Guide to Death Dealer the Overzealous Day-Dreamer v.1.0 if

Clervis1

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Guide to Death Dealer the Overzealous Day-Dreamer v.1.0

I. Foreword
II. Skills
III. Stats
IV. Gear
V. Merc Gear
VI. Tactics
VII. The Numbers

I. Foreword
After trying various recommendations that just couldn’t cut it in a multiplayer PvM game this is what I came up with while trying to reconcile two problems:
1. Zealots’ problems with Iron Maiden and Physical Immunes.
2. Death Zealers' problems with AR.
I had tried all the suggestions I could find, but none of them were much affective in a 5+ player game. I'm sure anyone who has ever tried Gimmershred/Tiamat's can tell you that it really isn't all that effective in a multiplayer game. And then there are other options like Azurewrath, but you and your Merc will still end up dead once a Oblivion Knight sneaks in a IM.

I apologize if this idea is old but what I have here seems to be the most powerful and capable combination of Zealot gear and I do owe a bit of credit to the members of this forum, including, but not limited to Niner and his Whateverdin. And note that this is a PvM build and not a very original one at that.

It seems that most people can agree that Grief vs. Eth Death Zerker/Ettin/WS is a close match. The main determining factor seems to be Death's lack of ITD and its IAS from gear requirement, which is counter-balanced by its amazing DS and CB. In the end most people go for Grief for good reason, but let me show you a build that uses Death to the likes that Grief can’t compete.

Here are some other threads where I tried to show 1. the damage comparison of Grief & Death and 2. a quasi-quantification of the benefit of CB. Both were poorly done but are corrected if you read the whole thread. http://www.purediablo.com/forums/showthread.php?t=531880 & http://www.purediablo.com/forums/showthread.php?t=539777 .

The basic idea is an Eth Death Zerker Zealer w/ Gimmer/Dream switch and an Infinity Might Merc. I always thought that the Gimmershred switch just didn't cut it for IM and PI's, but this build will cut down PI's and Oblivion Knight packs on 8 player games with relative ease. And your AR problems are nullified thanks to your beloved Infinity wielding Merc.

Things to Note:
1. This is a PvM build.
2. He’s a Zealot first, he’s just extremely capable of handling the usual Zealot weak points: IM and PI’s.
3. This is a freaking expensive build and it's very skill and gear intensive. But it doesn't necessarily rely on a billion items in your inventory to switch out for different situations: A build strong for all the crap the Three Prime Evils throw at you.
4. This build is benefited largely (but not dependent) on its Merc.
5. The Day-Dreamer part of the name has nothing to do with the FOH build.
6. Gear marked with a * is central to the build so if you don't have it, I forbid you to use the name.

II. Skills
Fanatascism-20
Zeal-20
Sacrifice-20
Resist Lightning-20
Holy Shield-The rest
Make sure you throw some points into one hit wonders like Salvation & Redemption.

III. Stats
Strength: You'll need about 140-160 or so after your gear to carry the shield.
Dexterity: Enough for max block.
Vitality: All the rest.
Magic: quiet you……

Plan out your gear selection and stats from you gear so you don't waste any stats. You won't need dexterity for AR because you're Merc's Conviction will reduce enemies’ defense by 83%.

IV. Gear

*Weapon:

Eth Death Zerker: Huge Damage, 50% CB, up to 49% DS!!!! I should have named him Death Zealer the Overzealous Wet-Dreamer.

Don't tell me to use the War Spike for less IAS-requirement, with less IAS you can't hit 4 frames per attack with the weapon switch, plus the damage is much lamer.

*Shield:

Exile w/ Resists: Huge defense for you, your merc, and your party. Resists, freezing attack (even better defense), life tap (path to indestructibility). Try to get an Ethereal one if you can.

Phoenix was an option for the Damage Junkies but then you'd have to come up with IAS to make up for the glove switch to Dracul's. Plus, Exile is practically the end all for all defense-supplying gear.

*Weapon Switch:

Gimmershred: Zeal it or throw it. You'll be doing 902 elemental damage on average before Conviction. Plus, with all the IAS gear you're gonna hit 4 frames per attack when Zealing. Wahoo!

The usual/lame weapon switch is of course CTA, this will grant you 62% bonus to life and mana for this build but despite the fact that he has 0% damage reduction, he doesn't take enough hits for it to matter because of his massive defense, life tap, freezing hit, and block rate.

*Shield Switch:

Dream Pally shield w/ Resists: I always thought Gimmershred just wasn't enough. With 20 Resist Lightning you'll be doing an extra 1-2203 damage before Conviction. Additionally, the CTC Confuse can get those pesky Oblivion Knights to shut up and then down they go. It has some other nice mods as well. I recommend a shield with 25-40 resists already.

Armor:

Fortitude: Provides resists, a great damage bonus, great defense and other goodies. This is my recommended choice.

Enigma: Good for the extra mobility and keeping your merc in line if you're doing rushing, key runs, and the like.

CoH: Good resists and some other stuff, but inferior to Fort. That's my opinion.

Helm:

Guillame's w/ a 15 IAS jewel: Preferably get a jewel with resists or enhanced damage, too. It gives you CB, DS, strength. It basically amounts to a huge damage boost that is undeniable. It will put your CB at 100 and your DS well over 100.

Dream: Not my choice, but it will boost your lightning damage from 1-2203 to 1-5671 on switch or just give you an extra 1-2203 regularly. Great defensively w/ the CTC Confuse, Resists, and other mods, but you don't really need more defenses and it comes at the sacrifice of technically turning you into Dreamadin. Plus, Guillame's does more for you in non-PI/IM situations and you'll need to recover that 15 IAS somewhere. But it can always be useful to have one nearby as it makes taking down Oblivion Knights much easier.

CoA w/ 2x15IAS: Great defenses, but you don't really need that. It can free up your belt for Dungo's or sumtin. It still just can't match the offensive benefits of the other two.

*Amulet:

Highlord's Wrath: If you have a Zealot and use anything else you should be slapped. The DS gives you a huge damage bonus and the 20 IAS is integral to this build.

*Boots:

GoreRiders: Same as above, I hope God strikes you down for your ignorance if you use anything but this on a Zealot.

Belt:

Nesferatu's Coil: You need the 10 IAS and the other mods are nice, too. If you come up with IAS somewhere else you can substitute it for Verdungo's or something, but that's totally unnecessary.

Gloves:

Rare Gloves: You’re going to need gloves with 20 IAS, which is the only strict requirement. This is also your chance to make up on some of the lacking resists. You can also get some Strength, Dexterity, and leeches.

Magnus Skin: 20 IAS, 15 Fire Resist

Lava Gout: 20 IAS, 24 Fire Resist.

Laying of the Hands: 20 IAS, 50 Fire Resist, +350% Enhanced Uber-Whoop-A**

Sander’s Taboo: 20 IAS, 40 Life, constant chastisement from the other kids on the playground for wearing purple mittens.

Ring 1:

Ravenfrost: Dexterity! Attack Rating! Mana! Cold Damage! Cold Absorb! Cannot be Frozen! What else could a girl want? They’re all good mods but you need it for the Cannot be Frozen.

Ring 2:

Rare ring: The mods available for rare rings can be amazing, you just need to shop around to find the best deals. Shoot for rings with Poison and Fire Resist (or whatever resist you need). Other stats that’ll really help are Strength, Dexterity, Life, and Leeches.

Ravenfrost: The benefits of the second RF is better AR when your Merc takes a dive, but that shouldn’t be a problem if your tactics are sound. Another RF also pretty much nullifies the need for Cold Resist because you’ll be absorbing 40% of what’s already cut down through resists. And effectively the +15-20 Dexterity will rope you another 45-60 life.

Bul Katho’s Wedding Band: 40+ more life, Life Leech (not that useful), +1 skills (this effectively gives you +23% more damage and +25% more defense, not that superbly useful).

Inventory:

Hellfire Torch: Choose resists over stats of course.

Annihilus: See Torch.

Resist charms: With all the other equipment you should have anywhere between 50 to 90 resists in hell. You want your Lightning to get up to 90%, Fire to 80%, Poison to 75%, and Ice to your liking.

Other charms: Don’t worry about skillers, stick to Life, Max Damage, and AR charms. You’ll have 30 FHR from Guillame’s which takes you above the 27 FHR 6 frame break point, but you can get 4 charms of balance to get the 48 FHR 5 frame break point, but that’s not going to help much.

The charms are an integral part of this build. With good gear you can do it with just a few, but without them you’ll be weak.

Back-ups for consideration:

CTA: If you are really lacking on the life.

Demonlimb: If your merc isn’t behaving, the enchant can help your AR.

Treachery: Proc this and use salvation and Mephisto will want to cry.

Dream Helm: If you are having a particular problem with Oblivion Knights or Physical Immunes.

Extra Gimmershred: It comes with 240, but you can keep an extra just in case.

Towel: Don’t forget to bring a towel.

These are just ideas and are all unnecessary but can be useful if you are struggling in one situation or another.

V. Merc Gear

*Weapon:

Eth Infinity Cryptic Axe: This will give him damage comparable to your own at 6 frames per attack.

This Merc serves three main functions: Supplies you with extra damage via Might, Chance to Hit via Conviction, and extra elemental damage for IM and PI’s via Conviction. His auxiliary purpose it to supply damage himself, which he can do quite effectively. However, if you really want his help against IM you could switch out Eth Cryptic Axe for a normal Cracked Voulge. His damage will be low enough that Iron Maiden won’t kill him immediately and you can do some house cleaning. But this is going to hurt how well he can tank since he won’t have much damage for leech.

Armor:

Eth Fortitude: You can go a high as Sacred Armor (up to 4k+ defense) with the right helm choice. This will make him a super tank as it will also max his resists.

Guardian Angel: If he’s a little baby when it comes to the elements.

Helm:

Andariel’s Visage: Strength, Life Leech, IAS, +Skills. It’s got it all, but you might wanna throw in a Ral to counteract the -30 Fire Resists. It doesn’t supply damage reduction but he won’t be hit that often anyway.

Vampire Gaze: Life Leech, Phys. & Magic Damage Reduction, Resists. Not too shabby, toss in another Ber and you can get it up to 28% Damage Reduction.

Giant Skull: 10% CB and 25-30 Strength. Knock-back can be good defensively. No life leech though. But you’ll have two sockets where you can give him some damage reduction, or more damage.

Crown of Ages: Don’t even think about it you elitist yuppies. Still, it would make a nice helm…

VI. Tactics

Step One: Cast Holy Shield.

Step Two: Go looking for a fight.

It’s simple really. Have HS, Fanat, Vigor, Redemption, Cleansing, and Salvation hot-keyed on your right and Zeal and Throw on your left. Vigor can help you get around a lot faster. Cleansing will help you get rid of your IM if you’re done with the OK’s. Stay with your merc. You’ll rely on his Conviction for good chance to hit. This build is fully capable of taking on any pack of monsters in an 8 players game, even Oblivion/Doom Knights.

PI’s: When you hit a pack of Physical Immunes switch to Gimmer/Dream and Zeal them back to the abyss. You’ll be surprised how fast they go down even the most venerable PI: Magnum, PI. Tom Selleck is a beast.

IM: When confronted with a pack of Oblivion Knights don’t be tempted to get a couple Zeals on them. I always kill myself when I do that. Instead, stay back and try to nail the mages. Your merc might die, which is okay, he helps a lot, but he’s not necessary. And don’t be afraid of taking a few hits; Dream gives you 10% CTC Confuse when struck. Once that gets casted on the mages, it’s all over. Switch back to your main weapon and destroy!!!! Notice also that Oblivion Knights are Immune to Cold and Doom Knights are Immune to Fire. Your main elemental damage will be Lightning and Conviction will take them down to -25 and -65 Resist Lightning. Use Redemption as you see fit, since you can’t cast Life Tap.

Uber-Tristram: Your Merc’s Conviction is going to be useless against Mephisto because Mephy’s got level 20 Conviction which will cancel it out. This isn’t a big deal; it’ll just change your Chance to Hit into Chance to Hit the Powerball. There are two ways you can go; you can smite him to death or you can use Enchant from Demonlimb to get your AR up. You can also use Treachery, stand on some burning body or something until your fade activates. Switch back to your other armor and use Salvation. This should give you about 148 resist all. Enter into the fight with Zeal until your Life Tap casts. Between the lifetap and your 90% Resist lightning, you’ll be able to get giggly when you see the revered Uber-Meph fruitlessly flailing about no matter which way you go (Smite or Zeal). No sweat. And, of course, you can use your merc for Diablo and Baal and they’ll be toast in no time flat.

VII. The Numbers (Stats/Bonuses on My Character)

This is for instructive purposes only; just to show you what this build is capable of with the gear listed above.
http://i176.photobucket.com/albums/w168/Clervis/DeathDealerStats.jpghttp://i176.photobucket.com/albums/w168/Clervis/DeathDealerMercStats.jpg

Bonuses:
100% CB:::::100+% DS (116%, I believe)
Cannot Be Frozen:::::Freezes Target +3
40-80% Cold Absorb:::::10% OW
7+% LL & ML:::::Slows Target 10%
30% FR/W:::::6 Frames per Hit Recovery
+5 All Skills:::::+2 Offensive Auras

Stats:
Damage(Display): 2,994-9,946 @ 4 fpa
Average Damage after all modifiers: 23,125 @ 4 fpa
Damage per second: 130,649 average (before physical resistance, chance to hit, and block)
Elemental Damage on Switch: 440-3,659 (2,050 average)
…..after Conviction effectively: 968-8,050 (4,510 average)
Elemental Damage w/ Dream Helm: 440-7,217 (3,829 average)
…..after Conviction effectively: 968-17,710 (9,339 average)
Attack Rating(Display): 9,564
Defense(Display): 34,099
Life: 2,212
Mana: 262

Resist Fire: 80
Resist Cold: 80
Resist Lightning: 90
Resist Poison: 75

Merc Stats:
Damage(Display): 4,108-10,022 @ 6 fpa
Defense(Display): 26,635
Life: 2,434
Resist(F,C,L,P): 75, 75, 80, 85
Others: 40% CB

As you can see, these numbers are quite intimidating. If you try it out, I’m sure you’ll find that he is more than capable of taking on all those problems areas, even in an 8 player game.
 
Id take lvl 30 conviction/lvl 15 fana vs lvl 12 conviction/lvl 30 fana with a gimmershred any day for clearing ws keep and chaos sanctuary 5+ players.

+ Rogue mercs dont suicide attack they stay out of the way behind and cast hydras and skellies to block. IM ineffective here.
 
Id take lvl 30 conviction/lvl 15 fana vs lvl 12 conviction/lvl 30 fana with a gimmershred any day for clearing ws keep and chaos sanctuary 5+ players.

+ Rogue mercs dont suicide attack they stay out of the way behind and cast hydras and skellies to block. IM ineffective here.

First, thanks for the response. You opinion is probably one of the most valuable. And I do agree that your Whateverdin would be able to take on the Chaos Sanctuary more effectively.

My build, on the other hand, is designed to a Fanatic Zealot first. All of his gear is pointed in that directed. He does ginormous physical damage and just wades right through wave after wave of most monsters. But from the perspective of a Fanatic Zealot, by classic definition, physical attack is your powerhouse. And, just as classically, you are either going to have to run or have a good switch when confronted with PI's or IM. As I said, my build was designed to stay within that classic definition and focus first on sheer unadulterated physical damage.

Now your build, if I'm not mistaken, is probably going to deal in the realm of 9k average damage per hit before Conviction. I'd probably guess it's capable of 14k after Conviction. My build as I showed it did 23k damage which is probably about 16 or 17k after physical resistances. Whateverdins have ping damage, but my build will probably still kill faster in non-IM/PI situations, which is what it was meant to do. However, Whateverdins shine when confronted with PI/IM. Death-Dealer is not slowed down by PI's but, yes, he will be much slower in a players 5+ against OK's, but he'll still be capable of sticking up for himself with no sacrifice to "normal gear", even if his merc goes the way of the Fanatic Enslaved.

Again, that is the point of this build: A Fanatic Zealot that can take on IM's and PI's without making any sacrifices to gear.
The Whateverdin is technically a different build, one the is stronger in IM/PI situations, but only a tad slower in others.

Thanks for your review ;)



 
A Fanatic Zealot that can take on IM's and PI's without making any sacrifices to gear.

er, the only thing i see that you're using for OKs is getting in deep and get confuse ctc'ed on the OKs
PIs aren't any problem at all, like you say, switch to glimmershred and zeal away
a true SOLUTION would be something like hunger/grief on a werewolf
what zealots are using are pretty much stopgap measures

im not knocking your tactics, just that it's pretty much not possible for zealots to zeal away without regard for IM, even if you're using a lawbringer in a normal scepter
it'll still 1. hurt like mad or 2. take freaking forever to kill



 
er, the only thing i see that you're using for OKs is getting in deep and get confuse ctc'ed on the OKs
PIs aren't any problem at all, like you say, switch to glimmershred and zeal away
a true SOLUTION would be something like hunger/grief on a werewolf
what zealots are using are pretty much stopgap measures

im not knocking your tactics, just that it's pretty much not possible for zealots to zeal away without regard for IM, even if you're using a lawbringer in a normal scepter
it'll still 1. hurt like mad or 2. take freaking forever to kill

That's not really what I was getting at. The real trick to kill them is throwing that Holy Shocking Gimmershred. That is what the main anti-OK assault is. Once they get confuse casted on them, however, then you can whip out the zeal--until, of course, they get another aura like your life tap casted on them because if they're confused I don't think they will cast Iron Maiden on you.



 
Wait, I'm confused. What does the Resist Lightning skill have to do with your damage?

It's called a synergy. For every point you put into Resist Lightning aura, you get +12% more lightning damage from your Holy Shock aura from your dream gear.



 
Strong build, I enjoy the Eth Death Zerk weapon more than any other melee weapons in the game, the mods on it are just so sexy, though I believe you do not hit the last 4fps breakpoint zeal though.

20+20+15 = 55, max is at 60.

Good guide.
 
Strong build, I enjoy the Eth Death Zerk weapon more than any other melee weapons in the game, the mods on it are just so sexy, though I believe you do not hit the last 4fps breakpoint zeal though.

20+20+15 = 55, max is at 60.

Good guide.

You missed the belt. Nesferatu's Coil gives you +10 IAS. Thanks for the review! :thumbsup:



 
Hmm... problem.

I'm using your equipment setup, and even using CoH (65 res) instead of Fort (30 res), and my resistances are only:

80
57
75
48

Now I'm missing one Anya quest, which would bring them to a theoretical 90/67/85/58, but I'm still missing a good bit there.

Edit: Okay, I went to a Nightmare game so my resistances would be maxed. With the exact same equipment setup as you, I only have 80/80/75/75... Where are you getting the extra +5's to resistances?

Also, with my Fanaticism and my merc's Might, I'm only doing ~6,000 max damage - not your listed ~9,000.
 
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Alright, I completed my final Anya quests and got a better Anni and now it's up to 80/80/75/74 with CoH. If I replace that with even a perfect Fort, they're going to drop by 35 points each - 45/45/40/39... honestly, how did you get 80/80/90/75 when we're using almost the same gear, but our difference is giving me 35 more resistances?
 
Alright, I completed my final Anya quests and got a better Anni and now it's up to 80/80/75/74 with CoH. If I replace that with even a perfect Fort, they're going to drop by 35 points each - 45/45/40/39... honestly, how did you get 80/80/90/75 when we're using almost the same gear, but our difference is giving me 35 more resistances?

the +5 max resists is maybe from Fortitude and Eth Exile you use.

I think he uses Max/ar/life charms to upp his damage.



 
Alright, but switching to Fort from my CoH would still only bring it to 80/80/80/75 maximum, and like I said, would drop each by 35 points to 45/45/45/40 because Fort is only 30 resists, while CoH is 65. And there's still that 10 extra Lightning Resist that I'm lacking from his.

Besides the Fortitude being replaced with CoH, my gear is exactly the same as his... I'm just not seeing where he's getting his resists.
 
Alright, but switching to Fort from my CoH would still only bring it to 80/80/80/75 maximum, and like I said, would drop each by 35 points to 45/45/45/40 because Fort is only 30 resists, while CoH is 65. And there's still that 10 extra Lightning Resist that I'm lacking from his.

Besides the Fortitude being replaced with CoH, my gear is exactly the same as his... I'm just not seeing where he's getting his resists.

My build used a 15 IAS jewel with resists, but there are various places you could get the remaining resists: rare ring, rare gloves, and charms. The thing is, your Highlord's gives you 35 Lightning and your ravenfrost absorbs 20% cold. The main thing you want to worry about is Fire and Poison. Grab yourself a Laying of the Hands if you can't find some good rare gloves or ring. Also, if you must you can get the poison resist from Treks. But I really don't think it should be that hard to find a nice rare ring or gloves with some resists on them.

As far as damage goes, if you're not using Fort, you're losing 300% Enhanced Damage. And don't forget about the Might Merc either. Those numbers were highly idealized; possible, but very difficult.



 
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The poor resistances I listed in the previous post are with this gear:
Guillaume's with 15% IAS Jewel - I suppose I could try to find an IAS jewel with resists. Can they be found with AllRes?
30-Resist Fortitude
Highlord's
Eth Death Zerker
42-Resist Vortex Exile
Nosferatu's Coil
Laying of Hands
Raven's Frost x2
Gore Riders
14 Resist Torch
17 Resist Anni

My merc is using:
Eth CV Infinity
Eth Fortitude
Eth Andariel's Visage

The only one I really worry about is Lightning Resistance, which I still don't understand how you got to 90, whereas mine is 40-something with a theoretical maximum of 80 with Highlord's and other gear identical to yours. You'd need 15% Max LR to reach that, and the only Max LR in my listed gear is 5% from Fortitude.

Edit: I finally got the 30 Fort today. My resistances are now 80/52/79/38. This is frustrating. I'd prefer not to switch boots if at all possible, because I love the 15% CB/DS from Gore Riders. Just for comparison's sake, could you give your exact gear setup, plus any Charm resistance?
 
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Alright, this was my gear:

DeathZerk
Exile 44res
Fort 30res
Guillames w/ 15res 15 ias jewel
Highlord's 35 LR
Nesferatu's
Gore's
Rare Gloves 23 FRes/22 PRes
Rare Ring 11res
Ravenfrost
Anni 20res
Torch 20res

That gives me 80/80/90/75. But if you can't get a hold of gear like that it's okay. It will only take a few charms in your inventory to make up the difference. Also, since you have to Ravenfrosts, that's 40% cold absorb, so don't even worry about the cold, but I suggest switching for a 11 resist all ring with some leech and what not. The potential is there to get 205 total resist all with out the aid of resist charms, you just have to get it where you can, but don't be afraid to grab a couple of extra charms if need be.
 
I still can't see where the 10% extra Lightning Resist comes from. The only difference between our gear is the rares and the resists on the jewel, and neither of those can have a 5% Max Resist mod. With everything else being equal, even if I did have more flat resistances, mine only caps at 80 with my gear.
 
I still can't see where the 10% extra Lightning Resist comes from. The only difference between our gear is the rares and the resists on the jewel, and neither of those can have a 5% Max Resist mod. With everything else being equal, even if I did have more flat resistances, mine only caps at 80 with my gear.

Did you put 20 into Resist Lightning? That's one of the most important parts of this build.



 
I can understand a warspike means less damage -
but i have a eth 11ed ettin laying around- would this be too slow ?
 
I can understand a warspike means less damage -
but i have a eth 11ed ettin laying around- would this be too slow ?

Almost, you really want to hit 4 frames per attack and with a zerker axe it needs 60 (highlords 20, Gloves 20, helm jewel 15, nesferatu's 10). That was barely doable in my opinion. In order to reach 4 fpa with Ettin Axe, you'll need 80. There are a few ways you could do this. One, switch out Guillame's for CoA with 2x15 IAS jewels. Two, change you armor; possible alternatives: Treachery (45 IAS, Fade!), any unique armor socketed with a 15 ias jewel, or Griswold's Armor. That could drastically change the build though, but it's definitely doable. I say go for it.



 
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