Hermit's Odd Build Challenge

Hey Hermit_Boy the passive amazon is one of my builds for my grail so if you don't mind me taking that one, less the 1 arrow skill. I would love to get started on her. :innocent: Maybe that didn't sound right. I would like to start that build and could play it by your challenge rules atleast through normal.
 
Uzziah said:
Hey Hermit_Boy the passive amazon is one of my builds for my grail so if you don't mind me taking that one, less the 1 arrow skill. I would love to get started on her. :innocent: Maybe that didn't sound right. I would like to start that build and could play it by your challenge rules atleast through normal.

Go ahead and try it then.

Ravenforce3: As for the General's, I think you should atempt the build without it. I was thinking that the only muled items should be sets or specific items that the build is based around. The item must be integral to the build, not just a good item to use with the build.

Sorry :hanky:
 
Wonko the Sane said:
I'm all for this - hand me a build and I'll get started :thumbsup:

You are welcome to choose any build mentioned already, but if you want me to assign you one go ahead and take HBeachBabe's Monk build.
 
Someone mentioned a build with throwing potions...I'd like to try that. Are there any other restrictions on him?

-Starcrunch
 
Quick question: Are synergies allowed for the Fire/Smite build? Is Holy Shield allowed? I just wanna make sure I don't break any rules right out of the gate. :P
 
Wonko the Sane said:
Quick question: Are synergies allowed for the Fire/Smite build? Is Holy Shield allowed? I just wanna make sure I don't break any rules right out of the gate. :P

The builds have been given as which skill are to be used. basically don't synergize if the build doesn't mention to do so. Your build states:

Sint Nikolaas said:
- Paladin
1. Holy Fire + Smite or Charge.

So its only holyfire and smite or holyfire and charge, with 1 point in each prereq.

You may want to see if Sint Nikolaas agrees that synergizing with holy shield is ok. But that sounds like a typical smiter build to me.
 
Yeah, I didn't want you to make it too normal by synergizing your shield because that'd be too easy :drool: Just turn on your holy fire and smite or charge away :D

ps. I don't think you will need synergies for holy fire on normal .. You'll probably want the points in smite or charge anyways.
 
Uzziah

Is it o.k. for my ice bolt sorc to use items with charges ( ie teleport, lower resists, etc)? I'll keep it reasonable. Also, an act 3 cold merc will cast ice blast and glacial spike, and do more damage than my sorc. I can see her doing nothing more than tanking for her merc. Would a cold arrow rogue be better? Is it permissable to craft hit power gloves (knockback). They have a 5% ctc lvl4 frost nova when struck?

Darkwell
 
Darkwell said:
Uzziah

Is it o.k. for my ice bolt sorc to use items with charges ( ie teleport, lower resists, etc)? I'll keep it reasonable. Also, an act 3 cold merc will cast ice blast and glacial spike, and do more damage than my sorc. I can see her doing nothing more than tanking for her merc. Would a cold arrow rogue be better? Is it permissable to craft hit power gloves (knockback). They have a 5% ctc lvl4 frost nova when struck?

Darkwell

1) Yes you can carry items with charges
2) Are you concerned about having a stronger merc then your sorc? Use the act 3 merc it looks more like ice bolt and he should do about equal damage to yours, at your level facing Baal. PS your sorc is suppose to use ice bolt and is not to be built for melee or ranged.
3) Ah no not unless you can get the ctc% ice bolt as an additional mod. I believe that was part of the original rules for the build let me check and edit if neccessary.
Uzziah said:
no items with ctc% other then ctc% ice bolts
so it is ok to have more then 1 ctc but the one has to be ctc% icebolt.
 
Finally the weekend is here :clap:

"By decree, let all here now know that, MadDog has been banished from the rogue encampment. Let all who aid him in his insanity be banished as well."

I've decided to make things a little more challenging by making my rabies druid a little more of an ironman type. Basically, he's not allowed to return to town to repair/buy or anything. The only exception is to use the stash. I really needed to keep a lot of potions.

Anyway, after clearing out the den of evil, Mad Dog is now literally a lone wolf. Its a bit of a problem at players 8. In term of weapons, I've finished 2 clubs, 1 cracked sword, 2 stacks of exploding potions. I can shift to wolf and attack with a bow but the damage is low so far and I shift back too quickly (no pts in lyc). Still things are slow but steady.

He is currently at lvl 6. Any other restrictions? I plan to use anything I can find until I get rabies which would only be by act 2, if I'm lucky.
 
Just another quick update.

This build is the hardest one I've ever tried. Normally first thing to do is to save my money to buy a sceptor. Unfortunately with that option closed, my trusty club required around 3 whacks to kill a fallen. Not easy at all.

Bloodraven eventually went down though, fittingly to a barrage of poison potions. Serves the b**th right for calling me a foul-mouthed bastard :lol: I likes her though :lol:

Total weapons spent:
126 exploding potions
76 poison potions
1 club (24 durability good)
38 superior javalins

Cool tip of the day: did you know potions travel an indirect arc so you will definitely hit the targeted monster unless it moves? Thats better than arrows/javs etc that can get blocked by monsters in the way.

So the style of play is more or less established. Save potions for shaman etc, javalins for LE/cursed bosses and just my trusty club for the rest. MadDog is now a lvl 9 druid but with only the 1 pt in werewolf.
 
I'll take the Clay Golem/Explosion Necro. Need a few things cleared up on it tho.

1 - Synergizing Poison Explosion, Allowed or Not?

2 - Golem Mastery and Summon Resist, Allowed or Not?

These two will determine weather I go poison or corpse explosion and how I'll plan things out equipment wise (what I'll be looking for).

Any restrictions on +skills or charged items as well?

As for build Ideas, were swarming for them but here's one for you all.

Classic Diablo Mage

Class : Sorceress

Skills Used : All are spells in the original Diablo game. If I include something that wasn't there or I forget something, please feel free to correct. I think I've got these right tho.

Fire Tree : Fire Bolt, Inferno (was a scroll, so only 1 point allowed), Fire Ball, and Hydra (was called Guardian), Fire Wall

Electric Tree : Charged Bolt, Lightning Bolt, Chain Lightning (Pretty sure this was in there), Energy Shield, Nova, Teleport, Telekinisis

No Masteries or Cold Tree Skills allowed, One point in pre-req's, but may not be used. Warmth may only be taken IF Hydra is being taken AT level 30. If you are taking Hydra after lvl 30 then you MUST wait till two levels prior to taking hydra to take Warmth, the next level of course will be enchant, followed by Hydra.

Skills may only be taken to skill level 10. +Skills Items are not allowed (they were not in Diablo) tho Charged items are. Any Weapon/Shield/Armor combination is allowable.

Stats : These are the limites from the original Diablo game that were impossed upon Mages

Str : 45 Max
Dex : 85 Max
Vit : 80 Max
Nrg : 250

Edit : Found the Diablo content on the homepage. Altered set up accordingly.
 
Dinnin Darkblade said:
Classic Diablo Mage

Class : Sorceress

Skills Used : All are spells in the original Diablo game. If I include something that wasn't there or I forget something, please feel free to correct. I think I've got these right tho.

Fire Tree : Fire Bolt, Inferno (was a scroll, so only 1 point allowed), Fire Ball, and Hydra (was called Guardian), Fire Wall

Electric Tree : Charged Bolt, Lightning Bolt, Chain Lightning (Pretty sure this was in there), Energy Shield, Nova, Teleport, Telekinisis

No Masteries or Cold Tree Skills allowed, One point in pre-req's, but may not be used. Warmth may only be taken IF Hydra is being taken AT level 30. If you are taking Hydra after lvl 30 then you MUST wait till two levels prior to taking hydra to take Warmth, the next level of course will be enchant, followed by Hydra.

Skills may only be taken to skill level 10. +Skills Items are not allowed (they were not in Diablo) tho Charged items are. Any Weapon/Shield/Armor combination is allowable.

Stats : These are the limites from the original Diablo game that were impossed upon Mages

Str : 45 Max
Dex : 85 Max
Vit : 80 Max
Nrg : 250

Edit : Found the Diablo content on the homepage. Altered set up accordingly.
Actually, skill natural cap was 15 and there were +skill. In the perfect setup you could reach +5 (thinking cap, archangels staff and Najs lightplate). But I think no belt, bootos and gloves would make it nicer. A shame lightplat now has clvl req 71...
How about diablo1 only items? no sockets at all?
 
Crazy Runner Guy said:
How about the use of full classic sets?

crg

Could I play a barbarian who must use the dreaded Isenhart's set? Also, the act 3 merc would have to use the set as well? Let me know and the quest will begin.
 
kramph said:
Could I play a barbarian who must use the dreaded Isenhart's set? Also, the act 3 merc would have to use the set as well? Let me know and the quest will begin.

Isenharts isn't too bad in normal.....

@Dinnin
1 - Synergizing Poison Explosion, Allowed or Not?

2 - Golem Mastery and Summon Resist, Allowed or Not?

1. Yeah but I'm not sure if you'll need it...
2. Mastery yes, resist no... :)
 
Time for an update

My INFERNO sorc is know as Perdition, she is finished act1. OMG INFERNO is so much better than i thought it would be :)
 
hermit_boy said:
I have held the opinion that 99.9% of the resonable or semi-reasonable builds out there can kill Normal Baal if developed properly and played carefully.

I couldn´t agree with you more.




hermit_boy said:
Please avoid anything that is completely unreasonable. IE, a naked sorc that cannot put points into Energy or Warmth, and cannot use charms and cannot use weapons.

Hey, you just listed my build! I´d LOVE to see how far I could take such a character. How about mercs and their equipment? How about rings and amulets?
 
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