

non-locked chests:

   19 hi patterns

Patterns with   Ber:   2
                 Sur:   4
                  Lo:   4
                 Ohm:   2
                 Vex:   3
                 Gul:   4


locked chests:

   22 hi patterns

Patterns with   Ber:   2
                 Sur:   5
                  Lo:   4
                 Ohm:   2
                 Vex:   3
                 Gul:   6


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

                              /players 5 & 6

non-locked chests:

   26 hi patterns

Patterns with   Ber:   4
                 Sur:   5
                  Lo:   4
                 Ohm:   2
                 Vex:   6
                 Gul:   5


locked chests:

   28 hi patterns

Patterns with   Ber:   4
                 Sur:   7
                  Lo:   4
                 Ohm:   2
                 Vex:   6
                 Gul:   5


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

                              /players 7 & 8

non-locked chests:

   35 hi patterns

Patterns with   Ber:   2
                 Sur:   9
                  Lo:   2
                 Ohm:   5
                 Vex:   6
                 Gul:  11


locked chests:

   35 hi patterns

Patterns with   Ber:   2
                 Sur:   9
                  Lo:   2
                 Ohm:   5
                 Vex:   6
                 Gul:  11

Reformated to a table
Code:
pX(L) | Gul | Vex | Ohm |  Lo | Sur | Ber |
p1&2  |   6 |   2 |   4 |   3 |   2 |   1 |
p1&2L |   6 |   2 |   4 |   3 |   3 |   1 |
p3&4  |   4 |   3 |   2 |   4 |   4 |   2 |
p3&4L |   6 |   3 |   2 |   4 |   5 |   2 |
p5&6  |   5 |   6 |   2 |   4 |   5 |   4 |
p5&6L |   5 |   6 |   2 |   4 |   7 |   4 |
p7&8  |  11 |   6 |   5 |   2 |   9 |   2 |
p7&8L |  11 |   6 |   5 |   2 |   9 |   2 |
Now I can think a bit about it.

P5 seems to be a good goal to be tested, but I will consider it a target, I'll go the other way - setting up the player number when feeling confident. So the real question is between p1 and p3.

The choice: p3
Well as the target is to get the additional patterns from p5, I think it's better to start at p3. Also, p3 has more interesting patterns than p1 (the Gul and Ohm would be Lo+ runes...definitely worth it!).

I'll see in the next session if it can be handled easily or what. Also, I may have to try to kill Council to help with Zealots...

Evolution
Went to p5 "relatively" soon, after 500 runs, as p3 was easily handled and wanted to try p5, which went to be manageable, especially after merc's gear upgrades (Stone, Thresher Insight). Good decision as it dropped me a Lo and an Ohm in a 100 runs span (especially Ohm which is rarer than Ber on this setting...).

The run(e)s
Note: given times are total times including other pSettings. Process had been p7->p3->p5
Rich (BB code):
Last runs DD/MM/YYYY: 14/06/2020
/p7 | Lem | Pul |  Um | Mal | Ist |
    |   0 |   1 |   0 |   0 |   0 |
    | Gul | Vex | Ohm |  Lo | Sur | Ber |
    |   0 |   0 |   0 |   0 |   0 |   0 |
~60secs/run
30 runs, 0:30
/p5 | Lem | Pul |  Um | Mal | Ist |
    |   0 |   0 |   0 |   1 |   0 |
    | Gul | Vex | Ohm |  Lo | Sur | Ber |
    |   0 |   0 |   1 |   1 |   0 |   0 |
~80secs/run
200 runs, 11:30, 2 campfires
/p3 | Lem | Pul |  Um | Mal | Ist |
    |   0 |   0 |   0 |   1 |   0 |
    | Gul | Vex | Ohm |  Lo | Sur | Ber |
    |   0 |   0 |   0 |   0 |   0 |   0 |
~45secs/run
400 runs, 5:10, 1 campfire
~75secs/run
100 runs, 7:15, 2 campfires
 
Last edited:
Targeted merc gear after LK
After having found a second eth Thresher that rolled 5os, opening the possibility of an Obedience, it's time to think about my primary objectives.

Losing Insight will be a HUGE pain, but except vs bosses and some packs, there are so many lightning immunes that merc is really doing a big part of the killing.

Also, at lvl 82, merc's resistances are at 46. A very useful mod of Obedience is the all resistances 20-30.

Even with a low roll, a low allres armor like Stone (15allres) is enough to max them.

So targeting such a combo would be somehow the best damage output I can get for the merc, and it wouldn't be a real loss to use a 949 armor for this runeword either.

The main issue will be life leech. In fact, the only real option instead of the weapon is the armor, with the CoH runeword...not to be targeted by any mean!

Available runes
Lo, Ist, Mal, Pul, Pul, Lem, Lem, multiple lowers

The runewords
Available bases
JBI0buTl.jpg

+60% Faster Hit Recovery
+250-290% Enhanced Defense
+300 Defense vs. Missile
+16 To Strength
+16 To Vitality
+10 To Energy
All Resistances +15
Level 16 Molten Boulder (80 Charges)
Level 16 Clay Golem (16 Charges)
20% Chance To Cast Level 15 Chilling Armor when Struck
+25% Faster Cast Rate
+300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+X To Life (Based on Character Level)
Replenish Life +7
+5% To Maximum Lightning Resist
All Resistances +25-30
Damage Reduced By 7
12% Damage Taken Goes To Mana
+1 To Light Radius

Insight Tresher: available
Level 12-17 Meditation Aura When Equipped
+35% Faster Cast Rate
+200-260% Enhanced Damage (varies)
+9 To Minimum Damage
180-250% Bonus to Attack Rating
Adds 5-30 Fire Damage
+75 Poison Damage Over 5 Seconds
+1-6 To Critical Strike
+5 To All Attributes
+2 To Mana After Each Kill
23% Better Chance of Getting Magic Items
Obedience Ethereal Tresher: available
bmmt2hLl.jpg

30% Chance To Cast Level 21 Enchant When You Kill An Enemy
40% Faster Hit Recovery
+370% Enhanced Damage
-25% Target Defense
Adds 3-14 Cold Damage 3 Second Duration (Normal)
-25% To Enemy Fire Resist
40% Chance of Crushing Blow
+200-300 Defense
+10 To Strength
+10 To Dexterity
All Resistances +20-30
Requirements -20%
 
Last edited:
Gearing up before Diablo
Building up sessions
First one here, including the Hellforge.
Second one here, with a Lo drop.

Current resistances state including finds
Inventory management
In inventory, I keep the Cube - I find having TP scrolls in belt safer.

I'd like to keep 2x4 free inventory space.

As a summary, resistance charms use 5x1 1x2 3x3 spaces, i.e. 4x4 spaces. Additionally they also give a total of:
- +59 life
- +7 Strength
- +3 Dexterity

Available gear & charms
So let's detail all available resistances below:

ALLRES total: 137
Quests
Code:
Anya rescue N : 10 allres
Anya rescue NM: 10 allres
Anya rescue H : 10 allres

The armor
Code:
Smoke runeword: 50 allres

The shield
Code:
Pdiamond'ed Whistan's: 19 allres

The amulet
Code:
Entropy Mark
Amulet
Required Level: 31
Fingerprint: 0xc4fe5dd9
Item Level: 80
Version: Expansion 1.10+
+5 to Minimum Damage
+7 to Strength
All Resistances +19
Poison Resist +25%
22% Better Chance of Getting Magic Items

Charms
Code:
GC 10 allres
SC  5 allres +2 Strength
SC  4 allres

(Note: allres charms counted once for spaces in Fire section)
SPECIFIC RESISTANCES (in progress)
Fire 188, maxed using 1x2 2x1* 1x3*
  • Allres 137@
  • Boots 36
  • Lc 15 +3 Dexterity
  • Sc 7 +1 Strength
  • Sc 4 +10life
  • Gc 22 +5life
Cold 191, maxed using 2x1 (+2x1* 1x3*)
  • Allres 137@
  • Belt 17
  • Boots 22
  • Sc 7 +FHR
  • Sc 8 +17life
  • Sc 8 +8GF
  • Sc 7 x3
  • Gc 27
Lightning 195, maxable using 3x1 1x3, maxed using 1x1 2x3 (+2x1* 1x3*)
  • Allres 137@
  • Sc 10 +15life
  • Gc 27 +27life
  • Gc 21 +5 Strength
  • Sc 8 +12life
  • Sc 6 +GF
  • Lore Shako 30
Poison 213, maxed using (+2x1* 1x3*)
  • Allres 137@
  • Amulet 25
  • Ring2 19
  • Boots 32
  • Gc 18 +FHR
  • Sc 7
  • Sc 6 +9life
  • Sc 6 +psn damage
Resistance charms
Code:
In progress

Other charms
Code:
In progress

Other goodies
Code:
In progress
 
Last edited:
Hell questing - end of story (p1)
Act 4 RoF waypoint to Diablo submission, start of Act 5 posted here (stopped at Frigid Highlands waypoint), with a vid of CS seals and Diablo *fight*.

I still need to go through all LK charms, there are upgrades to take (for now only replaced two res GC by 3 5MF and 3 4MF scs), especially after switch from 10allres/33MF amulet to this rare find:
Code:
Entropy Mark
Amulet
Required Level: 31
Fingerprint: 0xc4fe5dd9
Item Level: 80
Version: Expansion 1.10+
+5 to Minimum Damage
+7 to Strength
All Resistances +19
Poison Resist +25%
22% Better Chance of Getting Magic Items

Guardian!
 
Last edited:
Crafting a lvl 17 Insight

While leveling Zorro, i felt the need of a better weapon for his merc. As Frida has the only Threshers with 4os available, i decided to craft her the much needed lvl 17 aura Insight, before letting the other go to twinked characters. So i went with a 4 craft reroll on the lvl 13 i had spare, and ot worked:
On the first time -_- i should have gone just for a screenshot, i would have gained so much time relatively to the craft duration!
 
Last edited:
Diablo 4 Interactive Map
PurePremium
Estimated market value
Low
High