Matriarch/Patriarch/Guardian Archive Thread

Originally posted by @Jcakes on Apr 7, 2011:

Guardian #1 SpiritWalker the Shockbear summoner

Introducing my first Guardian SpiritWalker from the Spirit Tournament the main rules are as follows

The equipment restrictions:
You may wear or wield only ethereal items, rings, amulets and those special items that contain the letters SPIRIT, WRAITH, GHOST or ANGEL at the beginning of a word in their name.

Skills Restrictions:
When you start out, you will be limited to putting skill points into only a single skill tree. This restriction will continue throughout normal difficulty. When you reach nightmare, you can begin to use skills in a second skill tree. When you reach hell difficulty, you will have all skills available to you. Note that skill points can be saved for latter difficulty levels rather than be used immediately.

Stat restrictions:
You are very weak, and you cannot easily get stronger. No attribute points may be put into Strength with two exceptions. The Alcor quest attribute points may be placed in strength if you like. In Act 4 of each difficulty level, you may put five points into strength when you level up in act 4. Other than that, all attribute points must be put in Dexterity, Vitality or Energy.

I chose summoning for Normal, and shapeshifting for nightmare and made a fairly standard shockbear summoner, here are the important bits.

Name: SpiritWalker
Class: Druid
Level: 82


Strength: 66
Dexterity: 22
Vitality: 417
Energy: 35
HP: 1342 (4272 in werebear)
Mana: 303

Fire Resist: 75
Cold Resist: 75
Lightning Resist: 75
Poison Resist: 35

Heart of Wolverine: 20/23
Summon Dire Wolf: 15/18
Summon Grizzly: 20/26
Poison Creeper: 1/4
Carrion Vine: 1/4
Lycanthropy: 20/25
Werebear: 1/6
Shock Wave: 10/15
All prerequisites 1

Code:
 Equipment 

Dire Circlet 
Spirit Mask<---- sweet imbue
+2 to Shape-Shifting Skills (Druid Only)
+10% Faster Hit Recovery
+2 to Solar Creeper (Druid Only)
+1 to Volcano (Druid Only)
+3 to Summon Grizzly (Druid Only)
+5 to Energy
+92 to Life
Cold Resist +27%
2 Sockets (2 used)
Socketed: Perfect Ruby
Socketed: Perfect Ruby

Spirit
Crystal Sword

Wraith Mark
Bone Shield
+85% Enhanced Defense
Cold Resist +29%
All Resistances +32
Attacker Takes Damage of 1
1 Sockets (1 used)
Socketed: Perfect Diamond

Smoke
Ghost Armor

SpiritWalker's Carrion Lock
Demonhide Sash
+24% Faster Hit Recovery
+78% Enhanced Defense
+60 to Life
Lightning Resist +28%
Fire Resist +24%
Repairs 1 Durability in 20 Seconds

Rune Scarab
Amulet
Version: Expansion 1.10+
+1 to Druid Skill Levels
+57 to Life
All Resistances +18
20% Better Chance of Getting Magic Items
Level 2 Frost Nova (25/25 Charges)

Spirit Blazer
Boots
+10% Faster Hit Recovery
+31% Enhanced Defense
+2 to Dexterity
Cold Resist +19%
Lightning Resist +5%
10% Better Chance of Getting Magic Items

Raven Hold
Ring
+16 to Life
Replenish Life +5
+10 to Mana
Lightning Resist +17%
Fire Resist +24%
Damage Reduced by 2

SpiritWalker's Cruel Finger
Chain Gloves
+77% Enhanced Defense
+1 to Strength
Lightning Resist +26%
Fire Resist +22%
25% Better Chance of Getting Magic Items
Level 2 Inner Sight (25/25 Charges)

Wraith Touch
Ring
12% Chance to cast level 4 Nova when struck
Replenish Life +5
Lightning Resist +30%
Fire Resist +27%
Magic Damage Reduced by 1

lots of charms with life
Merc was an act2 might merc wielding an eth thresher insight, treachery and an undead crown.

Thoughts on the character:
Positives:
- Shock wave makes everything but act bosses fairly straight forward
- loads of life
- ability to summon grizzly anywhere

Negatives
- physical immunes (my only solution to physical immunes was to equip a merc stick with ctc amp)
- fairly slow at killing

Would I recommend the character?
Probably not, his only benefits over a necro summoner is his huge amounts of life and the ability to summon a grizzly wherever he wants. Shockwave is an advantage but imho dim vision would have been just as good. A necro summoner on the other hand has a much larger army, better crowd control (with ai curses), PI solution in built (amp damage) and corpse explosion. In the end I don't regeret playing him as it was an easy character to guardian.

Thanks for reading, sorry it was so short :)
 
Originally posted by @Kitteh on Apr 22, 2018:

Guardian #6 - Reuben - The Furious Fury Druid

1590652163631.png


Reuben made it to Guardianship, woop! He was a very fun character and his Oath was a big bad slicey thingy. Not my quickest... I take my time with all characters and really don't play for speed, but even for me, this was a longer Guardian. The best moment was probably finding a Lo rune and making Fortitude. I actually almost missed it! Reuben was supposed to be my Travincal runner for the RFL, but he isn't quite up to it because of the moron, but maybe next time. He will sit for a while I think, but I would like to use him for something eventually! There were some really grouchy/irritable parts in Hell due to me being stressed about my thesis stuff, I really was grumpy :D

Originally he was using wolves instead of grizzly and an act III merc, but seriously, it was painful. I had to swap because the mercenary was pretty much useless except for his Lawbringer... Druids are a bit of a thing for me just now it seems.

P.S. If anybody gets the reference of the name 'Reuben', awesome stuff! :D

P.P.S. Reuben's title technically includes another word between 'The' and 'Furious' but I couldn't include it due to forum rules, but figure it out.


Code:
Name:       Reuben
Class:      Druid
Experience: 1071329314
Level:      85

            Naked/Gear
Strength:   160/180
Dexterity:  53/77
Vitality:   277/277
Energy:     20/50
HP:         745/851
Mana:       188/228
Stamina:    420/420
Defense:    13/1869
AR:         235/35670

Fire:       176/136/76
Cold:       153/113/53
Lightning:  153/113/53
Poison:     181/141/81

MF:         18       Block:      7
GF:         0
FR/W:       20
FHR:        43
IAS:        70
FCR:        25


Code:
Raven: 1/3
Poison Creeper: 0/0
Oak Sage: 20/22
Summon Spirit Wolf: 1/3
Carrion Vine: 0/0
Heart of Wolverine: 0/0
Summon Dire Wolf: 11/13
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 1/3

Werewolf: 20/24
Lycanthropy: 20/24
Werebear: 0/0
Feral Rage: 1/5
Maul: 0/0
Rabies: 1/5
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 20/24

Firestorm: 0/0
Molten Boulder: 0/0
Arctic Blast: 0/0
Fissure: 0/0
Cyclone Armor: 0/0
Twister: 0/0
Volcano: 0/0
Tornado: 0/0
Armageddon: 0/0
Hurricane: 0/0


Code:
String of Ears
Demonhide Sash
Defense: 110
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x6fedd6c3
Item Level: 82
Version: Expansion 1.10+
6% Life stolen per hit
+172% Enhanced Defense
+15 Defense
Damage Reduced by 13%
Magic Damage Reduced by 11
+10 Maximum Durability

Raven Grip
Ring
Required Level: 46
Fingerprint: 0xc178afed
Item Level: 86
Version: Expansion 1.10+
+1 to Maximum Damage
5% Mana stolen per hit
6% Life stolen per hit
Cold Resist +16%
All Resistances +3
7% Better Chance of Getting Magic Items

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xeea79d0b
Item Level: 86
Version: Expansion 1.10+
+235 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+19 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Atma's Scarab
Amulet
Required Level: 60
Fingerprint: 0x1bffdcb2
Item Level: 64
Version: Expansion 1.10+
5% Chance to cast level 2 Amplify Damage on striking
20% Bonus to Attack Rating
Adds 40 Poison Damage Over 4 Secs (100 Frames)
Poison Resist +75%
Attacker Takes Damage of 5
+3 to Light Radius

Jalal's Mane
Totemic Mask
Defense: 293
Durability: 19 of 20
Required Level: 47
Required Strength: 65
Fingerprint: 0xd76668be
Item Level: 87
Version: Expansion 1.10+
+2 to Shape-Shifting Skills (Druid Only)
+2 to Druid Skill Levels
+30% Faster Hit Recovery
20% Bonus to Attack Rating
+196% Enhanced Defense
+20 to Strength
+20 to Energy
All Resistances +45
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Um Rune

Um Rune
Required Level: 47
Version: Expansion 1.10+
Weapons: 25% Chance of Open Wounds
Armor: Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Shields: Cold Resist +22%
Lightning Resist +22%
Fire Resist +22%
Poison Resist +22%

Flawless Sapphire
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 6 - 10 Cold Damage Over 2 Secs (60 Frames)
Armor: +31 to Mana
Shields: Cold Resist +28%

Amethyst
Required Level: 12
Version: Expansion 1.10+
Weapons: +80 to Attack Rating
Armor: +6 to Strength
Shields: +18 Defense

Brimstone Track
Chain Boots
Defense: 9
Durability: 15 of 16
Required Level: 18
Required Strength: 30
Fingerprint: 0x9614dd72
Item Level: 58
Version: Expansion 1.10+
Cold Resist +31%
Lightning Resist +37%
Fire Resist +9%
Half Freeze Duration
11% Better Chance of Getting Magic Items

Steel Small Charm of Inertia
Small Charm
Required Level: 49
Fingerprint: 0x39aa3518
Item Level: 72
Version: Expansion 1.10+
+3% Faster Run/Walk
+32 to Attack Rating

Flawless Amethyst
Required Level: 15
Version: Expansion 1.10+
Weapons: +100 to Attack Rating
Armor: +8 to Strength
Shields: +24 Defense

Flawless Amethyst
Required Level: 15
Version: Expansion 1.10+
Weapons: +100 to Attack Rating
Armor: +8 to Strength
Shields: +24 Defense

Flawless Skull
Required Level: 15
Version: Expansion 1.10+
Weapons: 3% Mana stolen per hit
3% Life stolen per hit
Armor: Replenish Life +4
Regenerate Mana 12%
Shields: Attacker Takes Damage of 16

Laying of Hands
Bramble Mitts
Defense: 85
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x75f69aa3
Item Level: 86
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%


Horadric Cube
Fingerprint: 0x40068b5c
Item Level: 13
Version: Expansion 1.10+

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%

Flawless Ruby
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 10 - 16 Fire Damage
Armor: +31 to Life
Shields: Fire Resist +28%

Flawless Ruby
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 10 - 16 Fire Damage
Armor: +31 to Life
Shields: Fire Resist +28%

Flawless Sapphire
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 6 - 10 Cold Damage Over 2 Secs (60 Frames)
Armor: +31 to Mana
Shields: Cold Resist +28%

Tome of Town Portal
Fingerprint: 0xddd646f0
Item Level: 6
Version: Expansion 1.10+

Tome of Identify
Fingerprint: 0xb349d7f7
Item Level: 6
Version: Expansion 1.10+

Ruby Small Charm of Inertia
Small Charm
Required Level: 32
Fingerprint: 0xe752d4d8
Item Level: 55
Version: Expansion 1.10+
+3% Faster Run/Walk
Fire Resist +11%

Steel Grand Charm of Inertia
Grand Charm
Required Level: 35
Fingerprint: 0xf3378d4d
Item Level: 81
Version: Expansion 1.10+
+7% Faster Run/Walk
+117 to Attack Rating

Sharp Grand Charm of Inertia
Grand Charm
Required Level: 21
Fingerprint: 0x756b5c38
Item Level: 52
Version: Expansion 1.10+
+7% Faster Run/Walk
+10 to Maximum Damage
+56 to Attack Rating

Ocher Small Charm of Shock
Small Charm
Required Level: 10
Fingerprint: 0x2bc694b9
Item Level: 21
Version: Expansion 1.10+
Adds 1 - 6 Lightning Damage
Lightning Resist +6%

Steel Small Charm of Blight
Small Charm
Required Level: 49
Fingerprint: 0xc2791033
Item Level: 79
Version: Expansion 1.10+
+27 to Attack Rating
Adds 6 Poison Damage Over 3 Secs (75 Frames)

Tangerine Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0xa76a6514
Item Level: 80
Version: Expansion 1.10+
+5% Faster Hit Recovery
Lightning Resist +4%

Flaming Large Charm of Balance
Large Charm
Required Level: 59
Fingerprint: 0x7d017bd8
Item Level: 80
Version: Expansion 1.10+
+8% Faster Hit Recovery
Adds 26 - 30 Fire Damage

Sharp Large Charm of Dexterity
Large Charm
Required Level: 21
Fingerprint: 0x953b3a6f
Item Level: 88
Version: Expansion 1.10+
+4 to Maximum Damage
+48 to Attack Rating
+5 to Dexterity

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Flawless Topaz
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 1 - 30 Lightning Damage
Armor: 20% Better Chance of Getting Magic Items
Shields: Lightning Resist +28%

Flawless Diamond
Required Level: 15
Version: Expansion 1.10+
Weapons: +54% Damage to Undead
Armor: +80 to Attack Rating
Shields: Cold Resist +14%
Lightning Resist +14%
Fire Resist +14%
Poison Resist +14%

Flawless Skull
Required Level: 15
Version: Expansion 1.10+
Weapons: 3% Mana stolen per hit
3% Life stolen per hit
Armor: Replenish Life +4
Regenerate Mana 12%
Shields: Attacker Takes Damage of 16

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 35%
Replenishes Health 35%

Fortitude
Archon Plate
ElSolDolLo
Defense: 1353
Durability: 60 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0xb86e9591
Item Level: 86
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+106 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +28
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

El Rune
Required Level: 11
Version: Expansion 1.10+
Weapons: +50 to Attack Rating
+1 to Light Radius
Armor: +15 Defense
+1 to Light Radius
Shields: +15 Defense
+1 to Light Radius

Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7

Dol Rune
Required Level: 31
Version: Expansion 1.10+
Weapons: Hit Causes Monster to Flee 25%
Armor: Replenish Life +7
Shields: Replenish Life +7

Lo Rune
Required Level: 59
Version: Expansion 1.10+
Weapons: 20% Deadly Strike
Armor: +5% to Maximum Lightning Resist
Shields: +5% to Maximum Lightning Resist

Flawless Topaz
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 1 - 30 Lightning Damage
Armor: 20% Better Chance of Getting Magic Items
Shields: Lightning Resist +28%

Harmony
Superior Long Bow
TirIthSolKo
Two Hand Damage: 19 - 42
Durability: 14 of 28
Required Level: 39
Required Strength: 22
Required Dexterity: 19
Fingerprint: 0x2c068476
Item Level: 71
Version: Expansion 1.10+
Level 10 Vigor Aura When Equipped
239% 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 (93 Frames)
+4 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

Oath
Balrog Blade
ShaelPulMalLum
One Hand Damage: 89 - 456
Two Hand Damage: 334 - 722
Durability: 26 of 26
Required Level: 53
Required Strength: 175
Required Dexterity: 77
Fingerprint: 0xb93150ac
Item Level: 84
Version: Expansion 1.10+
30% Chance to cast level 20 Bone Spirit on striking
Indestructible
+50% Increased Attack Speed
308% Enhanced Damage
+75% Damage to Demons
+100 to Attack Rating against Demons
Prevent Monster Heal
+10 to Energy
+15 Magic Absorb
Level 16 Heart of Wolverine (20/20 Charges)
Level 17 Iron Golem (14/14 Charges)
Ethereal
4 Sockets (4 used)
Socketed: Shael Rune
Socketed: Pul Rune
Socketed: Mal Rune
Socketed: Lum 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

Pul Rune
Required Level: 45
Version: Expansion 1.10+
Weapons: +75% Damage to Demons
+100 to Attack Rating against Demons
Armor: +30% Enhanced Defense
Shields: +30% Enhanced Defense

Mal Rune
Required Level: 49
Version: Expansion 1.10+
Weapons: Prevent Monster Heal
Armor: Magic Damage Reduced by 7
Shields: Magic Damage Reduced by 7

Lum Rune
Required Level: 37
Version: Expansion 1.10+
Weapons: +10 to Energy
Armor: +10 to Energy
Shields: +10 to Energy

Mercenary:

Name:       Hazade
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 74585976
Level:      85
Dead?:      false

            Naked/Gear
Strength:   186/211
Dexterity:  150/160
HP:         1767/1950
Defense:    1302/2067
AR:         1913/1913

Fire:       207/167/107
Cold:       237/197/137
Lightning:  235/195/135
Poison:    207/167/107

Duriel's Shell
Cuirass
Defense: 658
Durability: 149 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x7cc8949f
Item Level: 82
Version: Expansion 1.10+
+172% Enhanced Defense
+106 Defense (Based on Character Level)
+15 to Strength
+85 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Lightning Resist +28%
Cannot Be Frozen
+100 Maximum Durability
1 Sockets (1 used)
Socketed: Ambergris Jewel

Ambergris Jewel
Jewel
Required Level: 14
Fingerprint: 0x1856d65
Item Level: 38
Version: Expansion 1.10+
Lightning Resist +28%


Tal Rasha's Horadric Crest
Death Mask
Defense: 107
Durability: 20 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0xa6e1d9f1
Item Level: 55
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+98 to Life
+30 to Mana
All Resistances +15
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%


Obedience
Thresher
HelKoThulEthFal
Two Hand Damage: 56 - 662
Durability: 38 of 65
Required Level: 53
Required Strength: 122
Required Dexterity: 95
Fingerprint: 0xc72fdd1c
Item Level: 81
Version: Expansion 1.10+
30% Chance to cast level 21 Enchant when you Kill an Enemy
+40% Faster Hit Recovery
370% Enhanced Damage
-25% Target Defense
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
-25% to Enemy Fire Resistance
40% Chance of Crushing Blow
+219 Defense
+10 to Strength
+10 to Dexterity
All Resistances +23
Requirements -20%
5 Sockets (5 used)
Socketed: Hel Rune
Socketed: Ko Rune
Socketed: Thul Rune
Socketed: Eth Rune
Socketed: Fal Rune

Hel Rune
Version: Expansion 1.10+
Weapons: Requirements -20%
Armor: Requirements -15%
Shields: Requirements -15%

Ko Rune
Required Level: 39
Version: Expansion 1.10+
Weapons: +10 to Dexterity
Armor: +10 to Dexterity
Shields: +10 to Dexterity

Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%

Eth Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: -25% Target Defense
Armor: Regenerate Mana 15%
Shields: Regenerate Mana 15%

Fal Rune
Required Level: 41
Version: Expansion 1.10+
Weapons: +10 to Strength
Armor: +10 to Strength
Shields: +10 to Strength


 
Originally posted by Krikke on Aug 27, 2005:

Guardian Tank

Phew.
That was cool.

He's my fourth but feels almost as great as the first one. The second and third one didn't feel like this. :)

So let me introduce to you Guardian Tank, the Werebear Mauler Druid. 👏

Level 83 Druid

Skills

25/20 Werebear
25/20 Maul
22/20 HoW
15/10 Lycantrophy
13/10 Dire Wolf
6/1 Fire Claws
3/1 Grizzly
6 unspent skill points

75 Allres on Hell with:

Gear:
Jalal's Mane with perf topaz
29 allres 32mf magic amu
Upped Shaeled Ribcracker 290%ed
switches Upped Shaeled Buriza / Gimmershreds + Tiamat's with dex jool
Demon Limb for enchant
Duress Archon Plate
fire and poison res 25mf rare demonhide gloves
Ravenfrost
String of Ears
6ll 6allres 3 to max dmg 25% poison lenght reduced rare ring
War Travelers
1 Shape Shifting skiller
res / life grand and small charms

Merc:
Pratham the Normal Blessed Aim merc lvl 83
merc gear:
Upped Kelpie Snare
Shaftstop
Rockstopper

Stats:
Life with gear (shifted / not shifted) 1925 / 814
Mana: 264
(with gear / without gear)
Strenght 168 / 125
Dexterity 119 / 82
Vitality 288 / 278
Energy 40 / 20
Defence shifted: 4968
AR shifted with HoW, Blessed aim and Enchant: 8888

Grizzly life: 2925

Damage:
Maul with HoW and Enchant: 3393 - 5269
switch with Enchant (gimmershreds + tiamats): 1250 - 4069
Buriza with Enchant (in case of IM): 635 - 2630

I played Normal and Nightmare on /players 8 and hell almost exlusively on /players 1 except for Hell Baal @ /players 8 :D. Hell Ancients on /players 1 too.

Had no problem with physical immunes until late act 5. So I just equipped gimmers and tiamats for a cheap switch then. Buriza and Duress were enough to dispose of the early PIs. I also mp:ed some so that could be the reason why PIs didn't bother earlier. Act 5 was done alone though.

I had to reroll ancients twice to get ones that didn't eat my merc when they started to shake hands.

What can I say. Pretty easy build with the drawbacks of monsters being PI and Oblivion Knights with their IM. Didn't run into any oblivions in the WSK though :).
 
Originally posted by Milb on Jan 16, 2007:

My Sept Thread!

Hello SPF!

At last, after getting so close with my Wind Druid I've finally completed my Sept! :prop: This Wolf Druid was a lot of fun and I'm glad I actually played one, as before I needed one for my Sept I had never touched this class.

Fortunately, I managed to get through the game with no real NDEs, one close call when I opened a seal in Hell Chaos Sanctuary and the pack of ghosts spawned right on top of me, they had pretty nasty mods but luckily they don't hit too hard so I managed to fight my way out and once I was outside the pack it was no problem. This was much pretty much my tactic all the way through the game, as long as my merc and bear were in front of me I could stand just behind them and deal out big damage without much risk.

The build was pretty standard, 20 Fury, 20 Lycan, 20 Fire Claws and 20 Firestorm, 4 in Werewolf (rest here for AR bonus), with 1 in Oak Sage and Grizzly. The Oak Sage was a waste of a point, I didn't use it after NM, where it was occasionally useful for tanking physical attacks.

One thing that kind of irritated me about the build was that you need 40 points to avoid Iron Maiden if you didn't want to be totally passive, or deshift and use javelins. I rarely used Fire Claws, thanks to the partial IK Set, I was probably doing about 1k elemental damage and my merc using Reapers broke most PIs.

Whilst playing this character I also mf'ed Hell Andy with my sorc hoping for a Ravenfrost, as I didn't have one spare. After finding about 10 unique rings, none of which were Ravens I gave up, but within the next 2 hours of playing the Druid, he found 2 unique rings himself, both Ravenfrosts!

I actually did this character pretty quickly once I got into it, I started it about a month or two ago but got bored around level 18 and tried a Windy. After the Windy died and I moved house, I continued with this character and it probably only took me just over a week at about 1-2 hours a day, except today (about 4 hours).

Here's the stats anyway, when shifted and with Might aura:

Lvl 82

Feral Rage: 1738 - 3227
Fury: 2628 - 4482
Fire Claws: 1728 - 1956

Str: 180 (226)
Dex: Base (68)
Vit: 280 (295)
Erg: Base (30)

Life: 2801
Mana: 242

Resists: 75/66/75/-6

Gear:

IK Maul 40CB (2x Shael), Belt, Gloves and Boots
Rockstopper 'Ort'
Angelic Amulet / Ring
Ravenfrost 242/18
Smoke Dusk Shroud (was mfing Pindle to hopefully find an IKSC but it never happened!)

Spirit Monarch and 6x Shael Crystal Sword on switch for Fire Claws.
Fleshripper and +3 Shapeshifting Skills amulet for werewolf/grizzly prebuff.

Lots of charms, 1 shapeshifting skiller, and life, ar and resistances charms, including a 14 all res GC.

Merc was a might merc using a Reaper's Toll, Guillaume's Face and a Duriel's Shell.

I think I did pretty well with my Sept, I only lost 2 characters which I was playing towards my sept, a Poisonmancer in the Pits, and the Windy in Act4 Plains of Despair. I've also lost two other characters while playing HC, my UGT Blizzballer and my pride and joy Fury zon, who went down with a lot of expensive items on her (CoH, Maras, Shako, Stormshield).

In total, my Sept took me 781 levels, which isn't too bad considering my characters normally finish at around 81-82. Here are my characters in the order I completed them in:

Toimli - Barbarian
Fury - Amazon
Firaga - Sorceress
Arthas - Paladin
ZoZo - Assassin
Willy_Stroker - Necromancer
Lycastus - Druid

I recommend everyone tries HC at least once, looking back, I think I pretty much sucked at the game when I left B.net, and started on SP, and even when I made the switch to HC I wasn't that good, but you learn that you can't make too many mistakes, and you have to buildyour character to be ready for any situation. Hopefully at least one or two people will try HC after reading this and you'll be posting your own sept thread in a few months too!

I've restarted my Ranger Pally now, the gear I have available for him now is so much better than when I first started him so I'm going for a Fana/Tesla build rather than Teslafrost, hopefully he'll be my second character on the way to my second sept!

I still don't have internet connection at home :sad2: so I will upload some pictures this weekend when I go to visit my parents.

Thanks for reading, feel free to ask any questions!
Milb
 
Originally posted by Milb on May 6, 2010:

Guardians 16 and 17, which completes my Second Sept!

Thank God that's over with....

Was looking at my characters a few weeks back and noticed I was actually pretty close to a Second Sept, I was only lacking a Necro and a Druid. And with my newly acquired Trangs Belt I decided to go out and make a Poisonmancer.

The first 29 levels of a Poisonmancer are insanely tedious, and I am just lucky to have a huge stash full of low level gear to twink myself and the merc to speed up the process. I still prefer using the respec option to tweak a character rather than change specs at will, not sure why, will get over it soon enough :). After 30 though this character was an absolute blast, I love the play style of Necromancers, spamming curses and throwing out probably the coolest looking spells in the game. I started out maxing the main 3 skills with all the one point wonders, and then had to decide how to procede with my remaining skillpoints, of which there are a few. Last time I made one of the I went for skeletons, and ended up getting gibbed after running ahead of them and getting battered by Fana Archers in the Pits, so this time I went for Bone Armor synergies which felt much more safe, and fits in with the PnB skills I was stacking.

His stats and skills anyway:

Guardian Putricide (I know, crap name! Had a brianfart at the character screen)
Lvl 83, 1245hp, 606 mana
Poison Nova (lvl 31) 5.6k-5.9k over 2 seconds
Fire Wall (lvl 15) 1.3k damage per second
Bone Armor, 430 points of absorption.

75 all res, 25% DR

Gear:

Full Trangs, Helm and Chest unsocketted, 5/-5 poison facet in shield.
Spirit CS (still waiting on a damn DWeb!)
2x Dwarf Star for some reason
Aldurs Boots
Rare Amulet, 1 Necro Skill, 17 all res, 44 mana, 6 str
3 PnB Charms and assorted life and res charms

Merc, Holy Freeze (I guess :p)

Insight Thresher (For lack of being original, didn't need the aura at all)
Duress Dusk Shroud
Tals Mask

Skills: 20 in 3 Poison Skills, 20 in Bone Wall, 1 in all one point wonders (curses and gumby)

Notable finds:

HF Ist, Ghostflame from Pits (one pass through), Pul in Upper Kurast, been a while since I actually Guardianed him so if I didn't take a screenie it ain't getting mentioned!

Currently, he's sitting in retirement, but I have the runes for a Bramble, and if I find a DWeb he may become a cow runner, am pretty sure I have more PnB Charms available to me too.

Now for the Druid.... What can I say, worst character I've ever played? Reasonable HP pool with Oak Sage out, someone farts 5 screens away and you lose 25% of your HP. Couldn't get any %DR on him without going 1h/Shield, so as soon as more than 3 or 4 mobs attack him his health bulb goes up and down like a yoyo. A single target attack is bloody tedious, AR from skills is terrible and no ranged crowd control (which resulted in me using Tgods for the light absorb, a tactic I don't really like falling back on).

There's a couple of positive things about him I suppose, Shockwave is pretty cool, and the LCS shows some pretty big numbers, but thats about it. Big respect to Nightfish here though, I think the hardest thing about his Sept Sept would be to make 7 Druids without gouging your eyes out.

Anyways, enough *****ing!

Guardian Purkaat

Lvl 81 2287hp 345mana (without Oak)
Maul 2.9k - 4.7k damage (fully charged) 4.4k AR
Fire Claws 4.5k - 6.4k (fully charged) 6.1k AR

75/55/85/45 res, 0 %DR

Gear:
Jalal's (10 all res jewel)
Smoke Dusk Shroud
Champion Axe Oath
Tgods
Ravenfrost
Blood Craft Ring, 6% LL, 4str, 27 light res, 38hp
Nats Boots
LoH (melted demons, most minions and normal mobs got 1 shot :))
Crescent Moon Amulet
Spirit and Splendor on switch for prebuff

Resistance charms, and 6 Steel GCs

Merc: Reapers, Upped Eth Shaft and Tals Mask (Might, probably should have used Holy Freeze but wanted to actually try and use some skill with Shockwave)

Skills:

20(24 after plus skills) Maul, 20 Werebear, 20 Fire Claws, 18 Firestorm, 1 Grizzly, 1 Shockwave and Hunger, 5 in Lycanthropy. (Assuming I ever play him again (unlikely), would finish off Firestorm synergy then rest in Lycan).

Notable finds:

HFs Um and Mal, Vex in NM (see IFT) and a failed set Unearthed Wand :(

Retirement plans.

As for the other members of the Sept, I built them around 2 years ago at least, and I can't remember them myself, so I've tracked down the Guardian threads:

Myrine - WF Strafer
Walker - Ranger Paladin
Felicia - Blizzballer (Deceased - my only dead Guardian)
Leitha - BF Sin
Alaric - Throw Barb
Putricide - Poisonmancer
Purkaat - Werebear

Out of those 7 I would actually recommend trying a Strafer, Throw Barb and a Poisonmancer, pretty fun builds, everyone's played a Blizzsorc and the other three weren't great!

I may build another Sorceress, Countess/LK runner, but with the option of respeccing now I'll find it hard to get the motivation to build a new char unless I manage to kill one off. Think I'll continue with my Council runs on my Wolfbarb in the search for an Enigma, then it'll be time to try and find a good Baalrunner, something which I haven't really managed yet. After that, who knows, a lvl 99 on the cards? :p

Thanks for reading, I'll edit with some pics at some point but I have an interview tomorrow so I have things to do!
 
Originally posted by Mordalles on Jul 27, 2004:

My new ShockBear Guardian!!!!!

Guardian Allanon, level 83 ShockBear-using-Armageddon. (SPFladder)

This is my 3rd guardian! (and i've learned how to spell guardian)

I was searching for a druid build, so i read through Garbad the Weak's
firedruid guide. In it he mentions a "shock and awe" wearbear. A Bear
that could shock enemies and then kill them with Armageddon.
So i thought, this is a perfect build to try out on the SPF HC ladder,
as I never heard of this build before. At 1st I started him just for
fun, and to see how far I could get. I really wasn't expecting a
guardian out of this build, especially as this is my 1st elemental
druid past lev 32. What was nice, is that there wasn't a guide for
this build, so i didn't know what to expect. I wasn't sure where
to place points, which made it more interesting.

Fighting Techniques:

I stay in wearbear form, and stun approaching enemies. Then I activate
Armageddon, and continue stunning them untill they die.
Against fire immunes, I used volcano. However, this meant that
I had to be in my fragile human shape.
I used molten boulder in the maggot lair on all difficulties (just
like AlterEgo said).

Problematic Enemies:

- PI/FI. Luckily I only met 3 of them, and one of them I miraculously
killed. I still don't know how. Something took down his damage?
- Possessed monsters like death lords that replenishes life.
- Unique monsters who're also fire immune and replenishes life.
- Sometimes when 1 monster is left, it's hard to hit him with armaged-
don.
- Act bosses took long to kill.
- FE bug. Always looked out for it. It almost got me once with
a FE scarab beetle in the world stone keep. REJUVs!

Interesting Battles:

Ancients: They took ages to kill! This was my longest fight ever in
diablo 2. The 1st 2 ancients I killed after around 15 - 30 minutes.
However, the 3rd one, Talic, was fire immune and stone skin. Meaning
volcano was gonna take quite a while to kill him. Plus, I was
completely out of potions when Talic had around 90% health left!!!
All the potions on the ground disappeared!
So, I had to attack him until my mana ran out, run around in circles
avoiding any contact, waiting for mana to replenish, attack again
with volcano and grizzly, run, attack, etc. This took around 90 - 120
minutes!! (note: i'dd rather fight talic, than respawn all 3 again)

Baal: I started attacking him with volcano. I soon realised that would
take too long. So, I shifted into my powerful wearbear form and
used armageddon. The trick was to get close too him.

Diablo: Wasn't too hard. Took a while. He caught me in a bone prison
once, but lucklily I JUST equipped teleport charges on the switch,
which saved my life. VERY lucky me!!

Nithilack: This was the 1st time I attempted to kill him in hell
in hardcore or softcore. He almost killed me with a succession of
CE's, but luckily my then 1600 health kept me alive.

Skills:

Lev 24 (20) Armageddon. Damage: 3531 - 4174
Lev 24 (20) Volcano. Damage: 733 - 747
Lev 24 (20) Molten Boulder. Damage: 718 - 836
Lev 5 (1) Cyclone Armour.

Lev 6 (5) Shock Wave (used continuesly to stun monsters)
Lev 2 (1) Wearbear
Lev 11 (10) Lycanthropy
Lev 2 (1) Maul (used in normal and early nightmare)

Lev 2 (1) Oak Sage
Lev 2 (1) Grizzly (always summoned)
Lev 2 (1) Poison Creeper. (for distraction)
Lev 5 (3) Dire Wolves. (summoned before lev 30, extra life for grizzly)

Health: 1807 (957 in human shape)
Resistances: 75, 73, 75, 50
Str: 137 (135)
Dex: 178 (175) (blocking = 43%)
Vit: 175
Mana: 25 (20)

Equipment: (everything self found, except for earthshaker found by
xanthia, a ladder amazon)

Helm: Tarnhelm Skull Cap (socketed with ral rune)
Armour: Rare Wire Fleece (def: 862, socketed with ruby)
Weapon: Earthshaker Battle Hammer (personalized)
Shield: Ancient's Pledge Pavise
Amulet: Magical (+17 all resists)
Rings: 2xRare (+28%cold,+26%fire,+24%lightning resists)
Gloves: Rare Heavy Gloves (def: 6, +28%lightning,+23%poison resists)
Boots: Rare Greaves (def: 54,+37%cold,+29%lightning resists)
Belt: Rare Plated Belt (def 14, +13%lightning,+19%poison resists,
+life)
On Switch: Staff with teleport charges.

As you can see, i didn't have very good gear, as i played mostly
untwinked, except for the earthshaker that my ladder amazon found.

Merc: A holy freeze merc with only rare equipment.

This is a very fun build to play, and also very challenging. You
need a lot of patience at times, but on other times you kill fast.
It all depends if the enemy is fire immune or not.

I don't think I'll be doing any magic finding with this char, as he is
just too slow.

I need sleep! Then I can go on with my life!

:winner: (note: now 4 more to go. however, ill only continue my sept quest around november after exams. thats if my addiction leaves me alone.)

note: thanks to AlterEgo and Garbad the Weak for great druid guides.
 
Originally posted by Nightfish on May 3, 2006:

SeptSept - Halfway there

Well, about a week ago my 25th char made guardian (actually it's probably 26 or 27 but I'm not counting all of the previous ones) which marks the halfway point of my septuple sept quest. Reason enough for me to look back on the ones that are done and ahead to the ones that are still to come.

Now, for those that don't know, a septuple sept is basically one of these madness projects people do to prove that they're not completely sane anymore. You might know a regular "sept", or septavirate for long, consists of one guardian per class. Nightfish in his insanity goes for seven times that, with seven builds per class for a grand total of 49 chars.

So, what chars did we have so far?

Class Overview:
Amazon: 4/7
Assassin: 5/7
Druid: 3/7
Barbarian: 4/7
Paladin: 2/7
Necromancer: 2/7
Sorceress: 5/7

Total: 25/49

Build Overview

Rich (BB code):
Amazon
Build                       Done?         Fun Rating
WWS Strafe                  Yes           10/10
Fend/Lightning              Yes           10/10
Poison/LF                   Yes           8/10
Strafe/LF                   Yes           7/10
Elemental Archer            No           
MF Build                    No           
????????                    No           

Assassin
Build                       Done?         Fun Rating
Whirlwind/Traps             Yes           10/10
Traps                       Yes           8/10
ElementalClaws              Yes           8/10
TigerStrike(Ribby)/Traps    Yes           10/10
BladeFury/Traps             Yes           10/10
DragonClaw/Venom/DS         No
DragonTalon                 No

Barbarian
Build                       Done?         Fun Rating
DualFleshripperWW           Yes           10/10
IK WW                       Yes           7/10
Berserker                   Yes           8/10
Frenzy                      Yes           9/10
DoubleThrow                 No
Taunt/Battlecry(MP)         No
Concentrate(Ribby)          No

Druid
Build                       Done?         Fun Rating
Fury(Ribby)                 Yes           9/10
Fire/Wind Hybrid            Yes           8/10
Rabies/Fury                 Yes           8/10
Mauler Bear                 No
Winddruid                   No
Fireclaws                   No

Necromancer
Build                       Done?         Fun Rating
Skellymancer                Yes           9/10
Melee(Ribby)/Iron Golem     Yes           10/10
Poison                      No
Bonecaster                  No
??????????                  No
??????????                  No
??????????                  No

Paladin
Build                       Done?         Fun Rating
Avenger(Ribby)              Yes           8/10
Zeal(Ribby)                 Yes           8/10
Ranger                      No
Hammerdin                   No
1h Zeal                     No
Fist of Heavens             No
??????????                  No

Sorceress
Build                       Done?         Fun Rating
Meteorb                     Yes           9/10
Blizzard                    Yes           8/10
Enchantress(Ribby)          Yes           9/10
ChainLightning/FO           Yes           8/10
Hydra                       Yes           7/10
Nova/FO                     No
Charged Bolt / FO           No

Wow, what a list... -.- Anyhows, that's who's done and who's planned. Now, let me take a moment to try and remember the fallen. There weren't many and I don't keep their ghosts so I might forget some.

The first one I killed was a Meteorb sorc at lvl 72 in act 2 hell. She got owned in 1.10 by FE charged bolts coming from beetles in the maggot lair. Never had a chance to even see the boss.

The second was my first blizzard sorc, iirc. She died at lvl 66 or so in nightmare due to impatience when levelling. No biggy as these ladies only take 3-4 hours from normal to guardian anyway.

Next was, I think, my first melee enchantress. She killed herself to iron maiden trying to level in nightmare. This was the last time I paused for levelling. I did it is simply because almost everyone seemed to do it so I never even considered moving straight to hell even when below lvl 70 but I realised I do not have the patience for long levelling after this one died.

My latest death was just a few days ago. I had a conversion / thorns / charge paladin. Somewhere in mid normal I realised how he would die and indeed, it happended like this in nightmare tristram. The thing with conversion is that your aura lingers for about 1-2 seconds after something stops being converted. I think you can see where this is going. Basically I was fightning griswold and a bunch of other things and convereted someone to take the heat off me. I charged around for a bit and killed things until only griswold and my "ally" were left. Now, I aim at griswold and the moment I click my skeleton un-converts so this is now selected instead of gris and thanks to my thorns I get 1000% of my 3000-4000 damage returned to me. It hurt. I'm not rebuilding this one, btw.

I think that's pretty much it for the fallen ones already. Maybe I'm forgetting 1-2. And ofc I killed some tourney chars but those dun count.

Now, who's currently in action?

We got a lvl 55 poisonmancer who's quite fun, a lvl 72 ranger pally who's a chore to play, a lvl 33 assassin who will be pretty fun to play I think and an upcoming MP char who will be something special.


Now, on to the one that pushed me over the halfway point:

Guardian Wolf -- lvl 81 druid

Stats:

Str: 120
Dex: 155
Vit: 200
Life: ~1500

Skills:
20 Rabies
20 Poison Creeper
20 Fury
20 Lycan
11 Werewolf

Except for the synergy, this one is single tree. :D

Itamz!11!
Jala's Mane
Fortitude
IK Belt
Gore Rider
Trang's Gloves
Ravenfrost / Rare Dual Leech Ring
Highlord's Ammy

Weapons:
Plague Bearer / Spirit Monarch
Ribcracker

Thoughts:
Very easy build. Rabies is quite fun to use but it imho it is not quite strong enough in hell. I mean, my items aren't bad but it's still a bit too hard to kill with this, even with slvl 36 rabies and trang's gloves. The spreading effect is quite cool, though. Fury, again, was the redeeming skill. Small wonder with a ribcracker and a fortitude. In late hell this is what I used to kill.

Genereally there is nothing really dangerous to him. With >1500 life and solid defence (buffed by a defiance merc) he is a good tank. Iron Maiden is not a direct problem thanks to rabies but the venom lords that are around in the chaos sanctuary can be a bit annoying while you wait for OKs to die. The only thing that could potentially kill him are probably these little stygian suicide bombers. I had a few incidents where I started fury-ing and 3 of those run up to die which left me with 30 HP or so.

You might have noticed that this guy has no summons at all and I gotta say I did not regret this for a hearbeat. I've recently changed my views on this mode of crowd control quite radically and I am not going to ever use a valk, shadow or grizzly bear again if I can help it.

So, yeah, not too much more to say about him, he's pretty straightforward. Just run up to something, bite it, then run around in circles until it drops. That's rabies in a nutshell. Fury is kinda the same, minus the running around part and plus hitting stuff repeatedly.


Well, that's it from teh fish for today, see ya next time.
 
Originally posted by Nightfish on Mar 14, 2008:

Guardians #40 & #41 - Fetharioth (Necro) & Sudsy (Druid)

Well, here we go again, actually we went a while ago but Guardian #40 didn't really deserve his own thread so he had to wait until I got a few more guardians or one interesting enough to warrant a post. At any rate:

Guardian Fetharioth - lvl 79 Necromancer

Stats
Str 105
Dex 170
Vit 185

Relevant Skills
Raise Skeleton 20
Skeletal Mage 20
Skeleton Mastery 20
Summon Resist 1

Corpse Explosion 19

Lower Resist 1
Amplify Damage 1
Decrepify 1

oSkills:
Firewall + Fire Mastery

Of course he has more skills but I didnt use anything besides these.

Gear
Complete Trang Oul's Set
Mara's Ammy
2 x SoJ
Marrowwalk
HotO Flail

Switch: Spellsteel (Teleport Charges)

Might Mercenary using Crescent Moon, Vamp Gaze and Fortitude


Thoughts:
Well, obviously another summoner. I've come to the conclusion that beyond the obvious builds (Skelliemancer, Poisonmancer, Bonemancer) and the not so obvious ones (Melee/IronGolemmancer) there weren't a lot of decent ones left to do. I don't believe in stuff like mojomancers where you're basically just following your merc and pretending to do something. I don't mind outside-the-box builds, but they gotta be worthwhile and be able to kill stuff without abusing poor AI.

So, I resigned myself to playing a few (3 to be exact) variants of skelliemancers, basically, and this is the first.

This time I focused on the mages, though, and took the regular skellies as a bonus. Since I was going to cast Lower Resist to make my worthless mages slightly less worthless I thought I might as well cast some spells myself. As I already had a poisonmancer I went with Trang Oul's firewall. The skeleton warriors do a decent job of keeping monsters in place so they're easier to wall. Still, I'm not a very big fan of the skill. Duration is very short and the wall itself is pretty dumb. Why the hell make it so narrow, yet so long... I'd prefer something like a flame field, a little more squarelike or rectangular, at least, in shape.

Anyway, the mages themselves proved to be a little more useful than I thought. Of course I thought them to be completely and utterly worthless so that's not saying too much. I still hate them. They also don't usually teleport with me when I run ahead of them, they kinda poof out like revives do, most of the time. Add the fact that only two of the four kinds of them are actually useful and you've got a pretty annoying build right there. Constantly resummoning stuff because it goes poof or is the wrong type of element... Yuckch...

Either way, the build was pretty strong, small surprise. Firewall does a decent job and so does the combination of mages, warriors and my merc. If there were lots of mobs I brought out CE (which was maxed last, so I didnt bring it until hell). I don't remember anything that was really hard. Hell ancients were a bit tricky, they spawned with curse and all. But still, a bit of running around, decrepifying two of them, LRing the other and burning him alive... Piece of cake, really.

Areas with a lot of fire immunes, I played him like a regular fishymancer. Just amp damage, let my goons do the work and CE stuff. Most of the time I did the LR/Firewall thing and pretended my mages were doing a good job. I even went so far as to summon the 13 I could at all times. Not that you'd notice the difference between 1 and 13 of them... but still...

No notable finds, no notable runes. Business as usual.


And the next one:

Guardian Sudsy - lvl 79 Druid

Stats
Str 105
Dex 95
Vit 265

Fireclaws AR: 11k (includes enchant)
Fireclaws Damage: 6k-7k. (~3.5k fire, rest physical)


Relevant Skills
Fire Claws 20
Fissure 20
Firestorm 20
Werewolf 6
Lycantropy 18
Fury 1
Feral Rage


Gear
Upp'd Ribcracker 325% ED
Obedience Thresher (yes, seriously)
Jala's Mane (Ith Rune)
LoH
String of Ears
Gore Rider
BKWB / Ravenfrost
Highlord's Wrath
Fortitude Archon Plate

Might Mercenary using Bonehew, Delirium Crown and Fortitude


Thoughts:
Well, this was good fun. I opted to go with a fireclaws Wolf over a Bear because 1) Bears look dumb and 2) with the weapons I chose, the Wolf attacked faster. Also it gave me access to feral rage, which I used extensively, mostly for the runspeed.

I like the half-assed approach I took here. Neither true fireclaws, nor true physical damage. Even though I didn't even reach 2k HP, he was quite safe to play, due to good physical damage plus leech. I didnt really have any source of mana leech but then I remembered that Ith runes grant damage goes to mana... My Jala's was unsocketed yet... It worked like a charm. Ideally I'd couple this with some real leech since mana burn packs still defeat the rune. But on the other hand, the rune works on non-leechable stuff as well.

The Obedience Thresher ended up being used just to buff up with enchant. That's a pretty neat way to do that, actually. Switch weapons, kill monsters until you see the red swirl, switch back. I could have kept it and killed quite decently with it, but the ribcracker is just better.

As usual, I didnt waste points on summons here. No regrets. The few situations where I might have needed a tank, a one point grizzly wouldn't have lasted two seconds. All that said and done, he had more than his share of NDEs.

The first one was in the Chaos Sanctuary in Nightmare. I was pretty sure there were no OKs around, but turns out I was wrong. I hear the IM sound as I was furying a FI monster and go "Oh oh". But lo and behold, I hear the shapeshift sound instead of "Yaaaarrggghhh" (actually I dont know what a druid sounds like when he dies, but I think he might say that). Now, what happens is that if you die in wolfform, you shapeshift to human at 1hp. No news there, I knew that. What I didnt know is that if this happens from IM you will actually leech back what you leech *after* you are reset to 1hp. As an added bonus, you cannot attack with wolf skills while in human form. So there was basically no way I could kill myself to IM, assuming I was quick on the draw with purples.

There were a lot of intense fights in act 2 hell and onwards. I really like the ones where you get mobbed by 40 beetles and the screen lights up with millions of lightning bolts. A couple times I ran into really nasty mods. Extra fast, extra strong, cursed and with an aura on top to make things really interesting. Life went up and down like... well, something that goes up and down a lot really fast.

Next really close call was the smith at the hellforge in hell. He was cursed extra fast and sported a might aura. Of course he brought lots of urdars and stuff. Feral Rage proved a godsend here. I danced in and out of combat a bit and eventually the smith was a little ahead of his allies and Sudsy pounced him and killed him in less than two seconds. He packs a mighty punch, the little puppy.



Well, that's a wrap for two more guardians. Not sure which one will be next. Not even sure which ones are remaining. I just realised the backup of my D2 stuff I've been using was heavily outdated. A couple of my guardians were still in their infancy here and I am missing a lot of item I know I had... Sorting that out when I get to my other computer will be hella fun...
 
Originally posted by Nightfish on Aug 5, 2008:

Guardian #47 - Contagion

Guardian 47: Contagion - Lvl 78 Druid


Whee, another druid down! And I barely hated this one! Build is a not-so-standard rabies / fireclaws. Works surprisingly well.

Stats with gear:
Str 160ish
Dex 200ish
Vit 230ish

Life: ~1500
Block: 75%

Rabies (lvl 32):
Damage: 18,5k over 16 sec
AR: 6k-ish

FC (lvl 30):
Damage: 3000-3200
AR: 8,8k


Relevant Skills:
20 Rabies, Fireclaws, 20 Firestorm, 20 Poison Creeper
1 Wolf, Lycantropy, Solar Creeper, Carrion Vine
1+ Molten Boulder
1 in each prereq.


Gear
Death's Web (Eth, see AR, Dol would have worked nicely, too but I wasnt hitting well)
6Shael Phase Blade (for FC, obviously)
Stormshield
Trang's Gloves
Mara's
Rain Archon Plate (+2 druid skills)
Verdungo's
Waterwalk
Jala's Mane / Guillaume's Face (bosses, etc)
BKB / Jordan

Grand total of +12 to my relevant skills for rabies, shifting and +10 to fireclaws (loses +2 from death's web)

Defiance merc using The Reaper's Toll (prior weapon: Eth Honor Mancatcher, worked nicely as well) Delirium (kickass!) and a fortitude boneweave.

Thoughts
Well, as I already said, this went quite well. I didn't really expect it to go this well due to a lot of people saying FC requires more synergies. Not that I didn't know it can kill stuff with just one synergy, that is a given. But it actually kills fast enough that I would consider this MF-worthy speed in some areas. Notably the pit. Not so much the WS K, more on that later, though.

Anyway, the basic idea was to pick 2 elements and max one synergy each so I can kill everything I want to in hell and don't need to skip. You might have noticed I do this on almost all of my chars. Rarely that I go with a single element, except for the odd blizzard sorc.

Now, what blows about poison and fire, however, is that a lot of things that are immune to one will be highly resistant to the other. Balrog type monsters, for example. Those were really quite the pain. Also lister and his gang. I ended up killing those with crushing blow or just letting my merc do it.

So, how does this play? Well, pretty much like your standard rabies druid, really. I used this skill over fire claws most of the time, simply because I like it a lot. It's just fun to bite stuff and watch the disease spread. Never killled so many things with a single attack, not even lightning fury. Of course it took a little longer, but rarely more than a few seconds. Also takes care of all those pesky little critters that run away. Yea, go for it, chump. Carry the disease back to your pals! Moron. The fireclaws side of this is quite strong as well, perhaps surprisingly. 3k damage at 5 frames per attack is nothing to sneeze at. I didn't use this quite as extensively as I could have, though, single target attacks just bore me a little. All in all I could probably have done this on p3 in hell without taking too long.

I did a few runs like that, actually, when I noticed I was about to enter act 2 hell on level 65. Hm... guess we might wanna run the pit a few times. The thing with this one was, baal runs for XP in NM were kinda tedious (more on that later), so I had skipped those completely, but it was no problem to catch up on XP in the pit. Around lvl 73 I went onwards. Maybe 6-8 runs or so.

Also, this guy had some weird luck. On the one hand, he did find a silly amount of sets and uniques. At least 10 each. Only noteworthy one was a demon's arch, though. On the other hand, he has a penchant to un-shift at the most inopportune moments. Surrounded by 2 boss packs of unfriendlies? *thoommph* (this is supposed to be the shifting noise) Hello 700ish HP druid form! Oh noes... This was a bit nerve wracking when it happened next to deSeis' pack of fanatics... Aside from that though, the chaos sanctuary was smooth sailing for once. Dealing something like 20 physical damage is pretty nifty there. And rabies kills most things, too, except for the balrogs. At one point I was training the entire left wing around the place waiting for rabies to kill them. Just bite one guy and then pretend you're on the cow level and herd them! Yeehaw!

For the ancients I switched to my standard anti-boss tactics. Put on Guillaume's and smack away. First roll they were cursed and I didn't really feel like that so I rerolled them. Second spawn I barely had time to check their mods before they died. No curse noise, though, so I guess it was okay.

Now, as I was saying, this guy is actually quite adept at running areas, but not really the WS K. This is one of those unlucky places where you run into the combination of immunities and resistances I mentioned earlier. The last 2 waves of Baal's minions are extremely tedious, for example. Achmel isn't much better. And of course there's the regular balrogs that already spawn in this place. Still, if one wanted, this guy would make a decent alvl 85 MFer. Possibly the river of flame, definetly the pit. Haven't checked tunnels yet.

Well, so much for that. One of my better druids. Probably my second favorite one (Ribcracker fury + rabies was more <3, but not by much). Requires some +skills on account of werewolf and lycan being on lvl 1 but aside from that it's pretty nifty.

Oh yea, why did I make a rain archon plate? Because I could. I've got this lone Mal rune and given my rune luck there is no way I would ever be able to cube this up to something meaningful. So, rather than letting it go to waste, I used it. The ctc cyclone armour is useless, as is the ctc to cast twister, but the +2 skills are okay. Not needed by all means, but better than anything else I might have used. If arkaine's valor didnt have this ridiculous lvl requirement I'd have used that.

SeptSept Status

8 Amazons
8 Sorceresses
7 Assassin
6 Paladins
6 Necros
6 Druids
6 Barbarians

4 to go. Probably gonna go with a single tree poison / bone necro next. PNova / bone spear.
 
Originally posted by RssDiablo on May 11, 2008:

Finally, my first Guardian! Ron the Kodiak Bear

After too many tries, I finally managed to guardian something. His name is Ron, and he's a kodiak; basically, just a really fast swinging bear with a ton of leach and crushing blow.

Stats:
Guardian Ron
Level 79
Str: 81(113)
Dex: 107(136)
Vit: 277(311)
Eng: 20(40)
experience:653,535,748

Some numbers:
life: 968 (2633 in bearform) (2993 with oaksage)
Hunger Dmge: 175-531 *without charged up maul
4-frame attack
ctc lifetap
65% openwounds
15% deadlystrike
30% crushing blow - could have had way more but didnt want to sacrifice jalals for gface in order to stay safe
21 Damage reduction

Skills:
ShapeShifting:
20(24) Hunger
20(24) lycanthropy
15(19) Shockwave
7(11) maul (future skill pts)
1(5) werewolf
1(5) werebear
1(5) feral rage
1(5) fireclaws
Summoning
20(22) Direwolf
1(3) Grizzly
1(3) spirit wolf
1(3) oaksage
1(3) raven

resists:
Fire: 68
Cold: 73
Lightning: 75
Psn: 54

My Gear
Code:
Jalal's Mane
Totemic Mask
'Sol'
Defense: 261
Durability: 20 of 20
(Druid Only)
Required Strength: 65
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0xfd54cbc6
+20 to Strength
+20 to Energy
+164% Enhanced Defense
Damage Reduced by 7
All Resistances +30
+2 to Druid Skill Levels
30% Faster Hit Recovery
20% Bonus to Attack Rating
+5 to Mana After Each Kill
+2 to Shape-Shifting Skills (Druid Only)
Socketed (1: 1 used)

Gemmed Phase Blade <-- 2shaels, 3 jewels of fervor, and 1x10 minimum dmge jewel
'ShaelShael'
One-Hand Damage: 41 to 42
Required Dexterity: 136
Required Strength: 25
Required Level: 54
Sword Class - Fastest Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8bc4f07e
+10 to Minimum Damage
85% Increased Attack Speed
Socketed (6: 6 used)

Duress
Dusk Shroud
'ShaelUmThul'
Defense: 1148
Durability: 20 of 20
Required Strength: 77
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x37beb290
+169% Enhanced Defense
+19% Enhanced Damage
Fire Resist +15%
Lightning Resist +15%
Cold Resist +45%
Poison Resist +15%
Adds 37-133 cold damage over 2 seconds
40% Faster Hit Recovery
33% Chance of Open Wounds
15% Chance of Crushing Blow
-20% Slower Stamina Drain
Socketed (3: 3 used)

Tiamat's Rebuke <-- Pdiamond
Dragon Shield
Defense: 167
Chance to Block:  38%
Smite Damage: 15 to 24
Durability: 116 of 116
Required Strength: 91
Required Level: 38
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xfc85a20b
+146% Enhanced Defense
All Resistances +54
Adds 35-95 fire damage
Adds 1-120 lightning damage
Adds 27-53 cold damage over 6 seconds
+40 Maximum Durability
5% Chance to cast Level 7 Nova when struck
3% Chance to cast Level 6 Hydra when struck
5% Chance to cast Level 9 Frost Nova when struck
Socketed (1: 1 used)

Dracul's Grasp
Vampirebone Gloves
Defense: 130
Durability: 14 of 14
Required Strength: 50
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xa5d4d17
+12 to Strength
+98% Enhanced Defense
10% Life stolen per hit
+7 Life after each Kill
25% Chance of Open Wounds
5% Chance to cast Level 10 Life Tap on striking

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x60ffccb2
+19 to Dexterity
+40 to Mana
+179 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Angelic Halo
Ring
Required Level: 12
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xd273d36
+20 to Life
Replenish Life +6

***Partial Set Item Bonuses***
+12 to Attack Rating (Based on Character Level)
50% Better Chance of Getting Magic Items
***Partial Set Item Bonuses***


Angelic Wings
Amulet
Required Level: 12
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x4dd53de9
+3 to Light Radius
20% Damage Taken Goes to Mana

***Partial Set Item Bonuses***
+75 to Life
+1 to All Skill Levels
***Partial Set Item Bonuses***

Verdungo's Hearty Cord
Mithril Coil
Defense: 137
Durability: 16 of 16
Required Strength: 106
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x5409fdf1
+34 to Vitality
+105 to Maximum Stamina
+109% Enhanced Defense
Damage Reduced by 14%
Replenish Life +12
10% Faster Hit Recovery

Gore Rider
War Boots
Defense: 151
Durability: 15 of 34
Kick Damage: 39 to 80
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x808721b9
+20 to Maximum Stamina
+180% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

and almost a full inventory of life, res, and ar charms

Merc's Gear
Code:
Duriel's Shell
Cuirass
Defense: 592
Durability: 147 of 150
Required Strength: 65
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x6966d0f
+15 to Strength
+192% Enhanced Defense
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+1 to Defense (Based on Character Level)
+1 to Life (Based on Character Level)

Tal Rasha's Horadric Crest
Death Mask
Defense: 109
Durability: 16 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0xc7bbd178
+60 to Life
+30 to Mana
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit

Honor
Grim Scythe
'AmnElIthTirSol'
Two-Hand Damage: 87 to 191
Durability: 41 of 55
Required Dexterity: 140
Required Strength: 140
Required Level: 27
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xa592711e
+10 to Strength
+160% Enhanced Damage
+250 to Attack Rating
+9 to Minimum Damage
+9 to Maximum Damage
7% Life stolen per hit
Replenish Life +10
+1 to Light Radius
+1 to All Skill Levels
+2 to Mana After Each Kill
25% Deadly Strike
Socketed (5: 5 used)

Malice
Hyperion Spear
'IthElEth'
Two-Hand Damage: 46 to 167
Durability: 25 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 43
Spear Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x9cafe23
+33% Enhanced Damage
+50 to Attack Rating
+9 to Maximum Damage
Drain Life -5
+0 to Light Radius
-25% Target Defense
Prevent Monster Heal
-100 to Monster Defense Per Hit
100% Chance of Open Wounds
Socketed (3: 3 used)

Although it started out extremely slow, by Hell, he was one of the most fun characters I've played so far. There's nothing like a 4-frame attack. He could have been a lot more deadly, but I choose to play on the defensive side of things because of how many deaths I've been having recently, so instead of maxing werebear and maul, I opted to get some meatshields in Direwolves.

As far as gameplay, I would have to say he's pretty much like a combination of the best parts of a berzerker (extreme safety + pretty good damage) and a holyfreeze zealer (CB and fast attackspeed). He could tear down any combination of enemy. Individual immunities didnt matter at all, the only tedious monsters to kill were physical immune stone skin undead, but then only because I couldnt leach back my mana.

I went with a phaseblade so that i could get a shield for resists and some more elemental dmge, which gave me a low base leach amount, so wearing dracs was extremely helpful, as i almost always had a full life bulb (which is fun with 3k life), and lifetap also helped my merc and summons. Oak sage was just a 1pt prereq, but I though it was fun to have out even if most of the time it didnt help. Hunger even outpaced the lifedrainage from iron maiden and the chaos sanctuary was a breeze. And thats all not factoring in a 15 second shockwave which was superhelpful in almost all situations.

As far as drops, my forges were crap, hel and io respectively, but it was made up for by some nicer drops like a 14 res all gc, and a 20life 7lr sc.

Future plans, a fairly solid baalrunner, although i didnt time myself. Can really run any area pretty well. I highly recommend trying this build, especially to other hc players.

This is my first writeup as i never did them for pat/mats so let me know if i missed anything or messed anything up!

Thanks to Heskla, Sirpoops, and a few other people for trading so I could actually accomplish this.
and thanks to everyone else for reading,
rss

Any suggestions for next guardian?
 
Originally posted by sorcererbob on Jun 9, 2009:

Guardian Kafa_Vipertooth - Rabies Werewolf

Gee whiz the end was hard. I've been keeping a progress thread of this. This is my third guardian.

So its a level 82 Rabies Wolf. The final skill breakdown is:
Oak Sage 1 (3)
Dire Wolf 20 (22)
Grizzly Bear 1 (3) (4387 life)
Poison Creeper 20 (22)
Werewolf 2 (9)
Lycanthropy 11 (18)
Feral Rage 15 (22) - life steal 96%
Rabies 20 (32 with Plaguebearer)

The final stat breakdown with gear is:
Strength 158
Dex 174 (64% blocking with plaguebearer, 71% with Baranar's Star)
Vit 223
Energy 50 (base)

Life: 962 Human form, 2598 werewolf form with oak sage
Mana: 282

Damage:
18121-18711 over 16.4 seconds with rabies + plaguebearer - plus an additional 507-835 on striking. Poison damage ends up being 1104-1140 per second approx.

Resists with plaguebearer are all 75. With Baranar's Star its 34 on poison.

Items:
Helm Jalal's (P Ruby)
Body Smoke Mage Plate
Gloves Trang Ouls
Boots Aldur's
Belt 13% String of Ears
Amulet Angelic
Ring1 Angelic
Ring2 Ravenfrost
Weapon1 Plaguebearer
Shield1 Stormshield (P Diamond)
Weapon2 Baranar's Star
Shield2 Stormshield (P Diamond)

Merc: Act 2 Holy Freeze
Insight Eth Thresher
Shaftstop (P Ruby)
Guillame's Face

So yes, I used all three of my socket quests. And one on a different character too.

The important part; my comments
This build was a challenge for me because I felt like I never had enough stat or skill points to go around. In the end game I wanted more life, but also to maintain blocking. Obviously life won out (partly because I was a bit careless at times when allocated stat points). In terms of skills, I had options. I could:
1. Upgrade my life leech, small amount of AR and tiny amount of damage with Feral Rage
2. Upgrade my health with either lycanthropy (and duration of werewolf) or oak sage
3. Upgrade my attack speed and more AR with Werewolf.

In the end I originally decided that Feral Rage was the right choice, but it got to the point where it wasn't going to be enough. Thats why I'm wearing the Angelic Set. I was hitting Baal at 75%, which isn't terrible but not wonderful either. After that I went with Lycanthropy. I'm not saying Feral Rage was a bad choice; the life leech was definitely helpful.

Fighting Tactics. In the parts the character could handle safely, I would hit once with Rabies (Plaguebearer) then switch to Feral Rage (Baranar's Star) and engage as necessary. Occasionally cast the Bear to split the pack up. The Oak Sage needed constant recasting due to low investment, but it was acceptable. Since apart from the rabies damage I wasn't a total killing machine, it wasn't much of a problem to back out of melee for a moment to recast. It was an issue in heavy ranged fire situations occasionally, and I'd just have to go without the extra life. Whenever there was an enemy offensive aura (holy shock/freeze) the Oak Sage would not survive. Towards the end of the game, this character became cumbersome and slow. The WSK took a long, long time with my guerilla tactics. I ran out of money reviving the merc at one point and had to sell some wares. My gold count upon killing Baal was 16,000. In the WSK at some points, the only tactic that worked was hitting once and running, casting the werebear behind me. I had to Save and Exit on my first attempt on the Baal's Minion's leve (mind blank) due to a Gloam Stair trap that immediately killed all of my summons and merc and left me not in a great positions to engage them... the bastards are poison immune.

A note on the AI. Oak Sage. Werebear. Terrible AI. The Oak Sage isn't evasive at all. In fact, it moves TOWARDS you when you're engaging an enemy as if it wants to tank. This doesn't work for my 96 life sage very well, so I'd recast as soon as I saw it coming. The bear was very protective of me, I'd have prefered it if it was more aggressive towards the enemies because its best use was as a distraction; just to take some damage.

On gear. The original plan had been using different gear. I had intended to use an Azurewrath because I figured that many things which were poison immune were also undead (and that was going to be awefully convenient!) That never happened because I never reached the stupidly high level requirement of 85. I had intended to make my rabies attack faster, but since I only used it about every 15 seconds I decided I was wasting my time Shaeling the Plaguebearer. I didn't ever check the IAS charts to see if it was worth it either. The Baranar's Star probably deserved some more speed because it was my "primary" weapon in the sense that I was using it more often. Again, too lazy to check speed. The rabies I had killed small things in one hit, and usually there were too few others things left for me to think twice about engaging them.

Fury vs Feral Rage. I've played Fury wolves before. As I've said in that other thread I mentioned; Fury kills players. A fast Fury kills you when you're IM'd (which wasn't really a problem, because I just hit once with Rabies (took about 1/8th of my life) and then bolted) and a slow Fury... well, just no. And the life leech was irreplaceable. Given my time again, I'd put probably 10 points into Feral Rage and invest more in Lycanthropy or Oak Sage.

Oak Sage vs Lycanthropy. The Sage died all the time. The lycanthropy was everlasting and increased my duration for werewolf. The choice wasn't hard.

Whats next? I have a trappersin in Act 3 Hell which is working with my mate's Fire Druid. That will be the next guardian you see. Then... IK Barb? I've got me the whole IK set (my Guardian Poison/Summon Necro found the IKSC in one of Nihlithak's levels a few weeks ago). Maybe a rebuild of my hybridazon (too slow for my liking, never finished Hell) into a pure jav or pure bow... azon. I've also been considering making a polearm SOMETHING with Insight just so I can have something different on my merc for a while; maybe a Harmony Archer?

I'm off to get wasted. Any questions?
 
Originally posted by @Kitteh on Dec 22, 2017:

Guardian #2 - Cymru - The Hunter Druid who Couldn't Find his Bow

1590663190043.png


Guardian #2, Cymru the hunter druid, who didn't actually use a bow. Is there a title for that? :p

Cymru started off as an arctic shaman, but honestly, it sucked. I ended up swapping to a hunter and for a while I used Harmony, which was quite handy for the Valkyrie. Eventually I swapped it out for Lacerator for the amplify damage, with spirit on switch - both switches used Rhyme.

There was one NDE, but I can't actually remember what it was :confused:

The best drops were Jah, followed by an Um HF 2 minutes later - see here. As you can see, Baal gave me another new toy. Cymru also found a trainer's GC, which was nice obviously!

1590663162110.png

Gameplay primarily consisted of summoning my grizzly ahead of me to attract groups and then letting my merc loose, followed by spamming for amplify damage. I sometimes used dire wolves when I felt that numbers were required for crowd control. I also flipped a lot between oak and wolverine, depending on circumstances. Generally speaking, Lacerator was redundant due to difficulty getting procs due to AR. However, it was quick enough to be useful against physical immunes in act V. The mercenary used Insight for most of the game, until I made Obedience.

Equipment:
Code:
Name:       Cymru
Class:      Druid
Experience: 838418819
Level:      82

            Naked/Gear
Strength:   105/111
Dexterity:  146/148
Vitality:   229/249
Energy:     20/60
HP:         644/872
Mana:       182/212
Stamina:    369/549
Defense:    36/1048
AR:         700/841

Fire:       203/163/103
Cold:       197/157/97
Lightning:  203/163/103
Poison:     127/87/27

MF:         29       Block:      48
GF:         50
FR/W:       55
FHR:        60
IAS:        40
FCR:        0

Raven: 1/3
Poison Creeper: 1/3
Oak Sage: 20/22
Summon Spirit Wolf: 1/3
Carrion Vine: 1/3
Heart of Wolverine: 20/22
Summon Dire Wolf: 20/22
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 20/22

Werewolf: 0/0
Lycanthropy: 0/0
Werebear: 0/0
Feral Rage: 0/0
Maul: 0/0
Rabies: 0/0
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 0/0

Firestorm: 0/0
Molten Boulder: 0/0
Arctic Blast: 1/2
Fissure: 0/0
Cyclone Armor: 8/9
Twister: 0/0
Volcano: 0/0
Tornado: 0/0
Armageddon: 0/0
Hurricane: 0/0

Lapis Large Charm
Large Charm
Required Level: 12
Fingerprint: 0xd5eda0aa
Item Level: 43
Version: Expansion 1.10+
Cold Resist +10%

Tome of Town Portal
Fingerprint: 0x9ce29037
Item Level: 64
Version: Expansion 1.10+

Sapphire Small Charm of Sustenance
Small Charm
Required Level: 32
Fingerprint: 0x62fb6015
Item Level: 86
Version: Expansion 1.10+
+15 to Life
Cold Resist +10%

Russet Small Charm of Dexterity
Small Charm
Required Level: 10
Fingerprint: 0x8a90e3db
Item Level: 27
Version: Expansion 1.10+
+1 to Dexterity
Fire Resist +7%

Russet Small Charm of the Icicle
Small Charm
Required Level: 15
Fingerprint: 0xaaaedd37
Item Level: 50
Version: Expansion 1.10+
Adds 2 - 4 Cold Damage Over 1 Secs (25 Frames)
Fire Resist +6%

Beryl Large Charm of Life
Large Charm
Required Level: 9
Fingerprint: 0x633dee74
Item Level: 5
Version: Expansion 1.10+
+10 to Life
Poison Resist +7%

Crimson Small Charm of Shock
Small Charm
Required Level: 9
Fingerprint: 0x5d52260d
Item Level: 15
Version: Expansion 1.10+
Adds 1 - 5 Lightning Damage
Fire Resist +4%

Crimson Small Charm of Dexterity
Small Charm
Required Level: 5
Fingerprint: 0x55bda52
Item Level: 38
Version: Expansion 1.10+
+1 to Dexterity
Fire Resist +4%

Lapis Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x4bdc1e81
Item Level: 83
Version: Expansion 1.10+
Cold Resist +6%

Amber Amulet of Life Everlasting
Amulet
Required Level: 37
Fingerprint: 0xf6359b79
Item Level: 80
Version: Expansion 1.10+
Lightning Resist +38%
Damage Reduced by 25

Aldur's Advance
Battle Boots
Defense: 43
Durability: 12 of 18
Required Level: 45
Required Strength: 95
Fingerprint: 0xaeda5520
Item Level: 86
Version: Expansion 1.10+
Indestructible
+40% Faster Run/Walk
+50 to Life
+180 Maximum Stamina
Heal Stamina Plus 32%
Fire Resist +50%
10% Damage Taken Goes To Mana
Set (2 items): +15 to Dexterity
Set (3 items): +15 to Dexterity
Set (4 items): +15 to Dexterity


Bone Hold
Ring
Required Level: 16
Fingerprint: 0x24ff599
Item Level: 86
Version: Expansion 1.10+
+90 to Attack Rating
+10 to Energy
+10 to Life
+30 to Mana
Lightning Resist +29%

Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Level: 28
Required Strength: 20
Fingerprint: 0x6a0588c2
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+15% Faster Run/Walk
+100% Enhanced Defense
+20 to Vitality
+20 to Energy
+38 to Life
Replenish Life +7
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%

Bone Coil
Ring
Required Level: 11
Fingerprint: 0xbbd9f369
Item Level: 30
Version: Expansion 1.10+
+3 to Minimum Damage
+41 to Attack Rating
+2 to Strength
Cold Resist +12%
Lightning Resist +19%

Bramble Cord
Mithril Coil
Defense: 60
Durability: 15 of 16
Required Level: 56
Required Strength: 106
Fingerprint: 0xd4904a7b
Item Level: 86
Version: Expansion 1.10+
+10% Faster Hit Recovery
+52 to Life
Cold Resist +15%
Fire Resist +27%

Emerald Large Charm
Large Charm
Required Level: 27
Fingerprint: 0x8166ff10
Item Level: 55
Version: Expansion 1.10+
Poison Resist +15%

Tome of Identify
Fingerprint: 0x77cf03b0
Item Level: 94
Version: Expansion 1.10+

Bloodfist
Heavy Gloves
Defense: 18
Durability: 14 of 14
Required Level: 9
Fingerprint: 0x2ab35ece
Item Level: 26
Version: Expansion 1.10+
+10% Increased Attack Speed
+30% Faster Hit Recovery
+5 to Minimum Damage
+16% Enhanced Defense
+10 Defense
+40 to Life

Smoke
Dusk Shroud
NefLum
Defense: 724
Durability: 20 of 20
Required Level: 49
Required Strength: 77
Fingerprint: 0x2667f654
Item Level: 83
Version: Expansion 1.10+
+20% Faster Hit Recovery
+75% Enhanced Defense
+280 Defense vs. Missile
+10 to Energy
All Resistances +50
-1 to Light Radius
Level 6 Weaken (18/18 Charges)
2 Sockets (2 used)
Socketed: Nef Rune
Socketed: Lum Rune

Nef Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: Knockback
Armor: +30 Defense vs. Missile
Shields: +30 Defense vs. Missile

Lum Rune
Required Level: 37
Version: Expansion 1.10+
Weapons: +10 to Energy
Armor: +10 to Energy
Shields: +10 to Energy

Trainer's Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0x70f0412
Item Level: 70
Version: Expansion 1.10+
+1 to Summoning Skills (Druid Only)
+4 to Strength

Cobalt Grand Charm
Grand Charm
Required Level: 15
Fingerprint: 0x8ad969d5
Item Level: 23
Version: Expansion 1.10+
Cold Resist +24%

Key
Fingerprint: 0xc138c8b3
Item Level: 55
Version: Expansion 1.10+

Horadric Cube
Fingerprint: 0x50c73e11
Item Level: 13
Version: Expansion 1.10+

Coral Large Charm
Large Charm
Required Level: 18
Fingerprint: 0xc45365ee
Item Level: 62
Version: Expansion 1.10+
Lightning Resist +12%

Azure Large Charm of Life
Large Charm
Required Level: 9
Fingerprint: 0xa2232b2f
Item Level: 23
Version: Expansion 1.10+
+13 to Life
Cold Resist +6%

Flawless Topaz
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 1 - 30 Lightning Damage
Armor: 20% Better Chance of Getting Magic Items
Shields: Lightning Resist +28%

Flawless Ruby
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 10 - 16 Fire Damage
Armor: +31 to Life
Shields: Fire Resist +28%

Cobalt Small Charm of Fortune
Small Charm
Required Level: 20
Fingerprint: 0x4b028deb
Item Level: 53
Version: Expansion 1.10+
Cold Resist +9%
4% Better Chance of Getting Magic Items

Flawless Diamond
Required Level: 15
Version: Expansion 1.10+
Weapons: +54% Damage to Undead
Armor: +80 to Attack Rating
Shields: Cold Resist +14%
Lightning Resist +14%
Fire Resist +14%
Poison Resist +14%

Flawless Emerald
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 60 Poison Damage Over 6 Secs (152 Frames)
Armor: +8 to Dexterity
Shields: Poison Resist +28%

Flawless Ruby
Required Level: 15
Version: Expansion 1.10+
Weapons: Adds 10 - 16 Fire Damage
Armor: +31 to Life
Shields: Fire Resist +28%

Amethyst
Required Level: 12
Version: Expansion 1.10+
Weapons: +80 to Attack Rating
Armor: +6 to Strength
Shields: +18 Defense

Flawless Diamond
Required Level: 15
Version: Expansion 1.10+
Weapons: +54% Damage to Undead
Armor: +80 to Attack Rating
Shields: Cold Resist +14%
Lightning Resist +14%
Fire Resist +14%
Poison Resist +14%

Flawless Skull
Required Level: 15
Version: Expansion 1.10+
Weapons: 3% Mana stolen per hit
3% Life stolen per hit
Armor: Replenish Life +4
Regenerate Mana 12%
Shields: Attacker Takes Damage of 16

Flawless Amethyst
Required Level: 15
Version: Expansion 1.10+
Weapons: +100 to Attack Rating
Armor: +8 to Strength
Shields: +24 Defense

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320

Lacerator
Winged Axe
Throw Damage: 17 - 150
One Hand Damage: 27 - 140
Quantity: 15
Required Level: 68
Required Strength: 96
Required Dexterity: 122
Fingerprint: 0x7b3fede2
Item Level: 86
Version: Expansion 1.10+
33% Chance to cast level 3 Amplify Damage on striking
+30% Increased Attack Speed
150% Enhanced Damage
33% Chance of Open Wounds
Prevent Monster Heal
Hit Causes Monster to Flee 50%
Replenishes quantity

Rhyme
Superior Bone Shield
ShaelEth
Defense: 32
Chance to Block: 40
Durability: 45 of 45
Required Level: 29
Required Strength: 25
Fingerprint: 0x9c57c835
Item Level: 20
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
+6% Enhanced Defense
Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
Increase Maximum Durability 14%
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth 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

Eth Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: -25% Target Defense
Armor: Regenerate Mana 15%
Shields: Regenerate Mana 15%

Spirit
Crystal Sword
TalThulOrtAmn
One Hand Damage: 5 - 15
Durability: 20 of 20
Required Level: 25
Required Strength: 43
Fingerprint: 0x6af5381f
Item Level: 45
Version: Expansion 1.10+
+2 to All Skills
+34% Faster Cast Rate
+55% Faster Hit Recovery
Adds 1 - 50 Lightning Damage
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
+250 Defense vs. Missile
+22 to Vitality
+103 to Mana
+3 Magic Absorb
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

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%

Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%

Ort Rune
Required Level: 21
Version: Expansion 1.10+
Weapons: Adds 1 - 50 Lightning Damage
Armor: Lightning Resist +30%
Shields: Lightning Resist +35%

Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14

Rhyme
Bone Shield
ShaelEth
Defense: 26
Chance to Block: 40
Durability: 40 of 40
Required Level: 29
Required Strength: 25
Fingerprint: 0x7a0f2f5c
Item Level: 22
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth 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

Eth Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: -25% Target Defense
Armor: Regenerate Mana 15%
Shields: Regenerate Mana 15%


Mercenary:
Code:
Name:       Hazade
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 66981786
Level:      82
Dead?:      false

            Naked/Gear
Strength:   181/191
Dexterity:  145/155
HP:         1647/1647
Defense:    1217/2241
AR:         1874/1874

Fire:       167/127/67
Cold:       197/157/97
Lightning:  167/127/67
Poison:    217/177/117

Treachery
Great Hauberk
ShaelThulLem
Defense: 918
Durability: 26 of 26
Required Level: 56
Required Strength: 108
Fingerprint: 0xb23e2a37
Item Level: 86
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
Ethereal
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem 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

Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%

Lem Rune
Required Level: 43
Version: Expansion 1.10+
Weapons: 75% Extra Gold from Monsters
Armor: 50% Extra Gold from Monsters
Shields: 50% Extra Gold from Monsters


Undead Crown
Crown
Defense: 106
Durability: 33 of 50
Required Level: 29
Required Strength: 55
Fingerprint: 0xeeb4ae19
Item Level: 61
Version: Expansion 1.10+
+50% Damage to Undead
+89 to Attack Rating against Undead
5% Life stolen per hit
+3 to Skeleton Mastery (Necromancer Only)
+44% Enhanced Defense
+40 Defense
Poison Resist +50%
Half Freeze Duration


Obedience
Cryptic Axe
HelKoThulEthFal
Two Hand Damage: 155 - 705
Durability: 45 of 65
Required Level: 59
Required Strength: 132
Required Dexterity: 83
Fingerprint: 0x376fca57
Item Level: 86
Version: Expansion 1.10+
30% Chance to cast level 21 Enchant when you Kill an Enemy
+40% Faster Hit Recovery
370% Enhanced Damage
-25% Target Defense
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
-25% to Enemy Fire Resistance
40% Chance of Crushing Blow
+215 Defense
+10 to Strength
+10 to Dexterity
All Resistances +21
Requirements -20%
5 Sockets (5 used)
Socketed: Hel Rune
Socketed: Ko Rune
Socketed: Thul Rune
Socketed: Eth Rune
Socketed: Fal Rune

Hel Rune
Version: Expansion 1.10+
Weapons: Requirements -20%
Armor: Requirements -15%
Shields: Requirements -15%

Ko Rune
Required Level: 39
Version: Expansion 1.10+
Weapons: +10 to Dexterity
Armor: +10 to Dexterity
Shields: +10 to Dexterity

Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%

Eth Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: -25% Target Defense
Armor: Regenerate Mana 15%
Shields: Regenerate Mana 15%

Fal Rune
Required Level: 41
Version: Expansion 1.10+
Weapons: +10 to Strength
Armor: +10 to Strength
Shields: +10 to Strength
 
Originally posted by Shagsbeard on Jan 2, 2006:

Guardian #3, GrizzleyAddams.

GrizzleyAddams is my third guardian (1.11 rwm,rrm HC), following in the footsteps of a fishymancer and a hydra-orb sorc.

All skill points were assigned in the summoning tree, with 20 in both wolves, bear, HoW and the rest in ravens. He killed Baal at level 88 after many many mephisto runs. His notable finds were a Gul, Azurewrath, and about five or six other items I needed for my grail. He's the first of the three to be retired rather than killed off... he's just that durable. I don't think I could kill him if I tried. He kills Meph while I go to the fridge for beer... almost. All in all a pretty boring character. He's still around if I ever need a good meph runner, but for now he's shelved.

One item he found that I've never had access to is a Thundergod's Vigor. Meph also dropped both unique javalins, so my next project is a LF java-zon. This is the third try for a guardian of this build... maybe the belt will help.
 
Originally posted by AlterEgo on Mar 25, 2004:

3 down, 4 to go...

Introducing Guardian Rusull the Fire/Summoner Druid. He's the third in my quest for the septavirate, following Shyla (trapper) and Anton (overlord), and my first on the HC Ladder.

He succeeded with the following restrictions:

* completely untwinked -- nothing muled on
* completed all quests and did 100% area clears, killing every monster
* no MP games
* no esc to avoid death, no TP in belt

Rusull started as a fire elemental build, but evolved into a hybrid fire/summoner. His build is no-block, max life. I've become a fan of this style for my ranged characters. I chose an A2 Holy Freeze merc, and used dire wolves through most of the game - grizzly aganst big hitters. He specialized in volcano, using his merc's HF aura to keep monsters in place.

Players8 in norm, Players5 in NM, Players3 in Hell, Players1 starting with A5 Crystalline Passage. This kept me up with the monsters which made leveling easier, and my merc more hardy.

No real serious problems throughout the game, but a few NDEs when swarmed at doorways. This is a very solid build, but at times a slow killer -- especially against FI's. Wolves make excellent tanks and allow you to fight on multiple fronts. I used solar creeper vine through most of game to keep mana topped off -- never had any problems casting minions in parallel with constant volcanic activity.


Hell Ancients spawned three times with FE, so I TP'd out. The fourth time was a charm. :)

The items:
Rusull's Hierophant's Club- +2 druid skills, resists (one open socket -- never found a suitable final jewel)
Rhyme Grim Shield

Bone Wand w/lower resist charges on switch, but rarely used
Skull Collector on alt switch (found very late in the game, may use for MFing later)
Heavenly Garb armor - nice caster armor
Rusull's Lore Antlers - +1 skills, +1 volcano, +3 dire wolf
Magefist gloves - +1 fire skills, perfect for this build
Spirit Fringe Sharkskin Belt - caster craft
Tearhaunch boots
Rare amulet - +2 elemental skills, and other stuff, two rare rings with lotsa goodies

Trainers Grand Charm - +1 druid summoning skills

The merc:
Azrael, A2 Holy Freeze
Kraken Shell - 4 sockets, w/elemental damage, resists, ED
Tal Rasha's Horadric Crest, socketed with Shael (20% FHR)
The Meat Scraper, 163%ED (for the open wounds, LL)
Life 3718 w/Oak Sage, Defense 1950, 75/66/75/66 resists, Damage 240-792

The skills:
Volcano 20(27), Molten Boulder 20(26), Fissure 20(26)

Molten boulder left-click, Volcano right click
Cyclone Armor 4(9), Oak Sage 10(14), Dire Wolves 16(23), Grizzly 1(5), Vines 1(5) each
Wolves: Life 1557 w/Oak Sage, Damage 146-156 - Grizzly: Life 8872 w/Oak Sage, Damage 115-165

The stats:
Level 87
Str 80(88), Dex base, Vit 360, Nrg 65(90)
Defense 450, 5% blocking
Life 1840 w/Oak Sage, Mana 399
Resists 75/73/75/13

39% faster cast, 20% faster run/walk
Regenerate mana +46%, Replenish life +6
Cannot be frozen

Damage reduced by 9, poison length educed 25%, +2 light radius
+40% MF (127% with Skull Collector)

So what's next? Rusull may run the RoF or the icy passages. I'd like to get him to lvl90 to conquer the top of the HC ladder. And I will begin to work my Hammerdin, the next Septavirate candidate.
 
Originally posted by Arkardo on Feb 20, 2011:

Guardian #3: Vlooienbaal, Earth Shifting Druid

Introducing my third Guardian, Vlooienbaal. About three weeks ago I found an Earth Shifter, but, aside from the fact that it's very rare, I wasn't too hot about it. However, I played around with it in my mind and figured it might be nice for some melee/fire kind of Druid. Then I found Liquid_Evil's Earth Shifter Druid guide and was inspired to build such a Druid. And thus Vlooienbaal's long journey began. Yeah, I suck at story-telling.

Name: Vlooienbaal
Class: Druid
Experience: 741145484
Level: 80

Stats:
Naked/Gear
Strength: 211/254
Dexterity: 20/73
Vitality: 239/254
Energy: 20/40
HP: 848 (2076 transformed)
Mana: 258
Stamina: 720
Defense: 1496
AR: 5133 Feral Rage; 6032 Fury (with Enchant)

Fire: 209/169/109
Cold: 184/144/84
Lightning: 213/173/113
Poison: 157/117/57

MF: 48 Block: 7
GF: 136
FR/W: 40
FHR: 30
IAS: 50
FCR: 10
CB/DS/CH/OW: 33/0/0/0
DR/DR%/MDR/MDR%: 0/13/14/0

Skills:
Werewolf: 7/13 (cast at 15 with Spirit on switch)
Lycanthropy: 14/20 (cast at 22 with Spirit on switch)
Feral Rage: 1/7
Rabies: 1/7
Fury: 20/26

Firestorm: 1/12
Molten Boulder: 1/12
Arctic Blast: 1/12
Fissure: 1/12
Cyclone Armor: 1/12
Twister: 1/12
Volcano: 20/31
Tornado: 1/12
Armageddon: 20/31
Hurricane: 1/12

Equipment:
Earth Shifter <-- Teh epic
Thunder Maul
Two Hand Damage: 131 - 716
Durability: 60 of 60
Required Level: 69
Required Strength: 253
Fingerprint: 0x2d11d9b5
Item Level: 86
Version: Expansion 1.10+
25% Chance to cast level 14 Fissure on striking
+7 to Elemental Skills (Druid Only)
+30% Increased Attack Speed
+10% Faster Cast Rate
298% Enhanced Damage 250-300%
+150% Damage to Undead
33% Chance of Crushing Blow
Level 14 Volcano (30/30 Charges)
1 Sockets (1 used)
Socketed: Shael Rune

Aldur's Deception
Shadow Plate
Defense: 808
Durability: 70 of 70
Required Level: 76
Required Strength: 29
Fingerprint: 0x1f6e4704
Item Level: 86
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+1 to Elemental Skills (Druid Only)
+300 Defense
+20 to Strength
+15 to Dexterity
Lightning Resist +50%
Fire Resist +30%
Requirements -50%
Set (2 items): +15 to Vitality
Set (3 items): +15 to Vitality
Set (4 items): +15 to Vitality
1 Sockets (1 used)
Socketed: Ral Rune

(2 items): 150% Bonus to Attack Rating

Jalal's Mane
Totemic Mask
Defense: 284
Durability: 20 of 20
Required Level: 42
Required Strength: 65
Fingerprint: 0x2cff5479
Item Level: 84
Version: Expansion 1.10+
+2 to Shape-Shifting Skills (Druid Only)
+2 to Druid Skill Levels
+30% Faster Hit Recovery
20% Bonus to Attack Rating
+187% Enhanced Defense
+20 to Strength
+20 to Energy
All Resistances +30
Lightning Resist +30%
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Ort Rune

Laying of Hands
Bramble Mitts
Defense: 84
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0xbaea6b02
Item Level: 87
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%

(2 items): +150 Defense

Aldur's Advance
Battle Boots
Defense: 45
Durability: 16 of 18
Required Level: 45
Required Strength: 95
Fingerprint: 0xc7b7871e
Item Level: 87
Version: Expansion 1.10+
Indestructible
+40% Faster Run/Walk
+50 to Life
+180 Maximum Stamina
Heal Stamina Plus 32%
Fire Resist +49%
10% Damage Taken Goes To Mana
Set (2 items): +15 to Dexterity
Set (3 items): +15 to Dexterity
Set (4 items): +15 to Dexterity

(2 items): 150% Bonus to Attack Rating

String of Ears
Demonhide Sash
Defense: 107
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x1a73eccc
Item Level: 81
Version: Expansion 1.10+
6% Life stolen per hit
+164% Enhanced Defense
+15 Defense
Damage Reduced by 13%
Magic Damage Reduced by 14
+10 Maximum Durability

Telling of Beads
Amulet
Required Level: 30
Fingerprint: 0x7357367e
Item Level: 87
Version: Expansion 1.10+
+1 to All Skills
Cold Resist +18%
Poison Resist +48%
Attacker Takes Damage of 8

(2 items): +150 Defense

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x4fac8496
Item Level: 87
Version: Expansion 1.10+
+211 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+20 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Bone Loop
Ring
Required Level: 48
Fingerprint: 0xa959b634
Item Level: 82
Version: Expansion 1.10+
+1 to Maximum Damage
5% Mana stolen per hit
3% Life stolen per hit
+7 Maximum Stamina
All Resistances +10
+2 to Light Radius

Switch:
Demon Limb
Tyrant Club
One Hand Damage: 91 - 166
Durability: 65 of 65
Required Level: 63
Required Strength: 133
Fingerprint: 0x5ea502f7
Item Level: 87
Version: Expansion 1.10+
187% Enhanced Damage
+123% Damage to Demons
+150% Damage to Undead
Adds 222 - 333 Fire Damage
11% Life stolen per hit
Fire Resist +19%
Repairs 1 Durability in 20 Seconds
Level 23 Enchant (20/20 Charges)

Spirit
Monarch
TalThulOrtAmn
Defense: 141
Chance to Block: 0
Durability: 86 of 86
Required Level: 54
Required Strength: 156
Fingerprint: 0x8811a432
Item Level: 76
Version: Expansion 1.10+
+2 to All Skills
+33% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+96 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3 Magic Absorb
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Inventory:
Horadric Cube
Fingerprint: 0xd747299e
Item Level: 13
Version: Expansion 1.10+

Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x8381f2e8
Item Level: 86
Version: Expansion 1.10+
136% Extra Gold from Monsters
Reduces all Vendor Prices 10%
40% Better Chance of Getting Magic Items

Tome of Town Portal
Fingerprint: 0x8bc7d2f
Item Level: 11
Version: Expansion 1.10+

Amber Grand Charm of Sustenance
Grand Charm
Required Level: 53
Fingerprint: 0x559a444a
Item Level: 81
Version: Expansion 1.10+
+35 to Life
Lightning Resist +30%

Sapphire Grand Charm of Craftmanship
Grand Charm
Required Level: 22
Fingerprint: 0xdb112e72
Item Level: 65
Version: Expansion 1.10+
+1 to Maximum Damage
Cold Resist +30%

Cobalt Small Charm of Life
Small Charm
Required Level: 20
Fingerprint: 0xacfd4482
Item Level: 62
Version: Expansion 1.10+
+7 to Life
Cold Resist +8%

Cobalt Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x1738dc5
Item Level: 86
Version: Expansion 1.10+
Cold Resist +9%

Amber Small Charm of Fortune
Small Charm
Required Level: 32
Fingerprint: 0x5932fb02
Item Level: 68
Version: Expansion 1.10+
Lightning Resist +10%
4% Better Chance of Getting Magic Items

Sapphire Small Charm of Strength
Small Charm
Required Level: 32
Fingerprint: 0x24e2b30d
Item Level: 83
Version: Expansion 1.10+
+1 to Strength
Cold Resist +10%

Ocher Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0xf665cfac
Item Level: 19
Version: Expansion 1.10+
+6 to Life
Lightning Resist +7%

Ocher Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xd55dafe8
Item Level: 45
Version: Expansion 1.10+
Lightning Resist +6%
4% Better Chance of Getting Magic Items

Cobalt Large Charm of Sustenance
Large Charm
Required Level: 34
Fingerprint: 0x204fda1c
Item Level: 61
Version: Expansion 1.10+
+21 to Life
Cold Resist +12%

Cobalt Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x2c6894cb
Item Level: 85
Version: Expansion 1.10+
Cold Resist +9%

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xe86fdf99
Item Level: 84
Version: Expansion 1.10+
+19 to Life

Shimmering Large Charm
Large Charm
Required Level: 26
Fingerprint: 0x1fe82aa7
Item Level: 86
Version: Expansion 1.10+
All Resistances +7

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd5a8ad0b
Item Level: 85
Version: Expansion 1.10+
+19 to Life

Emerald Grand Charm
Grand Charm
Required Level: 22
Fingerprint: 0x67f38de
Item Level: 85
Version: Expansion 1.10+
Poison Resist +29%

Sharp Grand Charm of Dexterity
Grand Charm
Required Level: 21
Fingerprint: 0x5560edd6
Item Level: 38
Version: Expansion 1.10+
+10 to Maximum Damage
+74 to Attack Rating
+3 to Dexterity

Shimmering Small Charm of Strength
Small Charm
Required Level: 25
Fingerprint: 0x2c7fb5f
Item Level: 85
Version: Expansion 1.10+
+2 to Strength
All Resistances +3

Cobalt Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x6938ce1a
Item Level: 73
Version: Expansion 1.10+
Cold Resist +8%

Mercenary:
Name: Leharas
Race: Desert Mercenary
Type: Def-Nightmare
Experience: 62234196
Level: 80
Dead?: false

Naked/Gear
Strength: 177/192
Dexterity: 142/142
HP: 1567/1707
Defense: 1160/2246
AR: 1850/1850

Fire: 179/139/79
Cold: 209/169/109
Lightning: 179/139/79
Poison: 179/139/79

The Reaper's Toll
Thresher
Two Hand Damage: 35 - 415
Durability: 58 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0x3e0c14a0
Item Level: 87
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
195% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 1 Secs (31 Frames)
11% Life stolen per hit
33% Deadly Strike
Requirements -25%

Tal Rasha's Horadric Crest
Death Mask
Defense: 102
Durability: 19 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0xf520de2d
Item Level: 87
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

Duriel's Shell
Cuirass
Defense: 984
Durability: 126 of 126
Required Level: 41
Required Strength: 55
Fingerprint: 0x2485693c
Item Level: 87
Version: Expansion 1.10+
+191% Enhanced Defense
+100 Defense (Based on Character Level)
+15 to Strength
+80 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability
Ethereal

Quests: All completed, except the Cow King quest in all difficulties and the Nihlathak quest on Nightmare and Hell.
Waypoints: All collected, except the Halls of Pain on Nightmare and Hell.
Hellforge: ?/Pul/Fal

The path to Guardianship
Well, I've got a lot to say about this character. I have mixed feelings about him, but mostly positive. He started out as a standard Fury Druid. All was fine and dandy in the early going, even on /p8. I had to save up skill points for Fury and Armageddon, but it wasn't a big deal. Having to shift back every two minutes or so was a nuisance, but not dangerous. When Fury, Armageddon and Ribcracker got available, I steamrolled pretty much everything in my path.

It wasn't until halfway Nightmare things started to slow down. It wasn't getting more difficult, but monsters simply were a lot tougher. I changed the player setting to /p5 for Acts 4 and 5. At this point, my unupgraded Ribby simply wasn't cutting it anymore, so I started using weapons like Hellslayer and Windhammer. The former was REALLY slow, but got the job just fine. The latter was a pretty good weapon at that point.

At level 69 the Earth Shifter finally got available and I was happy to see it was a great weapon! I finished Nightmare with no real problems.

At Hell I took a step back and went /p1 for the rest of the game. Monsters did so much more damage here that I decided to change my equipment before moving on. I decided on settling for the Aldur's Deception/Advance (armor/boots) combo for 40-50% fire/lightning resist, 50 life, 40% FRW and, most importantly, the 150% bonus to AR. But of course I didn't have either set piece, and after several hours of running Mephisto with my Blizzy, I found the boots twice, but not the armor. Yes, take a moment to laugh at me (hint: the armor doesn't drop from Mephy :coffee:).

Thankfully, LiquidClear traded me one, so I was all set! Well, not really; I was level 71 and the armor requires 76. I struggled on till early Act 3. I used more full rejuvs than I found, so I needed frequent stops to mule on more. That should say something. Anyway, with the armor (chance to hit from a certain monster jumped from 75% to 84%!), a minor respec to get back excess points in strength and a Reaper's Toll on the merc, things really turned around and I was once again blazing through the game! I was nervous for Lord de Seis and the Infector of Souls, but both went down relatively easy.

After this point, I only had one near-death experience from a cursed archer pack in Act 5, but other than that things were pretty good. Don't get me wrong; there were many very dangerous situations, but it was nothing a full rejuv and a strategic retreat couldn't solve.

My first attempt to take down the Ancients failed; the first roll wasn't dangerous, but my merc died and I could barely touch Madawc, so I had to throw in the TP. The next two rolls were cursed, with the second one being Holy Freeze as well. The third roll was pretty easy, though.
The waves didn't really put up much of a fight, not even Lister the Unlikely. Baal was, as usual, more of a nuisance than a threat. And down he goes.

Skill discussion:
Werewolf: required for Fury, of course, but also provides increased attack speed and rating per level. A level 15 Werewolf is enough for a 7-frame Fury with a Shael'd Earth Shifter, the fastest possible. After maxing Lycantrophy, I'd place more points here for the AR. The extra IAS might help a little with Holy Freeze and Decrepify as well. Why not Spirit of Wolverine? The AR bonus is less and he dies all the time. Why not another Armageddon synergy? That's also a very good way to go, but I feel the fire damage is enough.
Lycantrophy: provides a longer duration for Werewolf and more hit points while shifted. Both aspects are VITAL for survival. I made it a habit of re-shifting every few minutes, but I still forgot it a couple of times.
Fury: despite the ever-so-annoying Fury interruption crap, this skill is still awesome. Couple it with a heavy-hitting weapon such as the Earth Shifter and you're all set. Well, almost...
Armageddon: I haven't read much good about this skill, but WOW was I surprised: this skill thins non-fire immune crowds easily. Despite having only one maxed synergy, its damage currently stands at 3019-3463, with an additional 713-725 per second 'afterburn' damage. A nice thing about this skill is that the fireballs can't drop in walls, so when you stand near a wall or in a corner, the chance to hit a monster drastically increases. All this for a 12 second duration with a single cast, while you can continue using Fury. The only two real downsides of this skill is that it's fire-based (many immunes) and that it prevents you from transforming for the duration of the 5 second cooldown. This can be nasty when you shift back to human form in the middle of a fight. This was only an issue late Normal and early Nightmare though, and it didn't get me any near-death experiences.
Feral Rage: I started using Feral Rage at level 12 and used it throughout the rest of the game. I can't stress enough how awesome this skill is: I'd use it for the FRW bonus alone, but you also get extra damage, AR and life steal. Thanks to the extra life steal I could use Laying of Hands instead of Dracul's Grasp. The only real downsides of this skill is that it is difficult to keep up in intense fights, and that it doesn't do much damage. You're still triggering Fissure, though.
Fissure: The 25% chance to cast a level 14 Fissure on the Earth Shifter isn't just a bonus; it is a serious part of this build's damage output. Coupled with Armageddon, these skills were more than enough to take out physical immunes.

Gear discussion:
Earth Shifter: required for this build. Duh.
Aldur's Deception/Advance: I needed the resists, but the life and AR was more than welcome. The +skills also translate to more damage and life. A Fortitude (extra damage, FCR) would probably suit this build better, but I don't have one, unfortunately.
Laying of Hands: the IAS was pretty useless (though it helps a little with Holy Freeze/Decrepify), but the fire resist and damage to demons were, of course, invaluable. I decided not to use Dracul's, because Feral Rage give plenty of life steal. Skeletons were a problem from time to time, though.
Telling of Beads: I didn't have anything better, really, but it covers the resists I had the least of, and +skills are always welcome!

To sum up, both the physical and the fire part of this build are pretty good by themselved, but together they can take down all monsters in the game. Well, almost all... It takes quite a lot of effort questing him, but in the end he's a very good character that's quite safe, despite the lack of crowd control and summons. He's also surprisingly reliable, despite the randomness of Armageddon and the chance to cast Fissure. I really think this build is up to par with other physical characters like the Zealots and the Whirlers, unless we're talking stuff like Grief/Beast/Fortitude/etc. But even then, this character is dual elemental. ^^

Well, that's it for this character. He was awesome to play, but I don't have future plans for him.
Some old perv congratulating me.

Thanks to:
Liquid_Evil, for his Earth Shifter Druid guide.
LiquidClear, for trading me an Aldur's Deception.
 
Originally posted by crawlingdeadman on Feb 9, 2012:

Guardian LoupGarou the Wind Wolf

hello all 👋,

i was inspired by this thread to finally finish the write-up on my Windwolf that i multi played with this group of idiots to Guardianhood. the only big problem faced by our group was inability to keep meeting up, but we finally made it through. i think the stand out of the group was coju's mojo mancer. if some of you havent multi-played with this build, you dont know what you're missing. complete control of every situation. it's really nice to see everything you're not fighting blinded and waiting for you to get done with the monster you're on now. even when i switched to dracs, coju wasnt phased. he'd let us have our safety curse, but was still able to do his support job. i hope everyone else decides to write something up about their characters in the group, especially coju. then you can hear how he played it w/o anyone and killed the poor toon. in any case, i digress, here's some stats.

LoupGarou (no Guardian screen, i forgot)
Name: LoupGarou
Class: Druid
Experience: 922304784
Level: 83

Naked/Gear
Strength: 136/225
Dexterity: 20/54
Vitality: 329/393
Energy: 20/50
HP: 846/1093
Mana: 184/420
Stamina: 470/490
Defense: 5/1179
AR: 70/27195

Fire: 180/140/80
Cold: 210/170/110
Lightning: 213/173/113
Poison: 159/119/59

MF: 0 Block: 9
GF: 0
FR/W: 30
FHR: 197
IAS: 0
FCR: 70

Raven: 1/7
Poison Creeper: 0/0
Oak Sage: 1/7
Summon Spirit Wolf: 1/7
Carrion Vine: 0/0
Heart of Wolverine: 1/7
Summon Dire Wolf: 1/7
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 1/7

Werewolf: 3/11
Lycanthropy: 1/9
Werebear: 0/0
Feral Rage: 1/9
Maul: 0/0
Rabies: 1/9
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 20/28

Firestorm: 0/0
Molten Boulder: 0/0
Arctic Blast: 1/7
Fissure: 0/0
Cyclone Armor: 20/26
Twister: 1/7
Volcano: 0/0
Tornado: 20/26
Armageddon: 0/0
Hurricane: 20/26

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xcbbf41f2
Item Level: 99
Version: Expansion 1.10+
+225 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+19 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x691dcbeb
Item Level: 80
Version: Expansion 1.10+
+16 to Life

Steel Small Charm of Sustenance
Small Charm
Required Level: 49
Fingerprint: 0x4ce927d
Item Level: 85
Version: Expansion 1.10+
+33 to Attack Rating
+15 to Life

Iron Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x4c8da821
Item Level: 80
Version: Expansion 1.10+
+20 to Attack Rating
+17 to Life

Havoc Whorl
Ring
Required Level: 48
Fingerprint: 0x90f1663d
Item Level: 93
Version: Expansion 1.10+
+92 to Attack Rating
3% Mana stolen per hit
All Resistances +8
Magic Damage Reduced by 2

Dracul's Grasp
Vampirebone Gloves
Defense: 142
Durability: 14 of 14
Required Level: 76
Required Strength: 50
Fingerprint: 0xae3c73ba
Item Level: 94
Version: Expansion 1.10+
5% Chance to cast level 10 Life Tap on striking
10% Life stolen per hit
25% Chance of Open Wounds
+116% Enhanced Defense
+15 to Strength
+9 Life after each Kill

Death Buckle
Sharkskin Belt
Defense: 41
Durability: 14 of 14
Required Level: 68
Required Strength: 20
Fingerprint: 0x8cda0041
Item Level: 87
Version: Expansion 1.10+
+31% Enhanced Defense
+29 to Strength
+22 to Life
Cold Resist +30%
Lightning Resist +29%
Required Level +5

Sharp Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0xf8dc2f2c
Item Level: 85
Version: Expansion 1.10+
+6 to Maximum Damage
+26 to Attack Rating
+27 to Life

Steel Large Charm of Balance
Large Charm
Required Level: 44
Fingerprint: 0x5c80aec0
Item Level: 59
Version: Expansion 1.10+
+8% Faster Hit Recovery
+74 to Attack Rating

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x9352dc72
Item Level: 88
Version: Expansion 1.10+
+17 to Life

Sharp Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0xb60b0cd
Item Level: 85
Version: Expansion 1.10+
+7 to Maximum Damage
+68 to Attack Rating
+37 to Life

Steel Small Charm of Balance
Small Charm
Required Level: 49
Fingerprint: 0x9ffb0ad5
Item Level: 88
Version: Expansion 1.10+
+5% Faster Hit Recovery
+30 to Attack Rating

Static Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x8a5531dc
Item Level: 49
Version: Expansion 1.10+
Adds 1 - 9 Lightning Damage
+15 to Life

Lionheart
Scarab Husk
HelLumFal
Defense: 451
Durability: 28 of 28
Required Level: 51
Required Strength: 81
Fingerprint: 0xf403c47e
Item Level: 1
Version: Expansion 1.10+
20% Enhanced Damage
All Stats +10
+15 to Strength
+5 to Dexterity
+10 to Vitality
+50 to Life
All Resistances +30
Requirements -15%
3 Sockets (3 used)
Socketed: Hel Rune
Socketed: Lum Rune
Socketed: Fal Rune

Ruby Grand Charm of Balance
Grand Charm
Required Level: 22
Fingerprint: 0xdf09a173
Item Level: 85
Version: Expansion 1.10+
+12% Faster Hit Recovery
Fire Resist +27%

Coral Grand Charm of Venom
Grand Charm
Required Level: 15
Fingerprint: 0xedd8a025
Item Level: 88
Version: Expansion 1.10+
Adds 15 Poison Damage Over 4 Secs (100 Frames)
Lightning Resist +25%

Iron Grand Charm of Sustenance
Grand Charm
Required Level: 53
Fingerprint: 0x53a742ce
Item Level: 85
Version: Expansion 1.10+
+48 to Attack Rating
+31 to Life

Ruby Grand Charm
Grand Charm
Required Level: 22
Fingerprint: 0xf0af8f8c
Item Level: 88
Version: Expansion 1.10+
Fire Resist +29%

Cobalt Grand Charm of Balance
Grand Charm
Required Level: 15
Fingerprint: 0xc8542440
Item Level: 21
Version: Expansion 1.10+
+12% Faster Hit Recovery
Cold Resist +21%

Jalal's Mane
Totemic Mask
Defense: 247
Durability: 20 of 20
Required Level: 42
Required Strength: 65
Fingerprint: 0xa4733833
Item Level: 64
Version: Expansion 1.10+
+2 to Shape-Shifting Skills (Druid Only)
+2 to Druid Skill Levels
+50% Faster Hit Recovery
20% Bonus to Attack Rating
+150% Enhanced Defense
+20 to Strength
+20 to Energy
All Resistances +30
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Shael Rune


Windhammer
Ogre Maul
Two Hand Damage: 244 - 336
Durability: 60 of 60
Required Level: 68
Required Strength: 225
Fingerprint: 0xdb95b9a7
Item Level: 99
Version: Expansion 1.10+
33% Chance to cast level 22 Twister on striking
+80% Increased Attack Speed
217% Enhanced Damage
+150% Damage to Undead
50% Chance of Crushing Blow
1 Sockets (1 used)
Socketed: Shael Rune

Gore Rider
War Boots
Defense: 140
Durability: 34 of 34
Required Level: 47
Required Strength: 94
Fingerprint: 0x31c7b251
Item Level: 87
Version: Expansion 1.10+
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+161% Enhanced Defense
+20 Maximum Stamina
Requirements -25%
+10 Maximum Durability

Metalgrid
Amulet
Required Level: 81
Fingerprint: 0x42d1d5a7
Item Level: 99
Version: Expansion 1.10+
+439 to Attack Rating
+317 Defense
All Resistances +26
Level 12 Iron Maiden (20/20 Charges)
Level 22 Iron Golem (11/11 Charges)

Switch:
Spirit
Long Sword
TalThulOrtAmn
One Hand Damage: 3 - 19
Durability: 44 of 44
Required Level: 25
Required Strength: 55
Required Dexterity: 39
Fingerprint: 0x1ae04288
Item Level: 72
Version: Expansion 1.10+
+2 to All Skills
+35% Faster Cast Rate
+55% Faster Hit Recovery
Adds 1 - 50 Lightning Damage
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
+250 Defense vs. Missile
+22 to Vitality
+94 to Mana
+7 Magic Absorb
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

CorpseSpear's Spirit
Monarch
TalThulOrtAmn
Defense: 145
Chance to Block: 0
Durability: 86 of 86
Required Level: 54
Required Strength: 156
Fingerprint: 0xd7e23292
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
+35% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+102 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+7 Magic Absorb
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Mercenary:

Name: Gulzar
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 69464646
Level: 83
Dead?: false

Naked/Gear
Strength: 183/218
Dexterity: 147/172
HP: 1687/1797
Defense: 1245/1764
AR: 1889/1889

Fire: 216/176/116
Cold: 216/176/116
Lightning: 216/176/116
Poison: 216/176/116

Tal Rasha's Horadric Crest
Death Mask
Defense: 113
Durability: 11 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x7c5e4f8d
Item Level: 88
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



Lionheart
Wire Fleece
HelLumFal
Defense: 406
Durability: 32 of 32
Required Level: 53
Required Strength: 95
Fingerprint: 0x70b229b9
Item Level: 85
Version: Expansion 1.10+
20% Enhanced Damage
All Stats +10
+15 to Strength
+5 to Dexterity
+10 to Vitality
+50 to Life
All Resistances +30
Requirements -15%
3 Sockets (3 used)
Socketed: Hel Rune
Socketed: Lum Rune
Socketed: Fal Rune

Obedience
Thresher
HelKoThulEthFal
Two Hand Damage: 84 - 991
Durability: 33 of 33
Required Level: 53
Required Strength: 114
Required Dexterity: 87
Fingerprint: 0x7dde49fc
Item Level: 85
Version: Expansion 1.10+
30% Chance to cast level 21 Enchant when you Kill an Enemy
+40% Faster Hit Recovery
370% Enhanced Damage
-25% Target Defense
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
-25% to Enemy Fire Resistance
40% Chance of Crushing Blow
+300 Defense
+10 to Strength
+10 to Dexterity
All Resistances +24
Requirements -20%
Ethereal
5 Sockets (5 used)
Socketed: Hel Rune
Socketed: Ko Rune
Socketed: Thul Rune
Socketed: Eth Rune
Socketed: Fal Rune

playing this build was pretty fun. i have thought about the build for quite a while, since reading this fantastic thread (still need to make one of those). when i decided to finally make one, i did more research and found others had done it before, though most of them picked stormlash. undeterred i started my guy. i'm a big fan of wolves and one of my first characters online was a wolf using gear that was donated by a RL friend. he hooked me up with a couple awesome beatsticks including windhammer. since then i've stuck with ribcracker mostly, IK maul a couple times, grief for the one hander, and an ebotd GPA that i found the base for many a year ago on ladder (15%sup base with the sockets already in it? yesplease!). i think i'll eventually return to this build and try one with stormlash, but for now i was focused on windhammer all the way.

the stun from the twisters was really nice to have around and as friedbananazzzz pointed out in his thread (above), it's a lot like shockwave. unlike shockwave though, you're doing decent damage to stuff at the same time as it's stunning. according to a quick check with a skill calc, the synergized lvl 22 twisters are doing 375-385 damage. nothing that great really, but they're free! the stun is where it's at, sure, but while you're hitting stuff you'd be hitting anyway, you get free piercing, stunning damage to the stuff behind what you're hitting. not too bad i'd say. i'd like to also thank coju for the liberal application of amp damage. things would just melt when he amped them mid fury.

leveling up i started out as a shifter. meleeing my way with a Khalim's Will (great early shifter weapon, fast speed). i used that doing normal attacks in wolf form until 24 when i could turn in to a windy. after that i went windy till i could equip windhammer. i toyed with Horizon's tornado briefly, but quickly went back to casting tornados. when i could equip windhammer i finally respeced to get the most out of my stats and skills. windhammer is heavy! i do not like the small-ish life i had for this wolf since i wasnt able to max out Lycanthropy for a bigger boost. i'd also have liked more AR (via werewolf) but what melee character (that actually uses AR) doesnt always want more more more? it's no biggie that the timer on werewolf runs out constantly as hurricane does too. what i'm trying to say is that you're constantly shifting out and back in to wolf form. when i was reading up on this build others had mentioned it and said that while they were waiting on the cool down from casting hurricane to cast werewolf, they'd just spam 'nadoes and be a caster until they could shift. it sounded too hinky to me, but i did get used to being a caster at times. i started to be a caster when we were in risky areas or vs dolls and the like that could really tear through a melee character. any time i wanted to stay back, i'd unshift and stay back.

gear's nothing special (rare belt's nice-ish). it was building this guy that makes me want to make Chains of Honor. it would be the best armor i could think of for this guy. fort might be alright, but i really wanted the res, skills, strength, and more leech that coh would provide, mostly the res. i really wanted to get a carrion wind on this guy but i didnt have one and didnt want to give up my mana leech spot to one. i tried out rain briefly, but needed the res too much to give it too much attention. i was having too much fun chatting it up with the guys to take many screen shots so i dont remember if we got any good drops. i got a lum for hell hellforge so that sucks. our Baal drop is linked with Loup's name.

here's a couple damage shots:
Wind Damage
Wolf Damage

no future plans for this guy, he's done. he's still fully geared (unlike a lot of my "done" characters atm) so i may use him in some MP opportunities (baal *cough* baal). i recommend this to anyone who's made a wolf and a windy and wants to try them both at the same time.

thanks for reading and thanks to the Idiots for playing with me. now get to writing about your characters! 👍
 
Originally posted by friedbananazzzz on Feb 9, 2012:

friedbz' return to the SPF with more wacky Pats! first: Twister Wolf with -100 ResAll

👋 Why Hello again SPF!

It's been a little over two years since I last posted here: between my laptop dying and getting sucked into the world of Call of Duty I'd pretty much given up on D2, but we all know that no one can stay away forever! After seeing some D3 news in December and not really enjoying the new CoD as much as Black Ops, I got back into D2, dug up the flashdrive with all my back-ups, and started working on the crazy builds again. While I technically finished the Holy Fire paly I started when Nagisa gave me Medusa's Gaze before this next guy, I enjoyed this one more so I'm doing the write-up for him first. No screenies as I don't remember how I used to do it, plus it's late and I'm lazy. Mostly I'm just lazy.

And for anyone new to the forums since I left, I have a warning: I'm a Wall of Text Machine.


Without further ado:
Patriarch Twisted!

I don't remember where the immediate inspiration came from, though I know I had always wanted to try a WindWolf (or whatever they're called), and I had a wolf parked in A5 normal from years ago for this very purpose, it wasn't until I decided to put "Rain" on him that I chose to go -100 resists (though technically it's -70 to lightning, as Rain has an Ort rune in it). Rain has a chance to cast Cyclone Armor, and I wanted to see if it would be enough to protect me through the game since I was gonna be synergizing it for the wind skills anyway. I opted for Windhammer's ctc Twister over Horizon's ctc Tornado because I wanted the beefier 2hander and no blocking, and Rain also has ctc Twister so that would share the same amount of synergy points. Twister isn't as powerful a damage source as Tornado though, but the breif stun makes up for it.

Level : 81
Strength : 205 (227)
Dexterity : 20 (52)
Vitality : 240
Energy : 20
Unspent: 5

Life : 2525
Mana : 342

Fury AR: 7655
Fury Damage with Might: 3010-4147
FHR : 30% gloves
Crushing Blow: 50% Windhammer
Open Wounds : 33% Cerebus

Resists:
Fire - MINUS 100
Cold - MINUS 100
Light - MINUS 70 (as stated, Ort rune in Rain, unavoidable)
Poison - MINUS 100
Skipped saving Anya entirely each time, to make sure I can still get the scroll later if I want to use this guy for something else.

Gear:
Cerebus' Bite (rare jewel: +41 ar, +6 str, 10% ED) +4 Shifting
Blood Craft ammy with 3% Dual Leech +1 Druid
"Rain" Great Hauberk
Windhammer Ogre Maul (Shael)
Bloodfist heavy gloves (huge +life and FHR, +5 min dmg)
String of Ears (14% DR)
IK boots (big life and AR, it was ridiculous trying to find boots in my stashes that DIDN'T have res on them)
Raven Frost (16 dex, 243 AR)
rare LL AR STR ring (see goodies)

1 Summoning GC
2 Shifting GCs
3 assorted sharp/steel GCs
6 assorted SCs with AR and +Life mods
2 Tomes leaving me 3x4 space in inventory

Switch:
Fleshrender (+1Druid, +2Shape) and Spirit shield for prebuffing

The goodies:
Code:
Windhammer
Ogre Maul
'Shael'
Two-Hand Damage: 248 to 342
Durability: 35 of 60
Required Strength: 225
Required Level: 68
Mace Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xa3f1f038
+223% Enhanced Damage
80% Increased Attack Speed
150% Damage to Undead
50% Chance of Crushing Blow
33% Chance to cast Level 22 Twister on striking
Socketed (1: 1 used)

Rain
Great Hauberk
'OrtMalIth'
Defense: 447
Durability: 46 of 50
Required Strength: 118
Required Level: 56
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x7a2124eb
+117 to Mana
Magic Damage Reduced by 7
Lightning Resist +30%
+2 to Druid Skill Levels
15% Damage Taken Goes to Mana
5% Chance to cast Level 15 Twister on striking
5% Chance to cast Level 15 Cyclone Armor when struck
Socketed (3: 3 used)

Doom Scarab
Amulet
Required Level: 49
Item Version: Expansion
Item Level: 95
Fingerprint: 0xde7e84a3
+20 to Life
3% Life stolen per hit
3% Mana stolen per hit
9% Better Chance of Getting Magic Items
+1 to Druid Skill Levels
9% Faster Run/Walk

Beast Gyre
Ring
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0xb9c4a31b
+16 to Strength
+11 to Dexterity
+5 to Mana
+74 to Attack Rating
8% Life stolen per hit


Merc:
Durga - Might Aura
Vamp Gaze
Duriel's
Reaper's Toll - it was the only PI solution I had; luckily I only met 1 unbreakable, and it was a random boss, so once the mob was down I just ran away :p

I think this may be one of the few times my merc died less than I did. :whistling:


Skills: (1 unspent)
Tornado and Hurricane: 20 (Synergies only, never cast)
Cyclone Armor and Twister: 1

Werewolf: 5 (19 buff) added a couple extra for the minor AR boost
Lycanthropy: 14 (28 buff)
Feral/Rabies: 1
Fury: 20 (29 in use)

Dire wolves: 3 (10)
Bear: 1 (8)
Bear reqs 1 each


My Procs: (with my synergies)
lvl 15 cyclone: 804 absorbed
lvl 15 twister: 222-232
lvl 22 twister: 390-415
Soooo not really anything special. The damage of twisters was usually already regenerated by the time I made it through to the back of a pack, but the stun meant that I wasn't getting rushed most of the time. The stun acted as a poor man's shockwave, nothing more, but that in itself made it useful. It just didn't need to be synergized.
Cyclone was great in Nightmare and early hell, but by mid A3 Hell I couldn't rely on it to save me anymore. It just didn't go off enough to be reliable, 5% is nothing.


Finds:
with a total of 9% MF (amulet), he really didn't get many decent drops, even act bosses were usually just a bunch of rares, and nothing useful.
Only one decent item (and self-grailer) found: Radament dropped a shiny new Jalal's in Hell for me to use on the next Druid that doesn't have any stupid "No Res Gear Allowed!" restrictions.
Runes dropped aplenty, though they were mostly Sols, Shaels, and Lums, at least a half dozen of each, which thankfully are always useful.
Highest runedrop was also a personal best, a Sur (!) in the Pits, off a double bosspack of skellies and Dark hunters (or whatever the demon rogues are down there). I haven`t done much Pit running in a while, but after that I may just have to start up again.
NM Forge: Sol
Hell Forge: Hel (seriously? TERRIBLE.)
Curses and Druid Elemental skillers


Deaths:
Plenty. (usually because there was a Guinness in my left hand and I'm not gonna risk pouring it on my laptop by rushing to hit a potion) But not as many as you`d think were caused by the lack of resists. Maybe half. To be fair, I`m a pretty careless and reckless player, charging in when I really shouldn't, but that's why I play SC. This guy made me play a little less my style sometimes, but it didn't stop me from being a complete idiot. Like running away after reverting to human form with 1 hit point and not just immediately hitting a rejuv, then getting hit by an errant charged bolt off a mage or beetle. Completely preventable, but happened 4 times.

First was to the Tainted pack led by Pitspawn Fouldog, the super-unique lightning dog thing in the Jails. He was mana burn and I wasn't quick enough to realize I had stopped Furying (yes that is now a word) and therefore not leeching. Lightning Balls tore me up quick.

A random LE CE Dried Corpse in A2 sewers and one in A3 to the Spider/Demon Hunter packs in the temple with Lam Esen's Tome.

First attempt at the Ancients, whirler was cursed and extra strong, so even though I managed to wipe out the jumper right away, one whirl knocked me out from 3/4 full health. Next attempt was no problem.

No deaths to Souls in Acts 3 or 4, but several in WSK2. In A3 they just didn't seem to do enough damage or travel in large enough packs. In A4 there was a few times I hammered back half of my belt in purples, but the random architecture helped provide cover until I could get close and they'd shoot at the merc or bear, then die instantly to my paws of fury.

One death to the Venom Lord seal boss in the CS, but that was due to my comp freezing for 20 seconds, and when it finally came back up there was nothing I could do. SP Lag? Inconceivable!

In A5 I was fortunate enough to not get any Black Souls up until WSK2, but the first boss pack killed me 3 (or 4) times... their range was just stupid, I didn't even know I had gotten Souls yet. I had gotten into a habit of immediately opening a TP as soon as I got into a level in A5 (by stairs or previous TP), and on my 2nd attempt to collect my corpse I was dead as soon as I got through it. I remembered I had Thundergods belt in my stash for such an occasion, and it was just enough help to let me rush my corpse and hightail it behind a corner to purple up and formulate a plan. That plan? Throw bears at their face. I'm a coward dammit. Once distracted I was able to split them up safely and clear the entire level without any more deaths.

Second minion wave's poison breath was devastating, used half my purples again, but managed to survive. Third though? Nope. It wasn't even the Hydras, which is what usually takes down my merc, but the fact that Bartuc was LE/FE/CE. With 3-4 of his goons hitting at once before I had even had a chance to see his mods I went down pretty quickly. Came back, split them up (BEAR TO THE FACE) and had no trouble getting rid of the goons, but he had run off to hide behind a pillar. I still hadn't gotten a look at his mods but engaged right away with the merc at my side. Decrep went off on him instantly, and I think the crushing blow went off on every swing because he died to the second Fury swing; which is about the length of time it took me to grasp his mods and think that maaaybe I don't want to be very close when he dies... Didn't matter, at almost full health I died to that tri-elemental explosion. Didn't even revert to human.


A Few Random Thoughts:
Conviction on bosses made absolutely no difference. How do you rob a man that has nothing?

Against single enemies, even high damage ones, I had enough health and life leech that the resists weren't really an issue. Act bosses went down super fast to the crushing blow, I don't think I used a single potion other than to counter Andy's poison. The multiple enchantments on random boss packs were about the only thing to worry about outside of the usual problems, as even with stacked resists I can still get torn up by a whole room full of burning archers all firing at once.

I had originally intended to use wolves instead of the bear, but they only had about 500 health and no leech, so they died way too quick to be of any use. The extra points at least helped the bear's health...

The Twister's damage might have been negligible, but I liked having them go off so often. There were times when frenzytaurs would be running up to swarm, only to be flooded with a dozen little twisters, consistently knocking them into hit recovery just long enough to keep them planted beyond my safety zone.

I liked using Bloodfists for once, it's not often a piece of normal unique gear makes it into Hell set-ups. It was my only source of FHR, the flat life boost worked great with WW, and the +5 min dmg adds a pretty big chunk once Skills and str are factored in. I used Steelrends for a few levels to help with the strength burden in equipping the Windhammer, but after allocating more str with stat points, I realized that the other stats on Steelrend weren't adding all that much that I wasn't getting already, so I put Bloodfists back on.


I'm sure there's stuff I'm missing, but it's late and I'm falling asleep...

I know the Windhammer was a gift or trade from someone here, but it was over two years ago so I no longer know who to thank for it.

If you managed to read this far, you're clearly nuts. Thank you though. 👍.
 
Originally posted by @Grisu on Sep 4, 2012:

Guardian #10: Seffel, Arctic Blast/Grizzly/Bow Druid [Random Tournament 2012]

It's again time to command congrats from my fellow forumites, this time with a remake of buraz, the random Amazon:

Introducing:

Hands! (I don't know if John Lajoie falls under #4 of the forum commandments, so I refrain from posting the link)

Wait, no.

Introducing:

Seffel, the Random tournament 2012 Druid

The character was played in Vang's 2012 edition of his awesome Random tournaments.

The rules are complex, but it comes down to getting your skills and items at random. This was my roll by fellow German and meany felixbavaria:

felixbavaria said:
Forever:
(Spirit of Barbs) Fire Claws
Hunger
Summon Grizzly

Normal:
Summon Spirit Wolf
Arctic Blast
Solar Creeper
Molten Boulder
Maul

Bone Helm
(Heavy) Light Armor
Kite Shield
Chain Gloves
Boots
Sash

Hawk Helm

Poleaxe
War Scythe
(Long) Short Battle Bow

The twist in this year's edition was that you had 3 forever skills throughout the whole tournament and in addition 5 skills for normal, which you had to reroll when starting NM and then again reroll those when starting Hell. Those were the only skills you were allowed to use. Once during the tournament you were allowed to lock one of the 5 additional skills (so either from Normal or NM) to become a forever skill.

Itemwise, I was only allowed to use above mentioned items and their exceptional/elite versions. The items/skills in brackets were the ones decided to reroll before the start (you were allowed to reroll one skill, armor piece and weapon each).

The detailed story can be read in these posts in the tourney thread:
Level 17
Level 32
Becoming Destroyer
Level 53
Level 67
Becoming Conqueror
Level 75
Level 77
before Act II Palace Hell
after reaching Act III Hell
After defeating Diablo

Overview over Normal gameplay: (entirely at /p8)
According to Brakstav’s advice, I used Molten Boulder as my main attack during most of normal. The distance kept me safe and esp. big monsters were killed quickly by the boulder. Later, after getting some serious equipment boost, I used Fireclaws more often, esp. against bosses. Not much problems here, Insight Partizan on my merc, Grizzly and a long range weapon/Spell kept me safe all the time.

Overview over NM gameplay: (entirely at /p8)
My NM skill set:
shintyguy said:
Fissure
Oak Sage
Lycanthropy
Armageddon
Summon Dire Wolves
I decided to lock Lycanthropy for the additional life...what a mistake as I would find out after my Hell roll…

NM was mainly fought with Fire Claws and the Help of an “Edge” Short Battle Bow (35% IAS, which is great for FC). Oak Sage, Werebear and Lycanthropy made for a ton of hit points and I even learned something new: Oak Sage is Poison immune and kept distracting Andariel, while I was clawing at her back. NM was fun to play through, because I really liked Fire Claws and thought to myself, I will continue like this through Hell…how wrong I was:

Overview over Hell gameplay: (entirely at /p1)
My Hell skill set:
felixbavria said:
@Grisu

Summon Spirit Wolf
Hurricane
Arctic Blast
(Lycanthropy) Cyclone Armour

Too bad that Cyclone Armour is the "wrong" synergy for Hurricane. However, you have a fully synergized Arctic Blast Druid with Grizzly support ... good luck!

Yep, that says it all. Come on felix, a “fully synergized Arctic Blast Druid”?!?!? That sounds like: you have a “fully functional Trabant!” So now you know why it took me almost 2 months to pick up the character again. Surprisingly, it was a very fun – if odd – build! Fully synergized Arctic Blast and a long-lasting Hurricane made only insignificant damage, but most of the time enough to defeat PI monsters. And it was enough to damage monsters, so that OW from Malice (had to do the switcharoo a lot) led to a slow and messy death. Later, I got rid of Malice because of my Hell HF drop: An Um Rune, which went into this:
1590664876430.png

CB and OW and Cold damage…this was a life safer in Act 5, where there were a lot of either PI or otherwise nasty monsters, but let me give you a …

Detailed Act 5 Hell writeup:
It all started off as the usual fight through myriads of ranged monsters in the Bloody foothills episode. By now, I had an Insight Cryptic Axe and a Strength CA for my merc, as well as Duress and … a rather crappy Bone Helm (Fire resist and CtC Frost Nova).

I even finally had a “Harmony” Diamond Bow, although by the time I made it, little did I know that I would mainly use it for its Level 10 Vigor aura…The only time I used it against monsters was in Act 4, where I provided covering fire for my merc and the grizzly. Btw, without the grizzly the character would have died a thousand deaths. Or more. I usually called out to him “Last, bear scout!” because that was what he did and should do: cast him to scout ahead, draw monsters at him, so that my merc could poke at them undisturbed while I chilled them with Hurricane/AB. But he didn’t last long (no synergy from Dire Wolves for more life), despite my constant cries. So it became the most frequently used spell in Hell, casting it almost 20 times a minute under some circumstances.

Anyway, things started to get nasty at Nihlatak’s. I was lucky to only get 4 tomb vipers directly before facing Nihlatak (I didn't even know that was possible...I mean I thought either many or none at all), but not in the other sections of the Halls of Sarah Vaughn. I got pretty close to get blown up by one of his CEs, but Cyclone Armour saved me. Tactic was to cast Grizzly far ahead, get him blown up, cast him again etc. Job done.

This boss pack of Extra Fast Frenzytaurs cost me 5 mins of running to split them up, and this PI Extra Strong Frenzytaur took ages and ~40 recasts of Grizzly to defeat him. As you can see, I got lucky with PI Frenzytaurs, or Fana Frenzytaurs for a change. Here you can see me defeating them one by one. That there were PI Hell Temptresses among them didn’t make things actually better…

The fight against the ancients went well, because it’s easy to split them up if one of them is Extra Fast (Madawc). I only realized that Korlic was Cursed after I defeated him (no screenshot of him), as you can still see from the Cursed icon over me while fighting Talic. All in all, only 3 Super Healing Potions and 4 Full Rejuvs were used.

Then the fun part began. Burning Souls, Hell Witches and Dark Lords were a pretty good mix for my type of character, although this boss pack had me running for my life when I suddenly went from 915 life plus Cyclone Armour to ~300 life without Cyclone Armour, besides having 74% Lightning Resistance.

The fight against Colenzo was obviously an easy one with Cold and Physical damage being my main types of damage.

Achmel the Cursed caused some town trips to heal the poison and I made heavy use of Antidote and Thawing potions. First, I drew away the Mages, cast Grizzly behind them so they couldn’t flee back to Achmel and let my merc and Grizzly play ping pong with them.

I had to draw away Bartuc the Bloody, too, because he instantly killed my merc on spawning. He only took 5 hits or so to finish him, and AB actually did some noticeable damage to him :)

Then there was Ventar the Unholy. The only thing I had to take care of was not to get swarmed by the Extra Fast pack, which I managed quite well.

Lister and his pack got split apart. I got lucky that he wasn’t Conviction + LE, else I probably couldn’t have killed him. He took away most of my Rejuvs and Healing pots though.

Baal himself wasn’t too hard, although his tentacles gave me some problems once, when I got surrounded by them. His drop was one of the better ones, but, well, not really of use anymore :badteeth:

Had some pretty amazing drops all through Hell, but couldn’t use any of them. Examples are Demon Limb, The Oculus, Snow Clash, Arreat’s Face, Widowmaker, The Redeemer, Jalal’s Mane, perfect (200/9) Lycander’s Flank, Shaftstop, Ribcracker, Fleshrender, perfect Endlesshail, Buriza, Wizendraw with -32% Cold Resistance, LoH, 2x Guillaume’s, 2x Tal’s Mask, Arctic Mitts&Binding, The Scalper, Coldsteel Eye…

Among the better drops I actually could use were Hotspur (gambled!) and Infernostride. Of course, the Mal from NM Hell Forge and the Um from Hell HF were amzing, too :nod:

Character readouts:
Code:
Name:       Seffel
Class:      Druid
Experience: 1054062042
Level:      85

            Naked/Gear
Strength:   89/100
Dexterity:  132/144
Vitality:   274/274
Energy:     20/40
HP:         737/927
Mana:       188/210
Stamina:    410/410
Defense:    33/437
AR:         630/781

Fire:       177/137/77
Cold:       177/137/77
Lightning:  174/134/74
Poison:     116/76/16

MF:         58       Block:      15
GF:         0
FR/W:       30
FHR:        68
IAS:        10
FCR:        0

Raven: 1/3
Poison Creeper: 0/0
Oak Sage: 1/3
Summon Spirit Wolf: 11/13
Carrion Vine: 0/0
Heart of Wolverine: 0/0
Summon Dire Wolf: 1/3
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 20/22

Werewolf: 0/0
Lycanthropy: 0/4
Werebear: 0/0
Feral Rage: 0/0
Maul: 0/0
Rabies: 0/0
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 0/0

Firestorm: 0/5
Molten Boulder: 0/0
Arctic Blast: 20/25
Fissure: 0/0
Cyclone Armor: 20/22
Twister: 1/3
Volcano: 0/0
Tornado: 1/3
Armageddon: 0/0
Hurricane: 20/22

Equipment:
Code:
Harmony
Diamond Bow
TirIthSolKo
Two Hand Damage: 128 - 154
Durability: 40 of 40
Required Level: 54
Required Strength: 89
Required Dexterity: 132
Fingerprint: 0x375f0e13
Item Level: 84
Version: Expansion 1.10+
Level 10 Vigor Aura When Equipped
263% 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 6 Secs (141 Frames)
+5 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

Edge
Short Battle Bow
TirTalAmn
Two Hand Damage: 5 - 11
Durability: 37 of 40
Required Level: 25
Required Strength: 30
Required Dexterity: 40
Fingerprint: 0x2d351b3
Item Level: 43
Version: Expansion 1.10+
Level 15 Thorns Aura When Equipped
+35% Increased Attack Speed
+341% Damage to Demons
+280% Damage to Undead
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
Prevent Monster Heal
All Stats +9
+2 to Mana after each Kill
Reduces all Vendor Prices 15%
3 Sockets (3 used)
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Amn 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

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%

Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14

Lore
Hawk Helm
OrtSol
Defense: 5
Durability: 18 of 20
Required Level: 27
Required Strength: 20
Fingerprint: 0x352918
Item Level: 10
Version: Expansion 1.10+
+1 to All Skills
+2 to Lycanthropy (Druid Only)
+3 to Firestorm (Druid Only)
+3 to Arctic Blast (Druid Only)
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune

Ort Rune
Required Level: 21
Version: Expansion 1.10+
Weapons: Adds 1 - 50 Lightning Damage
Armor: Lightning Resist +30%
Shields: Lightning 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

Smoke
Cuirass
NefLum
Defense: 339
Durability: 49 of 50
Required Level: 37
Required Strength: 65
Fingerprint: 0xf6bdd382
Item Level: 50
Version: Expansion 1.10+
+20% Faster Hit Recovery
+75% Enhanced Defense
+280 Defense vs. Missile
+10 to Energy
All Resistances +50
-1 to Light Radius
Level 6 Weaken (18/18 Charges)
2 Sockets (2 used)
Socketed: Nef Rune
Socketed: Lum Rune

Nef Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: Knockback
Armor: +30 Defense vs. Missile
Shields: +30 Defense vs. Missile

Lum Rune
Required Level: 37
Version: Expansion 1.10+
Weapons: +10 to Energy
Armor: +10 to Energy
Shields: +10 to Energy

Nagelring
Ring
Required Level: 7
Fingerprint: 0xa2b504b
Item Level: 68
Version: Expansion 1.10+
+73 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
23% Better Chance of Getting Magic Items

Felicitous Ring of Fortune
Ring
Required Level: 31
Fingerprint: 0x40de514d
Item Level: 56
Version: Expansion 1.10+
35% Better Chance of Getting Magic Items

Doom Lash
Demonhide Sash
Defense: 40
Durability: 12 of 12
Required Level: 46
Required Strength: 20
Fingerprint: 0x62863ba8
Item Level: 77
Version: Expansion 1.10+
+24% Faster Hit Recovery
+17% Enhanced Defense
+48 to Life
Replenish Life +3
Poison Resist +20%
Damage Reduced by 2
Magic Damage Reduced by 2

Fiend Nails
Boots
Defense: 2
Durability: 12 of 12
Required Level: 51
Fingerprint: 0x572db922
Item Level: 73
Version: Expansion 1.10+
+30% Faster Run/Walk
+2 to Dexterity
+20 to Mana
Increase Maximum Mana 3%
Regenerate Mana 7%
Cold Resist +19%
Fire Resist +34%

Rune Noose
Amulet
Required Level: 45
Fingerprint: 0x4be953d
Item Level: 78
Version: Expansion 1.10+
+1 to Druid Skill Levels
+18 to Attack Rating
5% Life stolen per hit
All Resistances +16

Pain Finger
Chain Gloves
Defense: 15
Durability: 16 of 16
Required Level: 51
Required Strength: 25
Fingerprint: 0xc37bb4e3
Item Level: 84
Version: Expansion 1.10+
+10% Increased Attack Speed
+54% Enhanced Defense
+11 to Strength
Cold Resist +23%
Fire Resist +26%

Charms:
Code:
Septic Large Charm of Life
Large Charm
Required Level: 9
Fingerprint: 0x2aeedfba
Item Level: 22
Version: Expansion 1.10+
Adds 10 Poison Damage Over 3 Secs (75 Frames)
+14 to Life

Coral Grand Charm of Balance
Grand Charm
Required Level: 15
Fingerprint: 0x37daf8ce
Item Level: 42
Version: Expansion 1.10+
+12% Faster Hit Recovery
Lightning Resist +21%

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xdb02dab5
Item Level: 75
Version: Expansion 1.10+
+20 to Life

Lizard's Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0x2d6694df
Item Level: 80
Version: Expansion 1.10+
+27 to Life
+2 to Mana

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xa89c6038
Item Level: 79
Version: Expansion 1.10+
+18 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x3a5375cd
Item Level: 83
Version: Expansion 1.10+
+18 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x9eb8d82e
Item Level: 40
Version: Expansion 1.10+
+15 to Life

Ruby Large Charm of Life
Large Charm
Required Level: 27
Fingerprint: 0x57c344af
Item Level: 81
Version: Expansion 1.10+
+13 to Life
Fire Resist +15%

Coral Grand Charm of Balance
Grand Charm
Required Level: 15
Fingerprint: 0xb083ea4f
Item Level: 41
Version: Expansion 1.10+
+12% Faster Hit Recovery
Lightning Resist +24%

Tangerine Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0xa6092a5c
Item Level: 14
Version: Expansion 1.10+
+8 to Life
Lightning Resist +3%

Russet Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0xc3c041be
Item Level: 18
Version: Expansion 1.10+
+9 to Life
Fire Resist +6%

Sapphire Grand Charm
Grand Charm
Required Level: 22
Fingerprint: 0x4db6b908
Item Level: 79
Version: Expansion 1.10+
Cold Resist +29%

Sapphire Small Charm
Small Charm
Required Level: 32
Fingerprint: 0x74000dc6
Item Level: 55
Version: Expansion 1.10+
Cold Resist +10%

Situational equipment:
Code:
Imp Claw
Chain Gloves
Defense: 16
Durability: 16 of 16
Required Level: 45
Required Strength: 25
Fingerprint: 0xe4b97f64
Item Level: 77
Version: Expansion 1.10+
5% Chance to cast level 4 Frost Nova when struck
+18 to Attack Rating
Knockback
+66% Enhanced Defense
+1 to Dexterity
Fire Resist +29%
Attacker Takes Damage of 3

Strength
Grim Scythe
AmnTir
Two Hand Damage: 40 - 94
Durability: 44 of 55
Required Level: 25
Required Strength: 140
Required Dexterity: 140
Fingerprint: 0x2e60e8ca
Item Level: 71
Version: Expansion 1.10+
35% Enhanced Damage
7% Life stolen per hit
25% Chance of Crushing Blow
+20 to Strength
+10 to Vitality
+2 to Mana after each Kill
2 Sockets (2 used)
Socketed: Amn Rune
Socketed: Tir Rune

Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14

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

Grim Grip
Ring
Required Level: 12
Fingerprint: 0xd4232225
Item Level: 22
Version: Expansion 1.10+
+1 to Maximum Damage
+89 to Attack Rating
Replenish Life +5
Lightning Resist +14%
Fire Resist +12%
7% Better Chance of Getting Magic Items

Stone Whorl
Ring
Required Level: 30
Fingerprint: 0xdd0b95d1
Item Level: 55
Version: Expansion 1.10+
+118 to Attack Rating
+8 to Strength
Fire Resist +7%
Poison Resist +16%
Half Freeze Duration
13% Better Chance of Getting Magic Items

Blood Gyre
Ring
Required Level: 21
Fingerprint: 0x4c47f93e
Item Level: 30
Version: Expansion 1.10+
2% Mana stolen per hit
Lightning Resist +5%
Poison Resist +21%
10% Better Chance of Getting Magic Items

Raven Spiral
Ring
Required Level: 12
Fingerprint: 0x6a585085
Item Level: 23
Version: Expansion 1.10+
+90 to Attack Rating
+1 to Dexterity
Cold Resist +20%
15% Better Chance of Getting Magic Items

Garnet Ring of the Bat
Ring
Required Level: 21
Fingerprint: 0xa4987032
Item Level: 28
Version: Expansion 1.10+
2% Mana stolen per hit
Fire Resist +30%

Rainbow Ring of the Apprentice
Ring
Required Level: 48
Fingerprint: 0x7994b333
Item Level: 80
Version: Expansion 1.10+
+10% Faster Cast Rate
All Resistances +10

Amulet of Luck
Amulet
Required Level: 19
Fingerprint: 0x5e8d3c83
Item Level: 84
Version: Expansion 1.10+
34% Better Chance of Getting Magic Items

Gaean Amulet
Amulet
Required Level: 45
Fingerprint: 0x54defaa3
Item Level: 62
Version: Expansion 1.10+
+3 to Elemental Skills (Druid Only)

Nokozan Relic
Amulet
Required Level: 10
Fingerprint: 0xc17a3315
Item Level: 24
Version: Expansion 1.10+
+20% Faster Hit Recovery
Adds 3 - 6 Fire Damage
+10% to Maximum Fire Resist
Fire Resist +50%
+3 to Light Radius

Merc:
Code:
Mercenary:

Name:       Azrael
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 73310770
Level:      84
Dead?:      false

            Naked/Gear
Strength:   184/189
Dexterity:  148/153
HP:         1727/1727
Defense:    1274/4154
AR:         1898/449826

Fire:       177/137/77
Cold:       193/153/93
Lightning:  163/123/63
Poison:    163/123/63

Russet Bone Helm of Frost Shield
Bone Helm
Defense: 36
Durability: 40 of 40
Required Level: 9
Required Strength: 25
Fingerprint: 0xa6668483
Item Level: 80
Version: Expansion 1.10+
5% Chance to cast level 3 Frost Nova when struck
Fire Resist +14%


Duress
Great Hauberk
ShaelUmThul
Defense: 2844
Durability: 26 of 26
Required Level: 56
Required Strength: 108
Fingerprint: 0x9fa4def6
Item Level: 81
Version: Expansion 1.10+
+40% Faster Hit Recovery
19% Enhanced Damage
Adds 37 - 133 Cold Damage Over 2 Secs (50 Frames)
15% Chance of Crushing Blow
33% Chance of Open Wounds
+157% Enhanced Defense
-20% Slower Stamina Drain
Cold Resist +30%
All Resistances +15
Ethereal
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Um Rune
Socketed: Thul 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

Um Rune
Required Level: 47
Version: Expansion 1.10+
Weapons: 25% Chance of Open Wounds
Armor: Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Shields: Cold Resist +22%
Lightning Resist +22%
Fire Resist +22%
Poison Resist +22%

Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%


Insight
Cryptic Axe
RalTirTalSol
Two Hand Damage: 122 - 514
Durability: 46 of 65
Required Level: 59
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0xd1f852e4
Item Level: 83
Version: Expansion 1.10+
Level 15 Meditation Aura When Equipped
+35% Faster Cast Rate
243% Enhanced Damage
+9 to Minimum Damage
236% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+3 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

Thanks for reading!

P.S.: Thanks to Vang for hosting another edition of the Random tournament, thanks to felixbavaria, who rolled me up and had me pulling out my hair when I reached Hell, and thank you to all those forumites out there, who helped me with this build, gave advice (I never played Druids much) and kept the tournament alive when I was bickering on whether to pick up the character again or not.

And yes, I skipped a Guardian thread again - the Vanity challenge Necromancer Baby. Link is to the write-up in the Tourney thread, I don't know if it would be considered bad manners to post an own Guardian thread again, so I didn't.
 
Originally posted by Naturallog on Jan 29, 2017:

My first Guardian, Jeor the FC/Summon bear

So I wanted to finally make a real attempt at hardcore, and I thought a Fire Claws build would be a good choice. I'm already familiar with the build from a SC druid I experimented with, so I knew it was a pretty strong build even with weak gear. I decided to pick up Dire wolf and Grizzly so I could have some meat shields for safety. An A2 Might merc would finish off my entourage, once I finished Normal difficulty. I decided to keep the game set to 8 players, since the extra items would be a huge help. Even so, after Baal died for the third time I still had some laughably poor items equipped.

Since this character had to be self-found I decided to use a Rhyme shield for easy to acquire CBF, and make an Insight polearm as fast as I could for my merc. For weapons, speed is the only thing an FC build cares about so I used a Steel Scimitar until I could finally get my hands on a phase blade. Normal and Nightmare were a breeze, between the Prayer merc I picked up and my summoned wolf pack there wasn't much need for Fire Claws. My early points all went into Dire Wolf and Shock Wave. Once I found a 4 socket partizan for Insight, life got even easier. With a constant mana supply I began sinking all my points into Fire Claws. Even set to 8 players nothing was much of a challenge at this point, though progress was slow at times.

Upon reaching Hell difficulty, item quality caught up to me. Switched to players 1 because burning through enemies on higher player counts took much longer than I wanted. I got (very) lucky and found a 6 socket phase blade, eliminating the need to bother Larzuk for my final weapon. I shoved an Eth and 5 Shael in there, which gave me an ideal weapon for my build. Five frame attacks with -25% target defense. I probably should have gone with 6 Shael for 4 frame attacks, but I didn't have much attack rating so I sacrificed some speed. I couldn't find a Lum for Smoke, or a Lem for Treachery however, so my resists were in the gutter. I did gather a few decent resist charms along the way, but it wasn't enough. After getting bogged down in Act 2, I went back and farmed Countess for some runes. I couldn't get a decent 2 socket armor for Smoke, so I kept farming until I picked up a Lem to make Treachery in a Dusk Shroud. I gave it to my merc, but switched it over to my Druid for act bosses. With this improvement, and a 4 socket cryptic axe for upgraded Insight, my merc was able to chew through the seemingly endless supply of fire immunes blocking my way.

I ended up running from Act 3 through the end of the game in one day. Treachery gave me the resists to knock over Mephisto and Diablo easily, bringing me to Act 5. Shenk coughed up a Stormshield for me, but sadly I couldn't use it or I would lose CBF from Rhyme. I finished off Nihlathak and made my way toward Baal. After a few bad pulls, I managed to separate the Ancients and allow my wolves and mercenary to eat them one by one (two spawned fire immune so my Druid was little use). Baal's minions were easy to deal with, though the final fire immune wave took a while. Baal himself was just a matter of chugging pots and cursing my lack of CB.

Overall this was easier than I thought it would be. I only had to stop once to farm gear, and my build never really felt weak. I had a several close calls in Hell, but with Werebear's nice health bonus I had enough time to chug potions. I do regret spending a full 15 points on Shockwave, as the duration was fine with 10 points. Overall though, the build was solid at level 84 when I finished Hell.

Code:
Skill Points:

Raven: 1/3
Poison Creeper: 1/3
Oak Sage: 1/3
Summon Spirit Wolf: 1/5
Carrion Vine: 1/3
Heart of Wolverine: 2/4
Summon Dire Wolf: 20/22
Summon Grizzly: 1/3

Werewolf: 1/3
Lycanthropy: 5/7
Werebear: 1/3
Feral Rage: 1/3
Maul: 1/3
Fire Claws: 20/22
Shock Wave: 15/17

Firestorm: 1/3
Molten Boulder: 1/3
Fissure: 1/3
Volcano: 20/22


Items:

Gemmed Phase Blade
Phase Blade
One Hand Damage: 31 - 35
Indestructible
Required Level: 54
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0xa1afd2fc
Item Level: 85
Version: Expansion 1.10+
+100% Increased Attack Speed
-25% Target Defense
6 Sockets (6 used)
Socketed: Eth Rune
Socketed: Shael Rune
Socketed: Shael Rune
Socketed: Shael Rune
Socketed: Shael Rune
Socketed: Shael Rune


Dark Clan Crusher (swap)
Cudgel
One Hand Damage: 17 - 61
Durability: 24 of 24
Required Level: 34
Required Strength: 25
Fingerprint: 0xc279eade
Item Level: 49
Version: Expansion 1.10+
+2 to Druid Skill Levels
195% Enhanced Damage
24% Bonus to Attack Rating
+200% Damage to Demons
+200 to Attack Rating against Demons
+150% Damage to Undead
+15 Life after each Demon Kill


Rhyme
Tower Shield
ShaelEth
Defense: 22
Chance to Block: 44
Durability: 60 of 60
Required Level: 29
Required Strength: 75
Fingerprint: 0xc967bb71
Item Level: 79
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth Rune


Lidless Wall
Grim Shield
Defense: 333
Chance to Block: 0
Durability: 70 of 70
Required Level: 41
Required Strength: 58
Fingerprint: 0xb670a104
Item Level: 88
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
+121% Enhanced Defense
+10 to Energy
Increase Maximum Mana 10%
+4 to Mana after each Kill
+1 to Light Radius


Lore
Antlers
OrtSol
Defense: 18
Durability: 20 of 20
Required Level: 27
Required Strength: 24
Fingerprint: 0xbf5f4243
Item Level: 22
Version: Expansion 1.10+
+1 to All Skills
+2 to Summon Spirit Wolf (Druid Only)
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune


Iron Pelt
Trellised Armor
Defense: 539
Durability: 156 of 157
Required Level: 33
Required Strength: 61
Fingerprint: 0x68be2d55
Item Level: 59
Version: Expansion 1.10+
+87% Enhanced Defense
+252 Defense (Based on Character Level)
+25 to Life
Damage Reduced by 18
Magic Damage Reduced by 15
+125 Maximum Durability


Bloodfist
Heavy Gloves
Defense: 18
Durability: 14 of 14
Required Level: 9
Fingerprint: 0x426ac63
Item Level: 39
Version: Expansion 1.10+
+10% Increased Attack Speed
+30% Faster Hit Recovery
+5 to Minimum Damage
+18% Enhanced Defense
+10 Defense
+40 to Life


Credendum
Mithril Coil
Defense: 110
Durability: 16 of 16
Required Level: 65
Required Strength: 106
Fingerprint: 0x7e4dbeb9
Item Level: 85
Version: Expansion 1.10+
+50 Defense
+10 to Strength
+10 to Dexterity
All Resistances +15


Sander's Riprap
Heavy Boots
Defense: 6
Durability: 14 of 14
Required Level: 20
Required Strength: 18
Fingerprint: 0x8ca29a8b
Item Level: 61
Version: Expansion 1.10+
+40% Faster Run/Walk
+100 to Attack Rating
+5 to Strength
+10 to Dexterity


Shaman's Amulet of the Mind
Amulet
Required Level: 27
Fingerprint: 0xb930a659
Item Level: 50
Version: Expansion 1.10+
+1 to Druid Skill Levels
+4 to Energy


Stone Gyre
Ring
Required Level: 16
Fingerprint: 0x939d9bae
Item Level: 30
Version: Expansion 1.10+
+117 to Attack Rating
+1 to Energy
Fire Resist +27%
Poison Resist +23%
Magic Damage Reduced by 1
12% Better Chance of Getting Magic Items


Wraith Circle
Ring
Required Level: 16
Fingerprint: 0x9426dca1
Item Level: 48
Version: Expansion 1.10+
+10% Faster Cast Rate
+117 to Attack Rating
3% Life stolen per hit
Lightning Resist +6%
Damage Reduced by 2
10% Better Chance of Getting Magic Items
 
Originally posted by Online on Jun 11, 2004:

My second sept guardian !

*Dances*


Im sooooo happy . My druid Onthefire made a guardian !!!


I followed AE's guide , but i haven't found any decent items and only had +2 to skills.

I went throught normal on players 8 , everything was easy . I lowered players setting to 6 on NM . And on hell setted it to 1.

I ID'ed every club i found but best was only with 1 to skills . Althought i found plenty of other items which weren't suitable for me. Here is the list :

Lem rune (from nm hellforge)

Head Hunter's Glory
Troll Nest
Defense: 533
Chance to Block: 40%
Smite Damage: 24 to 38
Durability: 58 of 74
Required Strength: 106
Required Level: 75
Item Version: 1.10 Expansion
Item Level: 87
Fingerprint: 0x5a0b1829
+371 Defense
+303 Defense vs. Missile
Fire Resist +20%
Poison Resist +40%
+6 Life after each Kill
Socketed (2: 0 used)

Fal rune

Gravenspine
Bone Wand
One-Hand Damage: 3 to 7
Durability: 11 of 15
Required Level: 20
Staff Class - Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 81
Fingerprint: 0x54fb39a5
+10 to Strength
+10 to Dexterity
+38 to Mana
Adds 4-8 cold damage over 3 seconds
5% Mana stolen per hit
+2 to Necromancer Skill Levels
150% Damage to Undead

Ist rune

and some more items.

Maybe some of you noticed that i need only Io rune to make delirium. But i haven't found it :grrr: Imagine ... untwinked hc delirium... 🤤


Ok , now onto stats and skills :

Stats : 77 str
Dex : base
Vitality : 343
Energy : 55

Skills :

Volcano and synergies : maxed (boosted to 22)
Oak : 12 , Wolves : 13. Grizlly : 1

Life : 2200
Mana : 450


Items (sorry for ATMA-style writing) :

Helm :

Blood Mask
Circlet
Defense: 30
Durability: 35 of 35
Required Level: 60
Item Version: 1.10 Expansion
Item Level: 70
Fingerprint: 0x5f28b071
+33 to Life
+26 to Mana
Magic Damage Reduced by 3
Attacker Takes Damage of 5
+1 to Druid Skill Levels

Ammy :

Tangerine Amulet of the Whale
Required Level: 37
Item Version: 1.10 Expansion
Item Level: 58
Fingerprint: 0x5ae7a269
+83 to Life
Lightning Resist +9%

Rings :

Coral Ring of the Sun
Required Level: 13
Item Version: 1.10 Expansion
Item Level: 57
Fingerprint: 0x91abad3
Lightning Resist +24%
+5 to Light Radius
5% Bonus to Attack Rating

Entropy Whorl
Ring
Required Level: 13
Item Version: 1.10 Expansion
Item Level: 75
Fingerprint: 0xb85e0731
+5 to Mana
Magic Damage Reduced by 2
Fire Resist +22%
Cold Resist +23%

Weapon :

Shadow Brand
Spiked Club
One-Hand Damage: 5 to 9
Durability: 36 of 36
Required Level: 22
Mace Class - Normal Attack Speed
Item Version: 1.10 Expansion
Item Level: 38
Fingerprint: 0x267dfe51
+13% Enhanced Damage
Adds 1-3 fire damage
Adds 1-4 cold damage over 3 seconds
+1 to Druid Skill Levels
150% Damage to Undead

Armor :

Holy Light Plate of the Whale
'OrtRal'
Defense: 206
Durability: 60 of 60
Required Strength: 41
Required Level: 37
Item Version: 1.10 Expansion
Item Level: 73
Fingerprint: 0xe93fdb31
+99 to Life
+91% Enhanced Defense
Fire Resist +30%
Lightning Resist +30%
Socketed (2: 2 used)

Shield :

Chromatic Kite Shield
Defense: 18
Chance to Block: 28%
Durability: 30 of 30
Required Strength: 47
Required Level: 42
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x33431732
All Resistances +49
Socketed (1: 1 used)

Belt :

Blood Clasp
Mesh Belt
Defense: 35
Durability: 16 of 16
Required Strength: 58
Required Level: 25
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x7887beaa
+3 to Strength
+20 to Mana
Fire Resist +20%
Cold Resist +13%
Attacker Takes Damage of 4
10% Faster Hit Recovery

Boots :

Doom Stalker
Greaves
Defense: 25
Durability: 24 of 24
Required Strength: 70
Required Level: 18
Item Version: 1.10 Expansion
Item Level: 87
Fingerprint: 0x4207ae71
+58% Enhanced Defense
Lightning Resist +26%
Cold Resist +31%
10% Faster Run/Walk
Repairs 1 durability in 33 seconds

And some resistances charms.


Mercs (holy freeze) stuff :

Athena's Wrath
Battle Scythe
Two-Hand Damage: 46 to 198
Durability: 33 of 65
Required Dexterity: 82
Required Strength: 82
Required Level: 42
Polearm Class - Very Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 80
Fingerprint: 0xcb9f817b
+15 to Dexterity
+161% Enhanced Damage
+1 to Druid Skill Levels
30% Increased Attack Speed
+81 to Life (Based on Character Level)
+81 to Maximum Damage (Based on Character Level)

Blood Wrap
Ghost Armor
Defense: 189
Durability: 14 of 20
Required Strength: 38
Required Level: 22
Item Version: 1.10 Expansion
Item Level: 88
Fingerprint: 0x62f0e7a0
+61% Enhanced Defense
Damage Reduced by 2
Lightning Resist +23%
Cold Resist +29%
Attacker Takes Damage of 1

(This one i crap)

And used to be here gullaume's face but i stupidly clicked delete instead of view on merc eq screen. Blah.

This setup brought me to these resistances in hell:

Fire : 70
Cold : 69
Lightning : 75
Poison : -15


Specific chalenges :

Diablo : he was easy in normal in NM and a bit harder in hell , but nothing bad.

Whole act 2 hell : it was full of fire/physical immunes so it took quite time.

CS in hell : took me almost 2 hours to complete because lots of fire immunes and ok's. But my merc haven't died a time :flip:

Gloams : these were easy , the only one thing they could do to me was taking out spirit

Ancients : i expected a hard fight , but after reroling theyr mods about five times i cooked them in five minutes. I just kept them on my grizzly. Easy

Lister&co : oh man , i hate this guy. It was just boooring. They were healing faster than my volcanoes could damage them. So i had to let my merc attack one at time , but even then they kept knocking him back.

Baal : in normal and nm he was easy , but in hell he has a LOT of hp's and he kept casting clone , blah , blah , i hate him .


Conclusion : i expected easier time with this character and he was less powerful than my nerco . But that ain't bad. Now i need to play something to relax and that means melee guys. Assassins in particular . Yeah i can do wonders with them.... well everyone can , hehe.

So 2/7 of sept completed , Yay !!!


See you later guys. :drink:
 
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