Low Level Random Tournament, Round 2

Necrotron the Necromancer started off rerolling Teeth (perhaps foolishly, but whatever) for Amplify damage. Next skill rerolled a second Amp Damage to get Bone Armor (thank you hardcore Jesus), and after that rerolled a second bone armor for Clay Golem. I've mostly been running at /players3. Frankly, I've got no idea what this character will be in the end. I've mostly been trying not to die. I think it's time to quit trying to shape this character into something useful, and let fate take its course.

Waypoints: 1 - lvl3, 2 - lvl6, 3 - lvl9, 4 - lvl10, 5 - L13
Quests: Den - lvl5, Blood Raven - lvl6, Cain - lvl9, Countess - lvl12
Skills: Amp Damage=3, Bone Armor=3, Clay Golem=4, Teeth=3
Rerolls: 5
 
andy down!

i've gone the low lvl, players one route. Andy is dead at lvl 13. I had one NDE in the tower at lvl 7 against a pack of champion archers but quick fingers saved me.

Tourney,
vine - 3
firestorm - 3
sage - 3
molten boulder - 3
fissure - 3

looks like fate is telling me to make a fire druid!

I've never realised what a good tank a lvl 5 oak sage (skill shrine) can make.

Quests: 1-lvl4 2-lvl4 3-lvl6 4-lvl8 5-lvl9 6-lvl13
WPs: 1-1 2-4 3-6 4-6 5-8 6-10 7-11 8-13

i have a feeling for some reason that act2 mercs are banned in this, but i can't find the post, can someone clarify that for me?
 
micatron said:
Frankly, I've got no idea what this character will be in the end. I've mostly been trying not to die. I think it's time to quit trying to shape this character into something useful, and let fate take its course.

I have not had a chance to start playing yet, but do have the character set up. I think the above paragraph is what intrigued me to join this tourney. I have no clue if my character and skills will make it to the end, but it will be cool trying to devise plans of attack to progress with a character for which you have no control over; ie: RANDOM :lol:

Condor
 
Well Randie showed up in town and stright away Warriv came up and offered to show her how to use her claws... and as soon as he outgrew his usefulness she learned to Dragon Talon kick his ....

Ran into save Cain, then back to town to finish that quest before killing the blacksmith, dang that was easy! Go 'sin!

Used one reroll (2 down) to get dragon tallon instead of traps then got fist of fire and draco again.
Here are her clears: Level 4- Den o' Evil
4 Cold plain WP
5 Killed Blood Raven
7 Stony Field WP
9 Rescuded Cain
10 Dark Wood WP

Anyway, I got to the computer first so Goltar will be updating score sheet in the morning. Dang morning people....

Also, I had a question of when a quest was officially compleated when I killed BR, was it when she was dead-- that is what the quest is-- or was it once I went back to pick up my bowgirl and technically had it swirly shut. This can make a big difference if the death of your target or your merc going after minions causes you to level up. Fortunately I have Goltar on tap, the clarification was if the quest completion causes you to level up (Ancients) you go with the level you compleated it at. If the quest is to kill something, ie. Blood Raven, Diablo, etc. killing it is completing the quest, but if it's target is something else (Saving Cain-- you don't have to kill anything in Trist, I just like to know that all the little buggers are dead) it's finished when you have done eveything it's told you to (Imbue, socket & naming quests are the exceptions.)

Hmmm... if we make it to Nightmare/Hell (somebody did last time) Do the Cows count? How?
 
My first foray into HC was the disaster I expected. Sadly SarahJane died on Bloodraven at level 4. So I used 3 rerolls to start a new character. Got a necro but been playing one in SC didn't want another so soon so used another reroll and got a druid. So Adric was born. First skill he got was Poison Creeper. Never played a druid before and this skill is great. My vine would got crazy on packs of mobs and they just fall over. :uhhuh: Second skill is Fire Storm.

Progress so far. Level 6.

WP 1 - Level 1
WP 2 - Level 6
Quest 1 - Level 3
Quest 2 - Level 5

4 Rerolls used.
 
Mort the Paladin is level 15 and has resuced Cain.

Quest levels:
Den: 6
Raven: 7
Cain: 15

Waypoint levels:
Cold Plains: 1
Stony Field: 12
Dark Wood: 14

Skill triplets:
Sacrifice
Resist Fire
Thorns
Defiance (rerolled away Thorns)
Zeal (rerolled away Resist Fire, Defiance and Sacrifice)

4 rerolls used


I shelved my plans of a quick character and went with /players 8. I figured that items will be more important than usual since the skills are restricted.

Mort is using a Beryl Scepter of the Leech with +1 to Might. He uses Sacrifice the whole time (unless he´s throwing javelins). The life steal on the scepter negates half of the damage taken from Sacrifice against all non-skeletons.

Sharyn the Fire Rogue appreciates the Might help.

Mort´s biggest worry is that most of his Offensive Aura tree is cut off until he can roll Might.





shermo said:
i have a feeling for some reason that act2 mercs are banned in this, but i can't find the post, can someone clarify that for me?

I don´t see any mercenery restrictions in the rulings. I assume there aren´t any.
 
duriel down!

keeping with my "only kill the monsters you have to" plan, duriel fell in a blaze of glory to my lvl 18 druid. Notable finds were bloodfist, artic belt and angelic halo. With those and maxing vit, I have 447 life with lvl 5 sage

Waypoints, 1-lvl13, 2-lvl14, 3-lvl15, 4-15, 5-16, 6-16, 7-16, 8-17
Quests, 1-14, 2-18, 3-16, 4-17, 5-17, 6-18

skills, vine, inferno, sage, fissure, inferno, sage,

still no wereforms rolled, and no rerolls needed
 
yep you guessed it,

lvl 22 (594 life) and on to act 4, mephisto was dispatched with little difficulty thanks to a +3 cyclone armour helmet and the moat trick.

Quests: 1-18, 2-21, 4-21, 3-22, 5-22, 6-22
WPs, 1-18, 2-20, 3-20, 4-21, 5-21, 6-22 , 7-22, 8-22

and i lucked out again on the skills, this time inferno, a nice synergy for fissure and molten boulder
 
Another small update. Got to level 10. Next 2 skills were werebear and raven. No more rerolls used.

waypoint 3 - level 8
quest 3 - level 8
waypoint 4 level 9
quest 4 level 10
 
Ok, I can finally start on this. I've gotten the score sheets converted for Round 2 and uploaded, along with current rankings for everyone. They can be found at http://www.geocities.com/goltar25/round2/index.html.

SuperSavage, as I'm reading through your post, I only see two rerolls used, yet you're stating you used 3. Please clarify.

Also, for everyone else, when posting how many rerolls you have used, please make it clear whether this is how many you've used total or how many used since your last update. As you can see, in the score sheet, I'm keeping track of how many rerolls everyone has left.

Ok, now for question answering time. ANY merc is allowed. Check the rules. Cows do not count, since they are not a quest and there is no waypoint there. Quest completion. If a quest REQUIRES you to kill something, and all that remains is returning to town to tell someone about it and get your reward, such as with Den of Evil, Blood Raven, Act Bosses, Shenk, etc., then the quest can be considered complete as soon as you kill that monster. If there is more involved after killing the monster (returning an item to town/using an item), such as Golden Bird, Gibdinn, Hellforge, etc., then the extra must be completed for the quest to be complete. Also, remember that not every quest requires killing something. Example: In round one, I was about to level up when I found the Smith. So to keep my level one lower for completing the quest, I ran around him, picked up the Malus, TP'ed back, and returned the Malus. After this, then I returned to kill the Smith so he would leave me alone, which leveled me, but after the quest was completed.

Ok, now it's time for me to play at last. Chaos_Knight will now begin his life, however short it may be.
 
Alrighty, it seems that I lucked out rolling a Paladin as this is the first HC character that I have gotten past Act I.

Act I
WP Cold Plains-lvl 5, Stony Field-lvl 8, Dark Woods lvl 9, Black Marsh lvl 10, Outer Cloister lvl 11, Jail lvl 13, Inner Cloister lvl 13, Catacombs lvl 13

Quests-- Den of Evil lvl 5, Blood Raven 8, Deckard Cain 9, Forgotten Tower 10, Tools of the Trade 11, Andariel 14

Act II
WP Sewers 16, Dry Hills 17, Halls of the Dead 17, Far Oasis 18, Lost City 18, Palace Cellar 19, Arcane Sanctuary 19, Canyon of the Magi 19

Quests -- Radamant 16, Tainted Sun 18, Summoner 19, Arcane Sanctuary 19, Seven Tombs 19, The Horadric Staff 19

Current Skills

Sacrafice--9
Holy Bolt--3
Might--3
Thorns--3
Prayer--3

Some skills I didn't want, but I didn't want to waste too many rerolls. I have used 3 rerolls all together.

Oh, and after looking at the standings, I figure I ought to tell my char name. He is Rosander the Paladin.
 
Player : Condor
Character: Randomizer (Paladin)
CurrLevel: 12
Skill Pts: Prayer=6, Resist Cold=3, Smite=3
Rolls Left: 10 (None Used)

Quest 1: Level 3 (Den of Evil)
Quest 2: Level 6 (Blood Raven)
Quest 3: Level 10 (Rescue Cain)

W/P # 1: Level 3 (Cold Plains)
W/P # 2: Level 7 (Stony Field)
W/P # 3: Level 9 (Dark Wood)
W/P # 4: Level 10 (Black Marsh)
W/P # 5: Level 12 (Outer Cloister)
 
Alright, another installment in the exciting adventures of Necrotron!

Just finished Act I at Level 17. Only real items of note so far have been an Arctic Furs armor and a grand charm with 6% resist all and 25% extra gold. Most of my killing has been from corpse explosion from a wand. The latest skill has been Bone Wall, making my perpetual Bone Armor that much tougher.

The rest of Act I:
Waypoints: 6 - lvl15, 7 - lvl15, 8 - lvl17
Quests: Malus - lvl14, Andy - lvl17
Skills: Amp Damage=3, Bone Armor=3, Clay Golem=6, Teeth=3, Bone Wall=2
Rerolls remaining: 5
 
Well, Chaos_Knight is still alive. No rerolls used yet, and I've gotten Resist Fire, Sacrifice, and Resist Cold. Here's the stats:

Quests:
Den of Evil - 3
Blood Raven - 4
Cain - 7

Waypoints:
Cold Plains - 1
Stony Field - 6
Dark Wood - 7
Black Marsh - 8

I've also uploaded the current scores.
 
Round two for my Zon was relatively uneventful. No NDEs, no real problems, no good finds. She went from the Outer Cloister through picking up the Viper Amulet. After cubing the Horadric Staff I realized it gives Xerious more damage and better resists, so it will be my weapon of choice. I'll keep a spear on the switch in case I need to Jab something :) I've yet to throw a single javalin...

Skills... After my 9th point in Crit Strike, I rolled a 7 for Dodge - thank god! A spearie without evasive skills is doomed. Later on I rolled Impale (again :rolleyes: ), so reroll #4 used. Next I got Dodge *sigh*. No javalin skills to be found. I guess this gal will be a 1-trick-pony for awhile longer.

I switched to a Defiance merc because of my lack of skillz. It should keep me from getting smacked around too badly.

Xerious the Spearazon wannabe, lvl20 The Palace

A1 WPs: 6-lvl14, 7-lvl14, 8-lvl15
A1 Quests: Malus-lvl13, Andy-lvl16
A2 WPs: 1-lvl16, 2-lvl18, 3-lvl18, 4-lvl19, 5-lvl19
A2 Quests: Radament-lvl17, Tainted Sun-20
Skills: Jab=6, Critical Strike=9, Dodge=6
Total Rerolls used: 4
 
I want to thank goltar25 that we are allowed to self-mule in this tournament. :clap: My greedy side really appreciates that I can keep everything I want. I have stashed all extra rings, amulets, gems, jewels, rejuves, 8 Crude Sashes and also staves that sell for less than 151 gold (only one so far (those who know my tactics in these tournaments will understand what I´m going to do with this crap)). Rings and ammys will be cubed into other ammys and rings at level 24. Rejuves will become full rejuves (and I will sell the surplus ones for 750 gold apiece) and the jewels are saved so I won´t run out of them when I do a lot of crafting in the future.


Useless knowledge: A Crude Sash is worth 8 gold pieces. :lol:
 
So, Warrior of Random the Paladin Began his quest. My idea was to run through Act 1 grabbing as many waypoints as I could. I got Cold PLains, snd Sonty Field, then I found the tree right next to the waypoint in Drak Woods. I went to Tristram, ran in, saved Cain, and then got out. Then I got the Black Marsh and Outer Cloister before stopping. Then I started questing at P1. I did Den easily. Blood Raven took forever because I could barely hit her. The Countess was easily, but due to my low level I had a slightly hard time getting through the tower. In the tower, a Devilkin was nice enough to drop me a pair of Hotspurs. Then I got the Malus. I was lucky enough to find the Jail waypoint JUST before I hit level 9. Then I found the Inner Cloister, and ran through the Cathedral. I practically cleared out the entire level 2 of the Catacombs to find the waypoint, but I got it eventually.

Skills: 5 in ResistFire (with this aura on, I have 95% Fire Resist.
3 in Might
3 in Sacrifice

Waypoint Levels: CP:1 SF:1 DW:1 BM:1 OC:1 Jail:8 IC:10 Cata2:11
Quest Levels: DoE:3 BR:4 Cain:1 Countess:7 Malus:8
 
xxarcherxx said:
So, Warrior of Random the Paladin Began his quest. My idea was to run through Act 1 grabbing as many waypoints as I could. I got Cold PLains, snd Sonty Field, then I found the tree right next to the waypoint in Drak Woods. I went to Tristram, ran in, saved Cain, and then got out. Then I got the Black Marsh and Outer Cloister before stopping.
Wow :) So with base life (55) and stamina (89) you managed to outmanuever Bishibosh, Rakanishu, Treehead Woodfist, and all of the monsters in between (most notably the Underground Passage). You not ony didn't get killed, you didn't kill enough monsters to gain even one level. Again, wow. How did you avoid all of the ranged monsters?
 
phew diablo was tricky,

i decided to lvl me and my merc up a little bit, lvl 23 in the cs wasnt too appealing. So i did a few trav runs and flayer jungle clears. I found angelic sickle, gambled some godly 37 fire resist 30 mf boots. and found bone ash, which coincidently is needed for my sc grail i believe.

i made it to lvl 28, merc 24, and gave cs a go, everything fell pretty easily. even im didnt do anything to my merc because of the pos weapon he was using.

Diablo was a different matter. a resist lightning shrine spawned right next to the pentagon which got my resists up to 69/68/75. my merc died in one lightning burst and i didnt bother keeping the sage alive after the first 20 times it died. I had a few close calls when i got bone prisoned but i always managed to tp out.

so onto act 5, i cleared every square inch of the frigid highlands looking for the wp, not realising that i'd of course already got it... d'oh.

with my skills i was pretty lucky again, so much so that i thought i'd analyse it a little bit

elemental skills,
firestorm; good synergy for all fire spells, wanted
molten boulder, again, wanted
fissure; yep, wanted
volcano, wanted
arctic blast, not wanted, opens up another tree of options which will decrease the chance of getting a wanted skill. one good thing is that cyclone armour becomes available

shapeshifting;
these are the ones i dread
ww, no no no, opens up two more options and is of no use
wb, similar

summoning;
oak sage; yes, this is hc
heart of wolverine; not wanted but not the worst skill
raven; yes, opens the way to wolves and grizzly
poison vine; not useful but doesn't do anything bad
life healing vine thing; i've never used this before but its quite handy, wanted
mana healing vine, not useful but no downside;

so 13 options, 7 of them are good rolls, 2 are very bad, 2 are not wanted and 2 make no difference.

So pretty good odds of getting something good really. I've only rolled shape shiftings once and that was my only reroll used

thats enough procrastinating, back to study
 
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