In you opinion what is the best untwinked build

Scooch

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In you opinion what is the best untwinked build

I'm looking to play in 1 player games till NM Baal without items or twinking, which build would be the least item dependant for hardcore?
 
Scooch said:
I'm looking to play in 1 player games till NM Baal without items or twinking, which build would be the least item dependant for hardcore?

Javazon

Trapsins and Summoners also do well, but nothing beats CS for wasting act bosses.
 
javezon is definately the fastest, but summoners can also get the job done, and they are much safer.

-W.t.g
 
I wouldn't recommend any melee guide, so ranged attackers are great. If you want to look past NM and into hell, were you will eventually solo your fair share because you want the drops alone, you have to look at the issue of immunities:

LF zon might need FA as a backup, so be easy on them synergies.
Trapper would also need to invest into either a strong SM or fire and light traps.
Skellymancers are safe and can remove PI with Amp and Decrep so their minions can kill anywhere. But you will be quiet passive.
Windy is great as he deals Cold and Physical damage as well as having a great armour protection from CA and massive life from Oak. A tank in a Grizzly and a life replenisher in Carrion Vine.

I like Windys :D
 
det said:
I wouldn't recommend any melee guide, so ranged attackers are great. If you want to look past NM and into hell, were you will eventually solo your fair share because you want the drops alone, you have to look at the issue of immunities:

LF zon might need FA as a backup, so be easy on them synergies.
Trapper would also need to invest into either a strong SM or fire and light traps.
Skellymancers are safe and can remove PI with Amp and Decrep so their minions can kill anywhere. But you will be quiet passive.
Windy is great as he deals Cold and Physical damage as well as having a great armour protection from CA and massive life from Oak. A tank in a Grizzly and a life replenisher in Carrion Vine.

I like Windys :D

He is looking to solo everything, however... and in my experience, Windys do not handle normal Diablo well. Soloing untwinked, Normal Diablo is usually the biggest stumbling block for my characters... except Javazons, of course ;)
 
You are right..they kinda suck until lv 30.... :( Then you have Grizz, Hurricane and Tornado at a decent power if you kept the synergies (CA mainly) up. (almost maxed it maybe already).
 
det said:
You are right..they kinda suck until lv 30.... :( Then you have Grizz, Hurricane and Tornado at a decent power if you kept the synergies (CA mainly) up. (almost maxed it maybe already).

Some of the paladin builds aren't too bad. The ability to have resistances is nice (you can buy the ability in a sceptre when you need it, switch to it), zeal is a cheap skill really and very effective with gems/rune socketed weapons. I had a throwsmiter back in 1.09 and he was mopping it up with anything once he got his holy shock running, I remember clearing areas with cracked throwing knives, zealing if I needed to and smiting to stun things. Not sure if it'd work nowadays, but was alright back then. Trapsins were easy enough, you could shop for claws and the damage when you first get traps is quite good. Leaf staves go a long way to making sorcs using fire viable early, you can buy the ingredients for a good firewall/fireball/inferno staff (+9 inferno is handy, my enchantress used one of these as a weapon switch for both pre-buffing enchant and when levelling as an alternative attack till she got her enchant running well - no points in inferno, but the pile of points in warmth and the +9 staff helped a lot). If you decide to go with a firewall sorc you can have quite a strong firewall running by the time you meet D (a +6 staff and your skill points will add up nicely). If you allow yourself some rune farming/mf you can do well that way, I ran countess till I got the ral rune I needed, happened to get Tal Eth along the way which was nice for some speed.
 
Trappers and Summoners do hell much easier than a javazon (hybrids are another story though). Javazons are much easier to start (jab works wonders to 18, CS blows through everything from there to 30) and are much quicker in NM. They are also much quicker than trappers/summoners in hell, but without mindblast they aren't as safe, and without DS they have trouble with LIs when compared to trappers...compared to summoners...well...everything is both dangerous and fast compared to them imo (again hybrid exluded).
 
I think I'm going to go with a lightning javazon. Now the question is which would be how to fight light immune monsters, maybe guided arrow, freezing arrow, poision javelin skills?
 
Scooch said:
I think I'm going to go with a lightning javazon. Now the question is which would be how to fight light immune monsters, maybe guided arrow, freezing arrow, poision javelin skills?
Freezing arrow is the best. With an untwinked character you'll have trouble with guided. With poison javs you run into the problem of there's lots of LI/PoI monsters (specifically gloams) in hell.

The other option is wand of LR and pure lightning, but that's probably not the best route as ex-LI monsters still have like 9X% resist or so and would take a while to kill untwinked.
 
posion jav//plague jav do decent damage, but they're not an all out end. I have a zon with maxed poison, plague, fury and clvl 17 valk. As long as there are monsters to leech from she can keep on killing. The valk never dies, the HF merc keeps everything tied down, and provided you are prepared to take mana pots you can kill with crap javelins shopped in act 1 normal, at level 1.
 
Scooch said:
I think I'm going to go with a lightning javazon. Now the question is which would be how to fight light immune monsters, maybe guided arrow, freezing arrow, poision javelin skills?

Tsk..and here I was thinking I answered that question already in my post *rollseyes

20 FA
20 LF
17 (including +skills) for Valk (I just love that girl)
DAE to 50% or whatever feels good to you
CS, Penetrate = 1 point
Pierce (this is a bit harder: few if you use Razortail, more if you use TGs. This build NEEDS Pierce)
If you can spare points, synergize FA (with damage)
 
I really, really, really, really think that the skellymancer is without a doubt the best untwinked build.
 
This is what I'd do...

Lv 1-17: 1 in Pre-Reqs for CS, LF, Valk, Pierce (use Jab if you come across a decent javelin, otherwise use Power Strike)

Lv 18-3x: CS until it's level 15 after +skills (will max eventually), LF every level you can, Valk and Pierce until you run out of "extra" skills... Pierce should end up with 3 to 5 hard points.

After that, in this order:
Max LF
Get Valk to level 8 after +skills (she gets a lance)
Max CS
Get Valk to level 17 after +skills (war pike)
Max Plague Jav
the rest of your points go to Poison Jav

This ONLY works if you use decoy excessively. People need to freak out because you cast decoy so much.

Yes, I am really advocating 1 point in DAE in an untwinked build. It's easy enough to get +2 to +3 skills, which is enough to get your Dodge %s decent, and excessive Decoy spamming takes care of the rest. If casting 3+ Decoys per battle isn't up your alley, then another Javazon build would probably work better.

Of course, if you are only trying to solo up to nightmare Baal, as you originally stated, just skip the poison entirely and go pure lightning and spend some of those saved points in DAE.
 
Goran said:
Javazon!!!!!! iIf going to hell then Hammerdin but it would be hard to get hammers for a while!

Nor sure why hammerdin isn't getting the respect he deserves. Even untwinked and even at low levels, hammers can kill quite effectively and although he can be a bit fragile, there's nothing that is immune to the hammers (except for the unique in the ruined temple.) He really doesn't shine until hell so if you are only planning in staying in NM, all the other builds are just as effective.
 
tooie1 said:
Nor sure why hammerdin isn't getting the respect he deserves. Even untwinked and even at low levels, hammers can kill quite effectively and although he can be a bit fragile, there's nothing that is immune to the hammers (except for the unique in the ruined temple.) He really doesn't shine until hell so if you are only planning in staying in NM, all the other builds are just as effective.
You said it yourself.

I don't think anyone would dispute the killing power of an untwinked hammerdin, but they don't have anywhere near the staying alive power of other builds.
 
MoUsE_WiZ said:
You said it yourself.

I don't think anyone would dispute the killing power of an untwinked hammerdin, but they don't have anywhere near the staying alive power of other builds.

I tend to disagree that he doesn't have the staying alive power of the other builds mentioned, he's just not a tank and a lot of people play them that way since they think "Hey, he's a melee char, I can just wade into the middle of that pack of fanat archers and spam hammers" Granted, he doesn't have the meat shields that the necro/zon/sin have but if I had to take a char to solo hell, I'd take the hammerdin first, summoner necro second.
 
Scooch said:
I think I'm going to go with a lightning javazon. Now the question is which would be how to fight light immune monsters, maybe guided arrow, freezing arrow, poision javelin skills?


How about a good merc... and max all ur light synergies... SCREW going hybrid. I have NEVER went hybird and almost NEVER have any problems with immunes.... Ur LF will kill Light Immunes Slowly as it is.. and + a merc you will be fine.

Go with Det's build + a might merc.. or even a Holy freeze merc with a high dmg wepon will be just fine.
 
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