- Jun 11, 2018
- 654
- 9
- 3
After finishing up my “three sons” project, I immediately worked to complete a long-in-planning LK runner. This character has no purpose in life other than to run LK and was designed as such. Admittedly, almost any teleporting character can easily and safely run LK, but I wanted a dedicated runner to maximize efficiency. It’s surely not the absolute best build possible, but it has proven very effective in limited testing. With that in mind, my main goals for this character were as follows (rationales in parentheses):
· 105% FCR (fast teleporting!)
· 1000+ life (can take lots of hits, hit recovery doesn’t trigger too often)
· 500+ mana (Insight-fuelled teleporting without ever running low)
· 42%+ FHR (9 frames – all melee-based mobs in LK)
· 75% block (all physical damage-based mobs in LK)
· Good block speed
· 50%+ resist all (not real important in LK)
· CBF (being chilled really slows things down)
· FRW: some (most movement is by TP or TK and can have Harmony on Switch)
· No charms (empty inventory except for keys, for minimal time spent at the stash / in ATMA)
One thing I did not include is % damage reduction. Surely a Stormshield-based build would be at least as effective as this build, but I only have one SS and the current equipment allowed me to invest much less Str and Dex than 75% blocking with SS would have required, so I probably would have lost out on ~200 life.
With that in mind, here are the details.
Basics:
Skills:
I really only needed level 88 for the desired skills, but my amulet had a required level of 89 so the last point was dropped into Frozen Armor (not that I ever use it). I went with a Blizzballer because it’s versatile and has sufficient killing power with few +skill items in the event that I need to clear out some riffraff to safely get to some goodies. I went with Ice Blast over Glacial Spike because I wanted a direct cold attack that actually does some damage, and Glacial Spike’s freeze length is still plenty good for crowd control and escape with the Blizzard synergy.
Gear:
Short version:
Helm: Shako w/ Shael
Amulet: +2 sorc caster ammy
Weapon: Wizardspike
Armor: 32% res all Vipermagi w/ Perfect Ruby
Shield: Whistan’s Guard w/ Perfect Diamond
Gloves: Bloodfist
Ring: Ravenfrost
Belt: Arachnid Mesh
Ring: Dwarf Star
Boots: Waterwalk +69 life
Switch: Harmony Long Bow
Long version:
Mercenary
Short Version:
A2 NM Defensive (Holy Freeze)
Tal’s Mask
Duriel’s Shell
Insight Cryptic Axe
Long Version:
Charms: None!
Musings:
This character started a while back and was parked for a long time while I made my 3 recent pats. After picking her back up again I blitzed through the game, doing all quests and grabbing necessary waypoints. I’ve played lots of sorcs before, no need to experience her tactical abilities in every dungeon this time around. Just wanted to get her up and running quickly. I played through as a Blizzballer, questing through Normal and Nightmare at /players8 and Hell at /players3. Once reaching Pindle (at level ~83), I set the game to /players5, packed on some extra MF, and went to town until I was 40M XP short of level 89, at which point I killed the Ancients and Matted her. I got 2 or 3 real nasty rolls on the Ancients at first, and this is not a power character so I kept rerolling until they were pretty tame. The only death I remember was in Hell WSK when I teleported right into a big pack of gloams, who insta-fried me. As an aside, I have noticed that The City of the Damned has some of the most unique landscape features; this is yet another that I hadn’t noticed before. It’s like a mini-fortress.
Finds were relatively sparce due to the fast playstyle, but I still had a few good ones. I found two pairs of decent rare res/MF boots, and these gloves look good for a MF javazon that doesn’t need IAS from the gloves slot. As for runes, Hellforges were Um in NM and Pul in Hell, while I found a Mal on the Frozen Tundra in NM and an Um while running the Countess to get to level 80 (not from the Countess herself, of course ). Firelizard's Talons also dropped while visiting the Countess. The most exciting find for me was Homunculus shortly after leaving the Countess, as I've always seen that as such a nice shield and yet had never found it in all my years playing. Unfortunately not much else of note dropped until I began running Pindle. I did make sure to be very selective about what waypoints I grabbed in Act 3 to minimize future mis-clicks. Like a pro.
While running Pindle, I picked up a couple of goodies including Griswold’s Valor (just leaving me a Caddy short of completing the set), Tomb Reaver (2 sockets), this nice rare ring, a very useful utility Necro head, and of course the most anticlimactic drop Pindle can provide (bastard). At least that and Griswold’s Valor were grailers for me.
Finally, the journey was nearly complete. Time to roll some maps! I settled in and was prepared to be patient to find a nice, tight, circular map. Turned out that I only needed to reroll twice before getting this beauty. You can even see the first hut from the WP! I suspect that I could easily spend another hour+ and not find anything better, so I’m sticking with this. Mobs almost never spawn within huts, and it also has about 8 poppables directly along the route that I tend to hit as well, as I’m looking for jewels, gems, and charms in addition to runes. I haven’t found any HRs yet but I’m probably only ~100-150 runs in so far. I have found some nice items already though, including a 32/15 Ruby Jewel of Carnage, a racked 50% Fire Res Aldur’s Advance, a 39% Ruby Jewel, a Fletcher’s skiller, and a Sparking Skiller of Life. Not to mention tons of low runes and ~50+ pgems. Not bad for so few runs!
And with that, a second pat/mat fairly quickly after my last one, thanks to the holiday break (even if renovating my bathroom and managing sick children took up 90% of my time the past 2 weeks). What are people’s opinions about my LK map? As mentioned, I think it’s quite good but if anyone thinks otherwise let me know! What about my overall character design and the theory behind her as a dedicated runner? Always nice to hear differing opinions on such things.
As always, thanks for reading!
· 105% FCR (fast teleporting!)
· 1000+ life (can take lots of hits, hit recovery doesn’t trigger too often)
· 500+ mana (Insight-fuelled teleporting without ever running low)
· 42%+ FHR (9 frames – all melee-based mobs in LK)
· 75% block (all physical damage-based mobs in LK)
· Good block speed
· 50%+ resist all (not real important in LK)
· CBF (being chilled really slows things down)
· FRW: some (most movement is by TP or TK and can have Harmony on Switch)
· No charms (empty inventory except for keys, for minimal time spent at the stash / in ATMA)
One thing I did not include is % damage reduction. Surely a Stormshield-based build would be at least as effective as this build, but I only have one SS and the current equipment allowed me to invest much less Str and Dex than 75% blocking with SS would have required, so I probably would have lost out on ~200 life.
With that in mind, here are the details.
Basics:
Code:
Name: Marina
Class: Sorceress
Experience: 1487418427
Level: 89
Naked/Gear
Strength: 50/53
Dexterity: 141/175 (I overshot this by a little bit due to equipment changes and not wanting to burn a token after using the other respecs earlier in her career, plus the extra life just isn’t needed)
Vitality: 309/311
Energy: 35/37
HP: 786/1096
Mana: 211/669
Stamina: 461/541
Defense: 35/841
AR: 655/1088
FHR: 50% (42% breakpoint - 9 frames)
FCR: 106% (105% breakpoint - 8 frames)
MF: 50%
FRW: 20%
Block: 75%
Block rate: 40% (6 frames)
Resistances:
Fire: 156/116/56
Cold: 184/144/84 (a nice little perk in the event of a death nova)
Lightning: 156/116/56
Poison: 156/116/56
Skills:
Code:
Fire Bolt: 20/26
Warmth: 1/7
Fire Ball: 20/26
Fire Mastery: 1/7
Static Field: 1/7
Telekinesis: 1/7
Teleport: 1/7
Ice Bolt: 1/7
Frozen Armor: 1/7
Frost Nova: 1/7
Ice Blast: 20/26
Glacial Spike: 1/7
Blizzard: 20/26
Cold Mastery: 11/17
I really only needed level 88 for the desired skills, but my amulet had a required level of 89 so the last point was dropped into Frozen Armor (not that I ever use it). I went with a Blizzballer because it’s versatile and has sufficient killing power with few +skill items in the event that I need to clear out some riffraff to safely get to some goodies. I went with Ice Blast over Glacial Spike because I wanted a direct cold attack that actually does some damage, and Glacial Spike’s freeze length is still plenty good for crowd control and escape with the Blizzard synergy.
Gear:
Short version:
Helm: Shako w/ Shael
Amulet: +2 sorc caster ammy
Weapon: Wizardspike
Armor: 32% res all Vipermagi w/ Perfect Ruby
Shield: Whistan’s Guard w/ Perfect Diamond
Gloves: Bloodfist
Ring: Ravenfrost
Belt: Arachnid Mesh
Ring: Dwarf Star
Boots: Waterwalk +69 life
Switch: Harmony Long Bow
Long version:
Code:
Harlequin Crest
Shako
Defense: 101
Durability: 8 of 12
Required Level: 62
Required Strength: 50
Fingerprint: 0x16a62936
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
+20% Faster Hit Recovery
All Stats +2
+133 to Life (Based on Character Level)
+133 to Mana (Based on Character Level)
Damage Reduced by 10%
50% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Shael Rune
Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate
Stone Talisman
Amulet
Required Level: 89
Fingerprint: 0x1c0480b2
Item Level: 92
Version: Expansion 1.10+
+2 to Sorceress Skill Levels
+6% Faster Cast Rate
+1 to Strength
+20 to Mana
Regenerate Mana 10%
Cold Resist +28%
Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 20 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0xc4aad8f
Item Level: 87
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +32
Magic Damage Reduced by 13
+38 to Life
1 Sockets (1 used)
Socketed: Perfect Ruby
Perfect Ruby
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 15-20 fire damage
Armor: +38 to Life
Shields: Fire Resist +40%
Dwarf Star
Ring
Required Level: 45
Fingerprint: 0x41e1e43c
Item Level: 86
Version: Expansion 1.10+
+40 to Life
+40 Maximum Stamina
Heal Stamina Plus 15%
Fire Absorb 15%
Magic Damage Reduced by 13
100% Extra Gold from Monsters
Raven Frost
Ring
Required Level: 45
Fingerprint: 0xf1b6dc97
Item Level: 88
Version: Expansion 1.10+
+213 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+17 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen
Arachnid Mesh
Spiderweb Sash
Defense: 124
Durability: 11 of 12
Required Level: 80
Required Strength: 50
Fingerprint: 0x1f6301f5
Item Level: 87
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
Slows Target by 10%
+98% Enhanced Defense
Increase Maximum Mana 5%
Level 3 Venom (11/11 Charges)
Waterwalk
Sharkskin Boots
Defense: 120
Durability: 12 of 14
Required Level: 32
Required Strength: 47
Fingerprint: 0x620f1b97
Item Level: 88
Version: Expansion 1.10+
+20% Faster Run/Walk
+201% Enhanced Defense
+100 Defense vs. Missile
+15 to Dexterity
+59 to Life
+40 Maximum Stamina
Heal Stamina Plus 50%
+5% to Maximum Fire Resist
Bloodfist
Heavy Gloves
Defense: 17
Durability: 6 of 14
Required Level: 9
Fingerprint: 0xa1b97d32
Item Level: 88
Version: Expansion 1.10+
+10% Increased Attack Speed
+30% Faster Hit Recovery
+5 to Minimum Damage
+10% Enhanced Defense
+10 Defense
+40 to Life
Wizardspike
Bone Knife
One Hand Damage: 23 - 49
Indestructible
Required Level: 61
Required Strength: 38
Required Dexterity: 75
Fingerprint: 0x71ce5969
Item Level: 86
Version: Expansion 1.10+
Indestructible
+50% Faster Cast Rate
Increase Maximum Mana 15%
+178 to Mana (Based on Character Level)
Regenerate Mana 15%
All Resistances +75
Whitstan's Guard
Round Shield
Defense: 154
Chance to Block: 67
Durability: 60 of 64
Required Level: 29
Required Strength: 53
Fingerprint: 0xec3c011d
Item Level: 87
Version: Expansion 1.10+
+40% Faster Block Rate
55% Increased Chance of Blocking
+175% Enhanced Defense
All Resistances +19
Half Freeze Duration
+5 to Light Radius
1 Sockets (1 used)
Socketed: Perfect Diamond
Perfect Diamond
Required Level: 18
Version: Expansion 1.10+
Weapons: +68% Damage to Undead
Armor: +100 to Attack Rating
Shields: Cold Resist +19%
Lightning Resist +19%
Fire Resist +19%
Poison Resist +19%
Harmony
Superior Long Bow
TirIthSolKo
Two Hand Damage: 19 - 44
Durability: 17 of 28
Required Level: 39
Required Strength: 22
Required Dexterity: 19
Fingerprint: 0x103dac5
Item Level: 74
Version: Expansion 1.10+
Level 10 Vigor Aura When Equipped
257% Enhanced Damage
+9 to Minimum Damage
+9 to Maximum Damage
Adds 55 - 160 Fire Damage
Adds 55 - 160 Lightning Damage
Adds 55 - 160 Cold Damage Over 4 Secs (105 Frames)
+3 to Valkyrie
+10 to Dexterity
Regenerate Mana 20%
+2 to Mana after each Kill
+2 to Light Radius
Level 20 Revive (25/25 Charges)
4 Sockets (4 used)
Socketed: Tir Rune
Socketed: Ith Rune
Socketed: Sol Rune
Socketed: Ko Rune
Tir Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: +2 to Mana after each Kill
Armor: +2 to Mana after each Kill
Shields: +2 to Mana after each Kill
Ith Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: +9 to Maximum Damage
Armor: 15% Damage Taken Goes To Mana
Shields: 15% Damage Taken Goes To Mana
Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7
Ko Rune
Required Level: 39
Version: Expansion 1.10+
Weapons: +10 to Dexterity
Armor: +10 to Dexterity
Shields: +10 to Dexterity
Mercenary
Short Version:
A2 NM Defensive (Holy Freeze)
Tal’s Mask
Duriel’s Shell
Insight Cryptic Axe
Long Version:
Code:
Name: Kasim
Race: Desert Mercenary
Type: Def-Nightmare
Experience: 85566134
Level: 89
Dead?: false
Naked/Gear
Strength: 193/213
Dexterity: 156/161
HP: 1927/2076
Defense: 1416/2197
AR: 1961/392200
Fire: 188/148/88
Cold: 218/178/118
Lightning: 188/148/88
Poison: 188/148/88
Duriel's Shell
Cuirass
Defense: 673
Durability: 40 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x1f2e68ef
Item Level: 87
Version: Expansion 1.10+
+177% Enhanced Defense
+111 Defense (Based on Character Level)
+15 to Strength
+89 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability
Tal Rasha's Horadric Crest
Death Mask
Defense: 108
Durability: 11 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x5db278b3
Item Level: 86
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15
Insight
Cryptic Axe
RalTirTalSol
Two Hand Damage: 122 - 517
Durability: 40 of 65
Required Level: 59
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0xc441c676
Item Level: 88
Version: Expansion 1.10+
Level 12 Meditation Aura When Equipped
+35% Faster Cast Rate
245% Enhanced Damage
+9 to Minimum Damage
199% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+6 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune
Ral Rune
Required Level: 19
Version: Expansion 1.10+
Weapons: Adds 5 - 30 Fire Damage
Armor: Fire Resist +30%
Shields: Fire Resist +35%
Tir Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: +2 to Mana after each Kill
Armor: +2 to Mana after each Kill
Shields: +2 to Mana after each Kill
Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%
Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7
Charms: None!
Musings:
This character started a while back and was parked for a long time while I made my 3 recent pats. After picking her back up again I blitzed through the game, doing all quests and grabbing necessary waypoints. I’ve played lots of sorcs before, no need to experience her tactical abilities in every dungeon this time around. Just wanted to get her up and running quickly. I played through as a Blizzballer, questing through Normal and Nightmare at /players8 and Hell at /players3. Once reaching Pindle (at level ~83), I set the game to /players5, packed on some extra MF, and went to town until I was 40M XP short of level 89, at which point I killed the Ancients and Matted her. I got 2 or 3 real nasty rolls on the Ancients at first, and this is not a power character so I kept rerolling until they were pretty tame. The only death I remember was in Hell WSK when I teleported right into a big pack of gloams, who insta-fried me. As an aside, I have noticed that The City of the Damned has some of the most unique landscape features; this is yet another that I hadn’t noticed before. It’s like a mini-fortress.
Finds were relatively sparce due to the fast playstyle, but I still had a few good ones. I found two pairs of decent rare res/MF boots, and these gloves look good for a MF javazon that doesn’t need IAS from the gloves slot. As for runes, Hellforges were Um in NM and Pul in Hell, while I found a Mal on the Frozen Tundra in NM and an Um while running the Countess to get to level 80 (not from the Countess herself, of course ). Firelizard's Talons also dropped while visiting the Countess. The most exciting find for me was Homunculus shortly after leaving the Countess, as I've always seen that as such a nice shield and yet had never found it in all my years playing. Unfortunately not much else of note dropped until I began running Pindle. I did make sure to be very selective about what waypoints I grabbed in Act 3 to minimize future mis-clicks. Like a pro.
While running Pindle, I picked up a couple of goodies including Griswold’s Valor (just leaving me a Caddy short of completing the set), Tomb Reaver (2 sockets), this nice rare ring, a very useful utility Necro head, and of course the most anticlimactic drop Pindle can provide (bastard). At least that and Griswold’s Valor were grailers for me.
Finally, the journey was nearly complete. Time to roll some maps! I settled in and was prepared to be patient to find a nice, tight, circular map. Turned out that I only needed to reroll twice before getting this beauty. You can even see the first hut from the WP! I suspect that I could easily spend another hour+ and not find anything better, so I’m sticking with this. Mobs almost never spawn within huts, and it also has about 8 poppables directly along the route that I tend to hit as well, as I’m looking for jewels, gems, and charms in addition to runes. I haven’t found any HRs yet but I’m probably only ~100-150 runs in so far. I have found some nice items already though, including a 32/15 Ruby Jewel of Carnage, a racked 50% Fire Res Aldur’s Advance, a 39% Ruby Jewel, a Fletcher’s skiller, and a Sparking Skiller of Life. Not to mention tons of low runes and ~50+ pgems. Not bad for so few runs!
And with that, a second pat/mat fairly quickly after my last one, thanks to the holiday break (even if renovating my bathroom and managing sick children took up 90% of my time the past 2 weeks). What are people’s opinions about my LK map? As mentioned, I think it’s quite good but if anyone thinks otherwise let me know! What about my overall character design and the theory behind her as a dedicated runner? Always nice to hear differing opinions on such things.
As always, thanks for reading!