Matriarch/Patriarch/Guardian Archive Thread

Originally posted by Nightfish on Jun 29, 2008:

Guardian #44 - Sessarioth

Guardian 44: Sessarioth - Lvl 78 Necromancer


Well, I've had this guy parked in late nightmare for quite some time, finally pushed him the rest of the way through hell. As far as necromancers go I see only 3-4 "good" builds, the rest is kinda forced. This one was one of those.

My first TC87 unique item in d2 HC was a Ghostflame, same odds to drop as a windforce but so infinetly more useful... Anyway, now, a good 3 years later I finally put it to use.

Stats:
Str 105
Dex 180ish
Vit 180ish

Life: ~750
Defence: who cares?
Blocking: 75%

Damage: 1500-2000-ish
AR: no


Relevant Skills:
RS, SM, CE: 20
Amp, Decrep SR, FG, Revive: 1


Gear
Ghostflame (!)
Homunculus
LoH
Highlord's
Fortitude Archon Plate
SoE
Gore Rider
Vamp Gaze

Well, pretty much standard stuff for a character dealing physical damage. Focus on %ED and deadly strike as much as possible. Some %DR but that wasnt really needed. I dont think I ever let him drop below half-life. He's accompanied by a might merc, of course.

Thoughts
As you might have deducted from the skills, I used skellies once again. Quite frankly, there's no reason not to. What else am I gonna do with my points? Bone armour? Infinitely less useful and safe than an actual wall of walking bones to protect me. Poison dagger? Psh, if I used that I'd just end up casting nova all the time because it would be so much better.

So, I chose to charge the forces of hell at the van of my own little army of doom yet again. The necro did actually charge, yes. He can kill most monsters in 2-3 hits, small ones in one if he's lucky. If he gets bored he starts casting CE. Did that in the chaos sanctuary, of course.

All in all he didnt have any problems at all, as is to be expected, really. Ancients went down pretty fast to 3 urdars I picked up at the river of flame. Baal took a little longer because I didnt feel like restarting the game to pick up more urdars and didnt have any other source of cb with me either. Wasn't really aiming for speedrunning baal with this one anyway.

There's not really a lot to say for the build itself. Necros just don't offer the variety other classes have. I probably should have planned for 30 or 40 guardians, just the meaningful builds for each class but that would be kinda asymetrical and not as catchy as a sept of septs. At any rate, this was as good an excuse to use ghostflame as any. I doubt a lot of chractars have had the pleasure of using it. As far as a necro dealing physical damage with a dagger goes, this one is okay. ITD makes hitting stuff possible and ghostflame does have decent base damage. Still, using normal attack makes it a tad tedious. Thank the nine hells for corpseexplosion to speed things up when it gets boring. One of the good things about ghostflame is that one hit with it completely refills his mana pool. Not bad.

Well, that's a wrap for this guy. He's retiring pretty much instantly, of course. Still, another step closer to the goal of having 7 guardians per class. More than 5 steps left, though, since I got at least 8 sorcs and amazons. Need to count them one of these days... I'll probably be finished in time for the d3 release, though.

laters,
NF
 
Originally posted by OldSoldier on Dec 22, 2008:

Guardians BonerBoyd, Tribble, and AustinPowers, Necromancer Single Tree Triumvirate

I've spent some time recently exploring single tree builds since during tournaments I always end up gambling +3 skill tree circlets and amulets. So I decided to begin making triumvirates of each class, dedicating themselves solely to their individual chosen tree. Skill points outside of the chosen tree may only come from items (i.e. Decrepify from Ume's Lament).

Without further ado, please allow me to introduce my newest Guardians, the necromancer triumvirate of BonerBoyd (P&B), Tribble (Summoning), and AustinPowers (Curse). I use whatever I have in my HC stashes which are growing nicely as a result of some good farming from my first single tree build, Crackle the lightning sorc, and a Smite paladin who is capable of easily killing hell Meph on /P8.

BonerBoyd is fairly mundane and a cookie cutter, using a White wand and a good amount of PDR on his circlet (32 PDR total, I only got one socket from Larzuk). I used whatever charms I could to get max resists and he had a pretty devastating corpse bomb.

Standard tactics included prisons and explosions. He had no NDEs and killed Baal easily. I think he managed +12 to P&B skills. Not many, I know, but it worked with the +5 bone spear bonus from the white.

Code:
Character name  : BonerBoyd
Character type  : Hardcore Necromancer
Character level : 81
Character exp   : 743167492
Strength        : 65
Energy          : 25
Dexterity       : 102
Vitality        : 290
 
Stat Points Rem : 8
Skill Points Rem: 0
 
Life            : 858 / 775
Mana            : 198 / 185
Stamina         : 444 / 434
 
Noxious Circlet of Life Everlasting
'Sol'
Damage Reduced by 32
+2 to Poison and Bone Skills (Necromancer Only)
 
Venomous Amulet of Precision
+13 to Dexterity
+3 to Poison and Bone Skills (Necromancer Only)
 
White
Superior Bone Wand
'DolIo'
+10 to Vitality
+13 to Mana
+1 to Maximum Damage
Magic Damage Reduced by 4
20% Faster Cast Rate
+3 to Bone Armor (Necromancer Only)
+2 to Bone Spear (Necromancer Only)
+3 to Bone Spear (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
Hit Causes Monster to Flee 25%
150% Damage to Undead
+3 to Poison and Bone Skills (Necromancer Only)
Socketed (2: 2 used)

His Hellforges were Io/Mal, so not bad compared to my usual junk.


Tribble came next, and he was also fairly mundane. I focused the build on skeletons and clay golem. I also pumped the skeleton mages for lack of points to spend, since I couldn't use CE or any curses. I got my curse and CE fix from Ume's Lament (primary weapon, it has decrepify) and Maelstrom (CE, on switch). I did not use Maelstrom or CE often (level 5 has a small radius), but it was there to speed up the minion waves and areas with resurrectors.

Um at NM hellforge. Hell was a Ko.
My upcoming cold sorc may find this useful.
Mass Chaos!
1.09 terror, only missing Multi Shot.
Baal drop, still not as good as Titan's, sadly.

Code:
Character name  : Tribble
Character type  : Hardcore Necromancer
Character level : 80
Character exp   : 684931284
Strength        : 84
Energy          : 25
Dexterity       : 25
Vitality        : 325
 
Stat Points Rem : 26
Skill Points Rem: 0
 
Life            : 926 / 843
Mana            : 263 / 183
Stamina         : 468 / 468
 
String of Ears
 
Trang-Oul's Claws
 
Natalya's Soul
 
Golemlord's Coronet of Amicae
'OrtRal'
Damage Reduced by 12
Fire Resist +30%
Lightning Resist +30%
+3 to Summoning Skills (Necromancer Only)
Socketed (2: 2 used)
Trang-Oul's Scales
Havoc Spiral
 
Ring
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 30
Fingerprint: 0x3296a332
+1 to Strength
+1 to Maximum Damage
Fire Resist +21%
Cold Resist +17%
Poison Length Reduced by 25%
+1 to Mana After Each Kill
 
2 skillers
 
Golemlord's Amulet
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x8d76ca52
+3 to Summoning Skills (Necromancer Only)
Garnet Ring of the Apprentice
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 22
Fingerprint: 0xb2ac2c98
Fire Resist +26%
10% Faster Cast Rate
 
Ume's Lament (for the Decrepify)
 
Homunculus (Pdiamond)
 
 
Weapon/Shield Switch
 
Maelstrom (for the CE and Amp Damage)
 
Trang-Oul's Wing
 
Amulet of Teleportation (for the telebombs)
 
 
Mercenary Items : (all borrowed from SaladShooter's Merc)
 
SaladShooter's Duriel's Shell
 
Rockstopper
 
Hone Sundan

Finally we come to the good one, a good old fashioned Mojomancer. Don't see too many of these guys. I decided to equip him with a Windhammer. He started with a Steeldriver, but with the Windhammer, he swung faster and hit harder. I had to use Demon Limb on switch and one angelic ring to keep my AR at around 6000, else he missed a lot. Might merc.

The skill points went into Dim Vision (20), Decrepify (20), Confusion (20), and Attract (9). I didn't use Confusion much. High level DV and Decrepify means that the playing field is never quite level, not getting mobbed or facing full-speed enemies. He was vulnerable to FE/CE novas, though. Hell Coldworm and Korlic were scary. The real key to his success was the Merc's Obedience. He was a machine of death, and I certainly wasn't swinging in IM areas or around enchanted bosses. My MO was to blind whole screens of monsters at once, effecting pinpoint decrepify or Amp curses at the point of attack for both AustinPowers and the merc. We never got mobbed and the attacks rarely got interrupted. We got pushed back a few times by champ/boss combos but it was never a real problem. Despite the Windhammer being a real beast of a weapon, the Obedience was far superior in the hands of Mr. Might, and he got probably 80% of the kills.

Stay Put you beasts!
What's this?
Action Shot vs. Baal
LCS at the end. Looks like enchant wore off, as the AR is low. The damage might seem low, but just remember that everything was decrepified (rarely I used Amp) so stuff went down in about 4 whacks or less, unless they were normally PI.

Hellforgers were Um/Lum, again pretty good.

Code:
Character name  : AustinPowers
Character type  : Hardcore Necromancer
Character level : 80
Character exp   : 701850457
Strength        : 175
Energy          : 25
Dexterity       : 40
Vitality        : 245
 
Stat Points Rem : 0
Skill Points Rem: 11
 
Life            : 898 / 683
Mana            : 222 / 183
Stamina         : 408 / 388
 
Immortal King's Detail
 
Immortal King's Pillar
 
Dio's Chromatic Circlet of the Whale
+81 to Life
Fire Resist +30%
Lightning Resist +90%
Cold Resist +30%
Poison Resist +30%
Socketed (2: 2 used)
 
Pain Finger
Gauntlets
Defense: 21
Durability: 24 of 24
Required Strength: 60
Required Level: 15
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0xfffca061
+36% Enhanced Defense
Cold Resist +30%
Poison Resist +27%
10% Increased Attack Speed
12% Chance to cast Level 4 Charged Bolt when struck
 
Lionheart Mage Plate
 
Hexing Grand Charm
 
Angelic Wings
 
Raven Frost
 
Angelic Halo
 
Windhammer
Ogre Maul
Two-Hand Damage: 278 to 383
Durability: 60 of 60
Required Strength: 225
Required Level: 68
Mace Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x27683e05
+262% Enhanced Damage
60% 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)
 
Ruby Jewel
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x751a53d6
+38% Enhanced Damage
 
 
Weapon/Shield Switch
 
Demon Limb
 
Plague Guard
Zombie Head
Defense: 5
Chance to Block:  35%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 14
Required Level: 30
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x916906eb
+1 to Strength
+10% Increased Chance of Blocking
Fire Resist +29%
Poison Resist +23%
Adds 12-28 poison damage over 4 seconds
15% Faster Block Rate
+3 to Poison Nova (Necromancer Only)
Socketed (2: 0 used)
 
 
Mercenary Items : 
 
Crown of Thieves
 
SaladShooter's Duriel's Shell
 
Obedience
Thresher
'HelKoThulEthFal'
Two-Hand Damage: 84 to 991
Durability: 33 of 33
Required Dexterity: 84
Required Strength: 112
Required Level: 53
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x86b8dcba
+10 to Strength
+10 to Dexterity
+370% Enhanced Damage
+220 Defense
All Resistances +21
Adds 3-14 cold damage over 3 seconds
Requirements -20%
40% Faster Hit Recovery
-25% Target Defense
40% Chance of Crushing Blow
30% Chance to cast Level 21 Enchant When You Kill an Enemy
-25% to Enemy Fire Resistance
Ethereal (Cannot be Repaired), Socketed (5: 5 used)

Thanks for reading!
 
Originally posted by @Pyrotechnician on Apr 21, 2013:

Guardian PowerFromBeyond - Summoner/Corpse Explosion Necromancer

More guardians? Sure, why not!

Guardian PowerFromBeyond

This is a standard Fishy Necromancer, Max Skeleton and Skeleton Mastery, as well as Corpse Explosion. I’m actually undecided as to where to put my additional skill points for the time being.

Stats/Skills:
Code:
Name:       PowerFromBeyond
Class:      Necromancer
Experience: 685288155
Level:      80

             Naked/Gear
Strength:   60/62
Dexterity:  170/170
Vitality:   235/255
Energy:     25/65
HP:         663/785
Mana:       183/283
Stamina:    378/397
Defense:    42/836
AR:         805/922

Fire:       168/128/68
Cold:       168/128/68
Lightning:  163/123/63
Poison:     138/98/38

MF:         30       Block:      69
GF:         127
FR/W:       35
FHR:        0
IAS:        10
FCR:        80

Amplify Damage: 1/9
Dim Vision: 0/0
Weaken: 1/9
Iron Maiden: 0/0
Terror: 1/11
Confuse: 0/0
Life Tap: 0/0
Attract: 0/0
Decrepify: 1/9
Lower Resist: 0/0

Teeth: 1/7
Bone Armor: 1/7
Poison Dagger: 1/7
Corpse Explosion: 20/26
Bone Wall: 1/7
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 20/35
Raise Skeleton: 20/35
Clay Golem: 1/13
Golem Mastery: 1/13
Raise Skeletal Mage: 1/15
Blood Golem: 1/13
Summon Resist: 1/13
Iron Golem: 1/13
Fire Golem: 1/13
Revive: 1/13

Gear:
Code:
Goldwrap
Heavy Belt
Defense: 36
Durability: 18 of 18
Required Level: 27
Required Strength: 45
Fingerprint: 0xd643e18
Item Level: 59
Version: Expansion 1.10+
+10% Increased Attack Speed
+58% Enhanced Defense
+25 Defense
64% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius

Trang-Oul's Claws
Heavy Bracers
Defense: 74
Durability: 16 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0x91681163
Item Level: 59
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%

Ghoul Circle
Ring
Required Level: 9
Fingerprint: 0x99a6e2
Item Level: 21
Version: Expansion 1.10+
+10% Faster Cast Rate
+60 to Attack Rating
+19 Maximum Stamina
Lightning Resist +17%
Damage Reduced by 1

Entropy Hold
Ring
Required Level: 6
Fingerprint: 0xfe55ba
Item Level: 11
Version: Expansion 1.10+
+10% Faster Cast Rate
+57 to Attack Rating
+2 to Strength
Lightning Resist +8%
+1 to Mana after each Kill

Infernostride
Demonhide Boots
Defense: 97
Durability: 12 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0x998de6a2
Item Level: 59
Version: Expansion 1.10+
5% Chance to cast level 8 Blaze when struck
+20% Faster Run/Walk
Adds 12 - 33 Fire Damage
+128% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
63% Extra Gold from Monsters
+2 to Light Radius

Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Level: 28
Required Strength: 20
Fingerprint: 0xf596440d
Item Level: 75
Version: Expansion 1.10+
+1 to All Skills
+15% Faster Run/Walk
+100% Enhanced Defense
+20 to Vitality
+20 to Energy
Replenish Life +9

Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 24 of 24
Required Level: 47
Required Strength: 43
Fingerprint: 0x77f16795
Item Level: 83
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +49
Magic Damage Reduced by 12
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%

Mojo Amulet of the Squid
Amulet
Required Level: 30
Fingerprint: 0xa025a000
Item Level: 79
Version: Expansion 1.10+
+2 to Summoning Skills (Necromancer Only)
+70 to Life

Arm of King Leoric
Tomb Wand
One Hand Damage: 10 - 22
Durability: 15 of 15
Required Level: 36
Required Strength: 25
Fingerprint: 0xd43ac9fc
Item Level: 99
Version: Expansion 1.10+
5% Chance to cast level 10 Bone Spirit when struck
10% Chance to cast level 2 Bone Prison when struck
+2 to Summoning Skills (Necromancer Only)
+2 to Poison and Bone Skills (Necromancer Only)
+10% Faster Cast Rate
+2 to Raise Skeletal Mage (Necromancer Only)
+2 to Terror (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
+3 to Skeleton Mastery (Necromancer Only)
+100 to Mana (Based on Character Level)

Homunculus
Hierophant Trophy
Defense: 200
Chance to Block: 52
Durability: 20 of 20
Required Level: 42
Required Strength: 58
Fingerprint: 0xb2bb8a7d
Item Level: 88
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+2 to Necromancer Skill Levels
+30% Faster Block Rate
40% Increased Chance of Blocking
+183% Enhanced Defense
+20 to Energy
Regenerate Mana 33%
All Resistances +59
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Perfect Diamond

Perfect Diamond
Required Level: 18
Version: Expansion 1.10+
Weapons: +68% Damage to Undead
Armor: +100 to Attack Rating
Shields: Cold Resist +19%
Lightning Resist +19%
Fire Resist +19%
Poison Resist +19%

Inventory:
Code:
Horadric Cube
Fingerprint: 0x4df7af94
Item Level: 13
Version: Expansion 1.10+

Tome of Town Portal
Fingerprint: 0x63f54149
Item Level: 11
Version: Expansion 1.10+

Tome of Identify
Fingerprint: 0x11414ed
Item Level: 12
Version: Expansion 1.10+

Graverobber's Grand Charm of Burning
Grand Charm
Required Level: 42
Fingerprint: 0x8f2a0a20
Item Level: 80
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)
Adds 2 - 6 Fire Damage

Graverobber's Grand Charm of Maiming
Grand Charm
Required Level: 63
Fingerprint: 0x1af0fbef
Item Level: 80
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)
+3 to Maximum Damage

Graverobber's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x552b1c09
Item Level: 88
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x34cf85d7
Item Level: 85
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xc452fb8f
Item Level: 46
Version: Expansion 1.10+
+12 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x66a8cb24
Item Level: 49
Version: Expansion 1.10+
+12 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x3bb7cb4b
Item Level: 46
Version: Expansion 1.10+
+14 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x5ecaf096
Item Level: 43
Version: Expansion 1.10+
+14 to Life

Merc:
Code:
Name:       Ahsab
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 51682004
Level:      75
Dead?:      false

            Naked/Gear
Strength:   169/174
Dexterity:  135/140
HP:         1367/1367
Defense:    1018/2331
AR:         1793/428527

Fire:       139/99/39
Cold:       169/129/69
Lightning:  154/114/54
Poison:    139/99/39

Blackhorn's Face
Death Mask
Defense: 247
Durability: 11 of 20
Required Level: 41
Required Strength: 55
Fingerprint: 0xf338f0d3
Item Level: 59
Version: Expansion 1.10+
Prevent Monster Heal
Slows Target by 20%
+184% Enhanced Defense
Lightning Resist +15%
+20 Lightning Absorb
Attacker Takes Lightning Damage of 25

Treachery
Great Hauberk
ShaelThulLem
Defense: 1066
Durability: 26 of 26
Required Level: 56
Required Strength: 108
Fingerprint: 0x9d690111
Item Level: 82
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

Insight
Partizan
RalTirTalSol
Two Hand Damage: 116 - 236
Durability: 40 of 65
Required Level: 27
Required Strength: 113
Required Dexterity: 67
Fingerprint: 0xdc4b2fb6
Item Level: 46
Version: Expansion 1.10+
Level 15 Meditation Aura When Equipped
+35% Faster Cast Rate
215% Enhanced Damage
+9 to Minimum Damage
238% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+4 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

Build and Gear progression:
The build was pretty standard for a fishy, enough strength to equip some gear. Then vitality for the most part. I decided that I wanted to go with max block at some point and invested quite a bit in dexterity to reach a decent percentage with homunculus. I will probably respec at some point though as a summoner necro with max block doesn’t make a whole lot of sense.

Skill points were allocated as per normal, max out raise skeleton and skeleton mastery, followed by corpse explosion. I ended with spare skill points, as I was unsure of what I wanted to invest them in at the time.

Being the second HC character I created, his gear set started out pretty meager. However with some generously donated starter gear from various others that was pulled together, and some magic finding with my first sorceress a gear set was pulled together that was able to be equipped pretty early on.

Questing and Gameplay:
He originally was going to be my “play on my own” character and started cruising around Act 1 normal, completing quests like usual. I actually found a gull dagger from a rack in the countess tower which was pretty exciting for me as I was just starting out many months ago, and used it as my main weapon for quite some time.

At some point in nightmare, I actually joined up with one of Fred’s sorceresses. However during one of our play sessions, he unfortunately deeded to Diablo’s lightning hose and the character stalled for quite some time after that. Hell mode I joined up with a couple of other HC MPers as seen in the screenshots and pushed through hell quickly with a little assistance. Of course this push through hell left me under leveled in terms of completing the game, and I made guardian at level 77ish. It took a while before I took him back out again and pushed his level up to 80.

Future Plans:
As much as others seem to enjoy this build. I’m not really all that fond of it. This was actually the second HC character I created, and I made guardian with 5 other characters before completing this one. I built this once before back on the realms, but he never really made it that far either. A great starter build, but once I started gaining other gear, I wasn’t inclined to play with him as much. He has seen a couple Baal runs, but only enough to get to level 80, which was a stretch at that. Maybe occasional runs since I never retire characters, but not too much will be seen of this character.

Screenshots for your enjoyment:

Gull Dagger
Traffic Jam

Minions, minions, minions, and Baal, Baal, Baal

Thanks for Reading!
 
Originally posted by @queenEm on Aug 9, 2013:

Guardian HardcoreThree - fishymancer

Meet HardcoreThree; my third (No?!?) attempt at hardcore. He is your average, normal fishymancer with some bone armor as extra. I actually tried HC before these three at another computer but with a restart I decided to make a serious attempt.


I know that some of the most dangerous things is going into a new difficulty, especially as a summoner since you have to gather your army directly. So knowing this I took it very careful and slowly with all characters. First deed was therefore at the countess. I had made it that far rather easily and was getting careless. Wham. Deed.


Second char made it past countess and even past Andariel! But a jumping sand leaper stepping out of Lut Gholein caused another death.


So along came HardcoreThree and all I can say about him is that he is very safe. Almost to the point of boring... It was actually not until Hell act 5 that I had any problems at all, and even then nothing even close to NDE. Ancients were dealt with without reroll, I don't even think I lost any skellies. Like with many of my characters I rarely have problems with bosses. You come in well prepared and there is (mostly) just the one guy to beat. What has been the problem are the open areas where you get swarmed.


My merc made it to the Frozen River before finding his end weapon, the Insight in a Cryptic Axe. Before that he had Insight in a Partizan I think it was. Huge difference after that.


Notable finds? Well.. Not much really.
Gul rune
Undead crown
Duriel's shell


Well, here's his data, thanks for reading :) I have now started a paladin, may he live long and prosper! HardcoreThree will settle down in the Rogue Encampment doing nothing at all...


Code:
Name:       Hardcorethree
Class:      Necromancer
Experience: 908379190
Level:      83


            Naked/Gear
Strength:   60/62
Dexterity:  135/135
Vitality:   284/284
Energy:     26/36
HP:         766/959
Mana:       191/196
Stamina:    430/473
Defense:    33/620
AR:         630/630


Fire:       202/162/102
Cold:       161/121/61
Lightning:  170/130/70
Poison:     202/162/102


MF:         78       Block:      37
GF:         172
FR/W:       20
FHR:        20
IAS:        10
FCR:        0


Amplify Damage: 1/1
Dim Vision: 1/1
Weaken: 1/1
Iron Maiden: 0/0
Terror: 1/1
Confuse: 0/0
Life Tap: 0/0
Attract: 0/0
Decrepify: 1/1
Lower Resist: 0/0


Teeth: 1/1
Bone Armor: 6/6
Poison Dagger: 0/0
Corpse Explosion: 20/20
Bone Wall: 19/19
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0


Skeleton Mastery: 20/26
Raise Skeleton: 20/23
Clay Golem: 1/4
Golem Mastery: 1/4
Raise Skeletal Mage: 0/0
Blood Golem: 0/0
Summon Resist: 1/4
Iron Golem: 0/0
Fire Golem: 0/0
Revive: 0/0


Tome of Town Portal
Fingerprint: 0x44b7284b
Item Level: 9
Version: Expansion 1.10+


Tangerine Small Charm
Small Charm
Required Level: 1
Fingerprint: 0xd0848c99
Item Level: 7
Version: Expansion 1.10+
Lightning Resist +3%


Ocher Grand Charm
Grand Charm
Required Level: 7
Fingerprint: 0xe66e3b93
Item Level: 21
Version: Expansion 1.10+
Lightning Resist +18%


Beast Knot
Ring
Required Level: 26
Fingerprint: 0x668c15be
Item Level: 40
Version: Expansion 1.10+
+14 to Life
Replenish Life +4
Fire Resist +20%
Poison Resist +16%
Damage Reduced by 2
8% Better Chance of Getting Magic Items


Jagged Large Charm of Sustenance
Large Charm
Required Level: 19
Fingerprint: 0x2eb577c
Item Level: 38
Version: Expansion 1.10+
+1 to Maximum Damage
+16 to Life


Glyph Grip
Gauntlets
Defense: 55
Durability: 15 of 24
Required Level: 22
Required Strength: 60
Fingerprint: 0xb0a399e9
Item Level: 46
Version: Expansion 1.10+
+41 Defense (Based on Character Level)
Cold Resist +22%
Fire Resist +16%
9% Better Chance of Getting Magic Items


Rugged Grand Charm of Sustenance
Grand Charm
Required Level: 37
Fingerprint: 0x38025a2b
Item Level: 49
Version: Expansion 1.10+
+29 to Life
+43 Maximum Stamina


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


Goldwrap
Heavy Belt
Defense: 36
Durability: 13 of 18
Required Level: 27
Required Strength: 45
Fingerprint: 0x5e984957
Item Level: 45
Version: Expansion 1.10+
+10% Increased Attack Speed
+59% Enhanced Defense
+25 Defense
63% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius


Large Charm of Sustenance
Large Charm
Required Level: 34
Fingerprint: 0x771bd863
Item Level: 50
Version: Expansion 1.10+
+25 to Life


Large Charm of Sustenance
Large Charm
Required Level: 34
Fingerprint: 0xc9ce97fe
Item Level: 51
Version: Expansion 1.10+
+23 to Life


Raven Collar
Amulet
Required Level: 31
Fingerprint: 0xc2fbde33
Item Level: 63
Version: Expansion 1.10+
+1 to Amazon Skill Levels
+5 to Mana
All Resistances +20


Tangerine Small Charm
Small Charm
Required Level: 1
Fingerprint: 0xd480b2e9
Item Level: 40
Version: Expansion 1.10+
Lightning Resist +5%


Undead Crown
Crown
Defense: 129
Durability: 16 of 26
Required Level: 29
Required Strength: 45
Fingerprint: 0xddf8b1cd
Item Level: 75
Version: Expansion 1.10+
+50% Damage to Undead
+61 to Attack Rating against Undead
5% Life stolen per hit
+3 to Skeleton Mastery (Necromancer Only)
+30% Enhanced Defense
+40 Defense
Poison Resist +50%
Half Freeze Duration
Ethereal


Shimmering Small Charm
Small Charm
Required Level: 25
Fingerprint: 0xb419c9ad
Item Level: 58
Version: Expansion 1.10+
All Resistances +3


Azure Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x74129fa5
Item Level: 24
Version: Expansion 1.10+
Cold Resist +3%


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


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


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


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


Coral Small Charm of Strength
Small Charm
Required Level: 20
Fingerprint: 0x93ff6d4e
Item Level: 79
Version: Expansion 1.10+
+2 to Strength
Lightning Resist +8%


Infernostride
Demonhide Boots
Defense: 94
Durability: 8 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0xfaab2dca
Item Level: 88
Version: Expansion 1.10+
5% Chance to cast level 8 Blaze when struck
+20% Faster Run/Walk
Adds 12 - 33 Fire Damage
+122% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
59% Extra Gold from Monsters
+2 to Light Radius


Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xcff32201
Item Level: 79
Version: Expansion 1.10+
+11 to Life




Smoke
Ghost Armor
NefLum
Defense: 203
Durability: 8 of 20
Required Level: 37
Required Strength: 38
Fingerprint: 0x96ce6c6f
Item Level: 80
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


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


Rainbow Ring
Ring
Required Level: 48
Fingerprint: 0xa2e28a7c
Item Level: 82
Version: Expansion 1.10+
All Resistances +8


Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xf95eb591
Item Level: 80
Version: Expansion 1.10+
+14 to Life


Large Charm of Sustenance
Large Charm
Required Level: 34
Fingerprint: 0xdc1036f2
Item Level: 82
Version: Expansion 1.10+
+24 to Life


Io Rune
Required Level: 35
Version: Expansion 1.10+
Weapons: +10 to Vitality
Armor: +10 to Vitality
Shields: +10 to Vitality


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


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


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


Gul Rune
Required Level: 53
Version: Expansion 1.10+
Weapons: 20% Bonus to Attack Rating
Armor: +5% to Maximum Poison Resist
Shields: +5% to Maximum Poison Resist


Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x9ed6e2b4
Item Level: 85
Version: Expansion 1.10+
6% Better Chance of Getting Magic Items


Burly Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x492b3f4f
Item Level: 81
Version: Expansion 1.10+
+21 Defense
+37 to Life


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


Golemlord's Petrified Wand of the Vampire
Petrified Wand
One Hand Damage: 8 - 24
Durability: 7 of 15
Required Level: 48
Required Strength: 25
Fingerprint: 0x666308b7
Item Level: 80
Version: Expansion 1.10+
+3 to Summoning Skills (Necromancer Only)
8% Mana stolen per hit


Rhyme
Hierophant Trophy
ShaelEth
Defense: 70
Chance to Block: 32
Durability: 10 of 20
Required Level: 40
Required Strength: 58
Fingerprint: 0x308ecf74
Item Level: 79
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Adds 25 - 50 Poison Damage Over 4 Secs (100 Frames)
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




Mercenary:


Name:       Neeraj
Race:       Desert Mercenary
Type:       Comb-Normal
Experience: 63684094
Level:      83
Dead?:      false


            Naked/Gear
Strength:   187/220
Dexterity:  151/181
HP:         1750/1833
Defense:    1288/2489
AR:         1952/437248


Fire:       184/144/84
Cold:       214/174/114
Lightning:  184/144/84
Poison:    184/144/84


Natalya's Totem
Grim Helm
Defense: 241
Durability: 26 of 40
Required Level: 59
Required Strength: 58
Fingerprint: 0x6cebaf6c
Item Level: 81
Version: Expansion 1.10+
+139 Defense
+13 to Strength
+25 to Dexterity
All Resistances +14
Magic Damage Reduced by 3






Duriel's Shell
Cuirass
Defense: 960
Durability: 126 of 126
Required Level: 41
Required Strength: 55
Fingerprint: 0x3fb25ff2
Item Level: 85
Version: Expansion 1.10+
+182% Enhanced Defense
+103 Defense (Based on Character Level)
+15 to Strength
+83 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability
Ethereal




Insight
Cryptic Axe
RalTirTalSol
Two Hand Damage: 112 - 472
Durability: 45 of 65
Required Level: 59
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0x741c0057
Item Level: 83
Version: Expansion 1.10+
Level 13 Meditation Aura When Equipped
+35% Faster Cast Rate
215% Enhanced Damage
+9 to Minimum Damage
223% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+5 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
 
Originally posted by ReiperXHC on Feb 7, 2007:

Guardian Admiral_Angst

This is my first ever Guardian. I don't know if anybody remembers, but in the Thursday thread I mentioned that I could be going to jail...well...I did...and I didn't make Guardian before I had to go to court. I was only in for 5 days, so not so bad. I finished him up tonight...so here goes.

Character Name: Admiral_Angst
Character Class: Necromancer
Character Type: Fishymancer
Character Level: 82
Character EXP: 874,558,775

STATS
Strength: 142 (118...for Marrowalks)
Dexterity: 182 (178)
Vitality: 154 (134)
Energy: 70 (100...I put points in cuz I hate CE'ing with no mana)

Life: 596 (464)
Mana: 337 (277)
Stamina: 299 (279)

SKILLS
Raise Skeleton: 20 (22)
Skeleton Mastry: 20 (25)
Rest of Summoning Tree: 1...except Fire Golem which has 0 (3)
Curses: 1 in each (3 in each)
Corpse Explosion: 20 (22)
Teeth: 1 (3)
Bone Armor: 1 (3)
Bone Wall: 14 (16)

EQUIPMENT
Helm: Undead Crown (P. Topaz)

Weapon: Blue Wand...+2 Necro Skills +30 Energy
Switch: A rare staff with 48 Teleport charges (I only use this for teleport)
Shield: Gerke's Sanctuary (P. Diamond)
Amulet: 17 All Resist
Rings: 14 All Resist and a 10 All Resist
Belt: Thundergod's Vigor (he he)
Boots: Natalya's

Brimstone Pelt
Breast Plate
Defense: 84
Durability: 50 of 50
Required Strength: 30
Required Level: 18
Item Version: 1.10 Expansion
Item Level: 45
Fingerprint: 0x3b044299
+37 to Life
+23% Enhanced Defense
Lightning Resist +13%
48% Better Chance of Getting Magic Items
17% Faster Hit Recovery
Poison Length Reduced by 50%
Socketed (2: 2 used)

Havoc Hand
Demonhide Gloves
Defense: 35
Durability: 12 of 12
Required Strength: 20
Required Level: 26
Item Version: 1.10 Expansion
Item Level: 52
Fingerprint: 0x556454fa
+4 to Strength
Fire Resist +17%
Lightning Resist +16%
3% Life stolen per hit
20% Better Chance of Getting Magic Items
+1 to Passive and Magic Skills (Amazon Only)

Charms: Bunch of resist charms and 2 small charms of vita, 17 and 19

Might Merc
Hone Sundan (damage jewels and a P skull)
Toothrow
Crown of Thieves

RESISTS
Fire: 75
Cold: 75
Lightning: 85 (and 20 absorb) from T-Gods
Poison: 75


Normal and Nightmare were a cakewalk...did those with as much MF as I could muster (ended up with about 150.) I had my first real scare in the nightmare throne so I decided to hit my stash back up for some resistance equipment. I found T-Gods in act 3 NM off of a regular monster...would you believe it? The thing made surviving much much easier...especially later in Hell when I could get my lightning resist maxed out.

In Hell, the usual setbacks in Act 2 (Maggot Lair.) Funny story about the Arcane Sanctuary. Was doing it in /P1 and popping the chests at /P8 then switching back. Well after the 2nd set of chests, I forgot to go back to /P1. For some reason I hadn't even noticed...I was just wondering why everything took so long to kill! I figured it was because they were immune to fire! LMAO!!! Anyways...I ended up getting through the last section and killing the Summoner on /P8.

After that everything went pretty smoothly until WSK level 2. That's when things started getting frustrating. Due to low +skills my 1 point in Summon Resist was not holding up at all. Skeletons were dieing all over the place and the Gloams were rapidly killing off my merc. Dim Vision did not seem to have enough points either to spam in any direction off screen with any kind of range. But I kept on going resurrecting the merc and building the army up over and over in act 1. Had to do this 3 times for Baal's minions as well. Finally after defeating them, Baal himself was a piece of cake. Took about 2 minutes to finish him off. (summoner, ya' know)


So now that that's done, I have 6 more classes to Guardian. Any suggestions on what to do next guys? I'm still looking to do something kinda' easy. I have a level 20 Assassin who's gonna' be a trapper...but I don't know if I feel like working on her right now. Maybe a frost zealot...but I don't know. I'm happy about my first Guardian. I've never done it before, and now I hope to have many more. Perhaps one day will get one to level 99, but only time will tell.

-Reip
 
Originally posted by RIP on Oct 6, 2008:

RIP's Vanilla 1.11 Untwincked septavirate - Guardian Nevim (3/7)

Hello friends :)

More then one Year passed since the time, when i succesfully finished my previous Guardian for this sept, my LF/FA Amazon...Its not because i was not trying to build up another one, its because i've failed repeatidly again and again and again...To tell You truth, just speaking about necros,i've lost four before...Two summoners and two boners...Three of them in Hell, last summoner even in Hell Act5, when he was fighting against Ancients...But most importantly, i've been able to learn from my previous failures and this resulted into my third Guardian for my sept...

Anyway back to my rules:

1)HC, using ESC button for escaping death is NOT allowed *
2)Untwincked Vanilla 1.11b
3)With last two Guardians - single pass (so, its also Nevims case)
4)This time Atma as extended stash was NOT allowed
5)Just in Nevims case - all quests must be completed (actually he just not used quest rewards from Hell, with exception of personalize, i used it for my shield)

Explanation:

* (for those, who have read already my previous threads - its not major change, i played under this rule from the beginning of this sept, i just have been lazy to translate word PERMITTED to Czech language - yeah, i'm very stupid)

Now we can truly start, so here he is:


Guardian Nevim, lvl 83 Necromancer

As always with my Guardian threads, i want to firstly explain, why i've choosed this name...So, Nevim is czech word and if You use translator, You will receive this:I don't know...So, our MR.I don't know represents my feelings, when i lost last time my necro, while fighting Hell Ancients, mostly my depression from my poor playing skills, because anybody was able to finish fishymancer in HC, but not me...

Now we can continue...


Skills distribution:


20
Raise Skeleton
20 Skeleton Mastery
20 Corpse Explotion*****Actualy only skill, which was able to kill something in Hell, Skelies were way to weak...
10 Bone Prison (+ prerequisities)
5 Amplify dmg
1 Decrepify (+ prerequisities)
1 Attract (+ prerequisities)


I want to explain, why i spent points this way lately....


Mercenary was used Mighty one (ie NM offensive)...


Gear:


Rich (BB code):
Chromatic Circlet
Defense: 23
Durability: 35 of 35
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x25b2bf0b
All Resistances +30




Gemmed Gothic Plate
Defense: 133
Durability: 55 of 55
Required Strength: 70
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 44
Fingerprint: 0xdeb0d2d5
+38 to Life
72% Better Chance of Getting Magic Items
Socketed (4: 4 used)




Nevim's Necromancer's Yew Wand of the Wraith
One-Hand Damage: 2 to 8
Durability: 15 of 15
Required Level: 42
Staff Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 53
Fingerprint: 0xf9fa689e
6% Mana stolen per hit
+2 to Necromancer Skill Levels
+2 to Revive (Necromancer Only)
150% Damage to Undead




Pure Battle Staff of Teleportation
Two-Hand Damage: 6 to 13
Durability: 40 of 40
Required Level: 24
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0x2fc315e1
+2 to Blizzard (Sorceress Only)
+1 to Thunder Storm (Sorceress Only)
235% Damage to Undead
+153 to Attack Rating against Undead
Level 2 Teleport (34/37 Charges)




Nevim's Trang-Oul's Wing
Cantor Trophy
Defense: 186
Chance to Block:  60%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 50
Required Level: 54
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x7f202970
+25 to Strength
+15 to Dexterity
+30% Increased Chance of Blocking
+125 Defense
Fire Resist +60%
Lightning Resist +19%
Cold Resist +19%
Poison Resist +59%
+2 to Poison and Bone Skills (Necromancer Only)

***Partial Set Item Bonuses***
-25% to Enemy Poison Resistance
Replenish Life +15
***Partial Set Item Bonuses***

Socketed (1: 1 used)




Loath Hand
Gauntlets
Defense: 19
Durability: 24 of 24
Required Strength: 60
Required Level: 57
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x15da7af6
+23% Enhanced Defense
Damage Reduced by 4
Magic Damage Reduced by 1
Cold Resist +24%
Poison Resist +14%
20% Increased Attack Speed
+1 to Passive and Magic Skills (Amazon Only)





Jade Plated Belt of the Whale
Defense: 9
Durability: 24 of 24
Required Strength: 60
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x205b72c6
+97 to Life
Poison Resist +29%





Viper Shank
Sharkskin Boots
Defense: 33
Durability: 14 of 14
Required Strength: 47
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 54
Fingerprint: 0x9e8d4a5e
+12 to Maximum Stamina
Fire Resist +33%
Lightning Resist +27%
10% Faster Run/Walk
Half Freeze Duration





Prismatic Amulet of the Mammoth
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0xb607948a
+35 to Life
All Resistances +20





Cobalt Ring of the Tiger
Required Level: 43
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xee7bf1fe
+30 to Life
Cold Resist +21%




Death Turn
Ring
Required Level: 60
Item Version: 1.10+ Expansion
Item Level: 78
Fingerprint: 0x617a166
+31 to Life
+30 to Mana
+63 to Attack Rating
4% Life stolen per hit
Half Freeze Duration


Gear was mostly gambled, i really loved my rare boots and magic ammy...As for gloves, they are safety craft, nothing special for this necro, but decent one for untwincked play...Only exception is TO shield, which was kindly donated by NM Baal (You will see screenshot in finds section)...As for charms, one Shimmering GC (12%, found in normal), rest of them Fire/lightning/Life/Mana GCs/SCs


Mercenary:


Rich (BB code):
Honor
Bec-de-Corbin
'AmnElIthTirSol'
Two-Hand Damage: 58 to 339
Durability: 28 of 28
Required Dexterity: 81
Required Strength: 123
Required Level: 27
Polearm Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0x8691f3ae
+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
Ethereal (Cannot be Repaired), Socketed (5: 5 used)


And for PI this


Malice
Thresher
'IthElEth'
Two-Hand Damage: 15 to 196
Durability: 63 of 65
Required Dexterity: 118
Required Strength: 152
Required Level: 53
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xb8acc741
+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)




Gemmed Crown
Defense: 39
Durability: 42 of 50
Required Strength: 55
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 43
Fingerprint: 0x75c4f7f1
+16 to Maximum Stamina
Fire Resist +29%
+20 poison damage over 2 seconds
30% Increased Attack Speed
Socketed (3: 3 used)




Duriel's Shell
Cuirass
Defense: 645
Durability: 34 of 150
Required Strength: 65
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x5d74e33a
+15 to Strength
+167% Enhanced Defense
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+103 to Defense (Based on Character Level)
+83 to Life (Based on Character Level)

I've used three jewels for mercs crown, two fervor (one with stamina) and one Fire res/Envy...Very nice helm i tell You, i have chance to use Tals mask instead, but it was not necessary...


Now back to the most interesting section...


Notable finds and events:

I don't remember any problems in Normal/NM, no finds though (except Baal, of course...also UM from forge is worthy of mentioning, but i had no reason to use it immediatelly, so it was safely placed in my major rune stash and lost therefore for this char...

On the other side, Hell was different cup of tea...Many PIs, some bosses also with Stone skin ability, so i have to use even my lvl 5 Bonespear to speed up things...Also mages were used in certain situations...
Obvious strategy was let the army to do first kill and then CE to the end...Ohh, but i need to mention two tools, which helped me alot in toughest situations and i can't imagine Hell difficulty without them...
First was Attract curse - unbeliavebly strong skill, its keeping several enemies busy for six seconds, very usefull against any bosspack, priceless against PI mobs...
Second - staff with tele charges on switch - used all the time ,but most importantly in Maggot lair, Arcane sanctuary etc...Bit expensive to repair, but IMHO worth it...
Hmm, now maby You are also wondering, why i spent 10 points in Bone prison...Firstly, its Bone armor synergy, so this skill was at the end able to absorb 225 points of physical dmg...Second use - Ancients...Prisoned Madawc was doing nothing, he was just sitting like a duck...Also Korlic was unable to use his Leap attack...Only moving ancient was Talic...And then it was easy

Now NDEs - exactly two...

Both in Act 2 Hell...
First in Maggot lair, when i underestimated effect of invisinle Cold nova from Convicted Scarab boss...No visible life was at this moment in necros lifebulb, so my estimation is - under 15 hitpoints was remaining...
Second, and maby more dangerous one - in Arcane Sanctuary...I just foolishly teleported my necro with his army to the centre of PI Ghost pack (or how they are called), i needed to use every potion (except two) to safe his life for few seconds, then my merc killed one of these ghosts, i was able to use CE and necro survived...Again, my estimation is under 20 hitpoints remaining, no screenshots though :)
Ancients were relatively easy, in WSK2 were gloams and one pack had convicted Boss, i don't needed to kill them ,but i wanted to do this (yeah, i'm brave fool), it tooked me at least 15 minutes to finish this job, but we have done it :)))

Nevim is now Guardian


As for finds...

NM Baals drop

Titans (Countess)

Thundergods vigor (Andys room)

Thunderstokes (Act 2 Hell) - hmm, why i've not played ama instead...

Eaglehorn (Spider Cavern - Act3 Hell)

Carrion wind (Act3 Hell)

Seraphs hymn (Act 5 hell)

Bul Kathos Tribal Guardian (Second wave)...

Hforges were the best possible - NM (UM), Hell (GUL), Normal was (ITH)

Alltogether, i think very lucky char...



Future plans - WSK running, i also want to try put my Beast into his hands :))



Credits:

Nightfish
and Milb for sept inspiration
Butzull for his great sept thread
Milb for his help, while discussing things via PM
Sequana, because her Green with envy Necro Guardian encouraged me to finish mine :)
Hrus, he revealed this forum for me, thanks
Many people here around SPF, its best D2 forum ever, thanks alot

Thanks for reading this, blame me for my bad grammar and any misunderstood done by my bad english, blame Durf for everything else...


RIP
 
Originally posted by Road Ratt on Mar 17, 2008:

Guardian Dead Drunk, Untwinked Fishymancer

Here he is my 3rd Guardian, he's my 2nd untwinked guardian and my 1st "cookie cutter" build.

Version: 1.11 (RWM & Atma for stash)

Name: Dead Drunk
Type: Fishymancer
Level: 82
Exp: 815,613,402

Stats: (with gear)
Str: 75 (85)
Dex: 171 (194) (50% block)
Vita: 229 (249)
Nrg: 25 (45)
Stat points remaining: 0

Life: 654 (961)
Mana: 187 (285)

Skills:
Raise Skeleton: 20 (23)
Skeleton Mastery: 20 (23)
Summon Resist: 4 (7)
Rest of Summoning: 1 (except Fire Golem)
Corpse Explosion: 20 (23)
Teeth: 1 (4)
Dim Vision: 16 (19)
Rest of Curses: 1 in each (except Confuse, Attract and Lower Resist)

Total plusses to skills: 3

Gear:

Code:
Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Strength: 20
Required Level: 28
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0xfbdb6a7d
+20 to Energy
+20 to Vitality
+100% Enhanced Defense
Replenish Life +6
15% Faster Run/Walk
+1 to All Skill Levels

Gemmed Wyrmhide
'ThulTal'
Defense: 409
Durability: 24 of 24
Required Strength: 84
Required Level: 50
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x5261250e
+76 to Life
Cold Resist +30%
Poison Resist +30%
Socketed (4: 4 used)

Sigon's Wrap
Plated Belt
Defense: 11
Durability: 24 of 24
Required Strength: 60
Required Level: 6
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x7f9c0ab2
+20 to Life
Fire Resist +20%

Garnet Chain Boots
Defense: 9
Durability: 16 of 16
Kick Damage: 6 to 12
Required Strength: 30
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 28
Fingerprint: 0x50b6b779
Fire Resist +26%

Coral Light Gauntlets
Defense: 11
Durability: 18 of 18
Required Strength: 45
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 28
Fingerprint: 0x82de2ae7
Lightning Resist +29%

The Ward
Gothic Shield
Defense: 112
Chance to Block:  46%
Smite Damage: 2 to 6
Durability: 40 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 39
Fingerprint: 0x8185a108
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +67
Socketed (1: 1 used)

Necromancer's Grim Wand of the Wraith
One-Hand Damage: 5 to 11
Durability: 15 of 15
Required Level: 42
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x824e7664
6% Mana stolen per hit
+2 to Necromancer Skill Levels
+2 to Attract (Necromancer Only)
150% Damage to Undead

Chromatic Amulet
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0xb430aa53
All Resistances +30

Havoc Whorl
Ring
Required Level: 43
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x7b8e2433
+8 to Dexterity
+23 to Life
+20 to Mana
Cold Resist +30%
Poison Resist +6%
Replenish Life +5

Plague Touch
Ring
Required Level: 48
Item Version: 1.10+ Expansion
Item Level: 57
Fingerprint: 0x1f46f2d1
+15 to Dexterity
+20 to Life
+38 to Mana
+75 to Attack Rating
All Resistances +9

Merc Gear:

Dire Visor
Sallet
Defense: 86
Durability: 18 of 18
Required Strength: 43
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x5ad3314
+10 to Energy
+37% Enhanced Defense
Lightning Resist +28%
Poison Resist +28%
Repairs 1 durability in 20 seconds

Gemmed Wyrmhide
'RalOrtTalThul'
Defense: 391
Durability: 24 of 24
Required Strength: 84
Required Level: 50
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xeb5dc672
All Resistances +30
Socketed (4: 4 used)

Honor
Thresher
'AmnElIthTirSol'
Two-Hand Damage: 40 to 375
Durability: 65 of 65
Required Dexterity: 118
Required Strength: 152
Required Level: 53
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xcfabaffb
+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)

Forges:
Nm: Pul
Hell: Io

Notable Finds: Pul

I completed all quests in every difficulty.

If you're looking at the skills and wondering why i put so many points in Dim Vision. I'm no expert in necros and put way more points there than needed, next time I'll use less there and more somewhere else.

I didn't do any mfing with him, though I did find a few good items along the way. I found The Ward unique gothic shield in the blood moor in nm from the second pack of monsters we encountered. The Peasant Crown dropped from some monsters on my way up to stop shenk in nm. While doing the den in hell a plain thresher dropped and I socketed it and made an Honor in it for my merc, he really needed it as he was using a rare partizan at the time. It was the first time I ever used the Honor runeword, I wasn't sure whether it would do him through hell or not but it worked fine all the way through. I did several pit runs in hell once I got there looking for os armor, never did find any so I moved on, found our os armor along the way through hell.

I did have several close calls and one NDE (mostly before I had set my block to 50%), a leaper in act2 nm got past my army and smacked me a couple times, I used a full rejuv and was more careful around them afterwards.

I had the usual summoner problem areas in hell the maggot lair, arcane sanctuary, etc. . Hell ancients I rerolled 4 times because I kept losing my merc, the final time went well but I still almost lost him near the end with Talic having a sliver of life left and Mawdac with 1/8 of life or so left and no skeletons left at all, but I rejuved him and we prevailed. The throneroom went very well except for wave 3 when Bartuc spawned with conviction, but we got them seperated and slowly killed them all. Waves 4 and 5 went better than I had thought they would, I was expecting a harder fight but they went down fairly easy. Baal took 15 minutes to kill but wasn't much of a challenge, just stubbornly slow to kill. 😃
 
Originally posted by SeeiN2StarS on Nov 22, 2011:

Guardian TW_Fishy

Second Guardian! That fast! No, introducing them together:thumbsup:
Has a switch with rings, this is more for MF. (even though not a lot... still have to try!)
http://img.photobucket.com/albums/v470/seein2stars/Screenshot004.jpg
Story time up top this time. Items were found by TW_Fice and TW_Fishy.
This guy will pit run and just try to find items where ever any act is calling!
Very fun, fast killer when twinked.
I put points in CG for the purpose of drawing enemies to him if there was a separate pack of enemies coming at me aside from the ones I was already battling. It worked out well!:nod:
Next, as the last post said, single pass wolf druid full clear untwinked.
Also, switched out Viperfork for the rare one, it took to many corpses away from me.
NDE, not nearly as bad as TW_Fice, one really close call (that I recall) against a pack of skele archers in Act 5.
Also found 2 trangs gloves :)
Code:
Name:       TW_Fishy
Class:      Necromancer
Experience: 1084221128
Level:      85

            Naked/Gear
Strength:   103/128
Dexterity:  25/42
Vitality:   347/347
Energy:     25/25
HP:         895/1015
Mana:       193/319
Stamina:    495/495
Defense:    6/1054
AR:         80/221

Fire:       142/102/42
Cold:       167/127/67
Lightning:  71/31/-29
Poison:     68/28/-32

MF:         136       Block:      6
GF:         98
FR/W:       25
FHR:        0
IAS:        0
FCR:        30

Amplify Damage: 1/4
Dim Vision: 0/0
Weaken: 1/4
Iron Maiden: 0/0
Terror: 1/6
Confuse: 0/0
Life Tap: 0/0
Attract: 0/0
Decrepify: 1/4
Lower Resist: 0/0

Teeth: 1/4
Bone Armor: 11/14
Poison Dagger: 0/0
Corpse Explosion: 20/23
Bone Wall: 0/0
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 20/33
Raise Skeleton: 20/31
Clay Golem: 14/22
Golem Mastery: 1/9
Raise Skeletal Mage: 1/11
Blood Golem: 1/9
Summon Resist: 1/9
Iron Golem: 1/9
Fire Golem: 0/0
Revive: 1/9

Nagelring
Ring
Required Level: 7
Fingerprint: 0xb118248b
Item Level: 50
Version: Expansion 1.10+
+56 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
29% Better Chance of Getting Magic Items

Trang-Oul's Claws
Heavy Bracers
Defense: 71
Durability: 16 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0xa7d5c2c1
Item Level: 87
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%


Nightsmoke
Belt
Defense: 23
Durability: 16 of 16
Required Level: 20
Required Strength: 25
Fingerprint: 0x1b06c008
Item Level: 59
Version: Expansion 1.10+
+34% Enhanced Defense
+15 Defense
+20 to Mana
All Resistances +10
Damage Reduced by 2
50% Damage Taken Goes To Mana

Tarnhelm
Skull Cap
Defense: 11
Durability: 18 of 18
Required Level: 18
Required Strength: 15
Fingerprint: 0xc48ceaec
Item Level: 45
Version: Expansion 1.10+
+1 to All Skills
75% Extra Gold from Monsters
53% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Perfect Topaz

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Duriel's Shell
Cuirass
Defense: 666
Durability: 150 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x2127f19a
Item Level: 60
Version: Expansion 1.10+
+176% Enhanced Defense
+106 Defense (Based on Character Level)
+15 to Strength
+85 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
24% Better Chance of Getting Magic Items
+100 Maximum Durability
1 Sockets (1 used)
Socketed: Perfect Topaz

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Marrowwalk
Boneweave Boots
Defense: 191
Durability: 16 of 16
Required Level: 66
Required Strength: 118
Fingerprint: 0xde5857c
Item Level: 99
Version: Expansion 1.10+
+20% Faster Run/Walk
+2 to Skeleton Mastery (Necromancer Only)
+181% Enhanced Defense
+10 to Strength
+17 to Dexterity
Regenerate Mana 10%
Heal Stamina Plus 10%
Half Freeze Duration
Level 12 Life Tap (10/10 Charges)
Level 33 Bone Prison (13/13 Charges)

Golemlord's Amulet of Regrowth
Amulet
Required Level: 45
Fingerprint: 0x984b46ea
Item Level: 71
Version: Expansion 1.10+
+3 to Summoning Skills (Necromancer Only)
Replenish Life +7

Cobalt Ring of Fortune
Ring
Required Level: 31
Fingerprint: 0x4bf9a32b
Item Level: 85
Version: Expansion 1.10+
Cold Resist +30%
23% Better Chance of Getting Magic Items

Spellsteel
Bearded Axe
Two Hand Damage: 55 - 129
Durability: 35 of 35
Required Level: 39
Required Strength: 37
Fingerprint: 0x6f97fae4
Item Level: 59
Version: Expansion 1.10+
+10% Faster Cast Rate
165% Enhanced Damage
+100 to Mana
Regenerate Mana 25%
Magic Damage Reduced by 13
Level 1 Teleport (15/20 Charges)
Level 3 Decrepify (30/30 Charges)
Level 10 Holy Bolt (100/100 Charges)
Level 12 Firestorm (60/60 Charges)
Requirements -60%

Lucky Grand Charm
Grand Charm
Fingerprint: 0xf547dcfd
Item Level: 75
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Russet Grand Charm of Greed
Grand Charm
Required Level: 7
Fingerprint: 0xf22cccbc
Item Level: 22
Version: Expansion 1.10+
Fire Resist +18%
23% Extra Gold from Monsters

Ruby Grand Charm of Life
Grand Charm
Required Level: 22
Fingerprint: 0x58ea6d0d
Item Level: 39
Version: Expansion 1.10+
+20 to Life
Fire Resist +29%

Garnet Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x2aac381b
Item Level: 45
Version: Expansion 1.10+
Fire Resist +8%

Tangerine Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x2b50937d
Item Level: 10
Version: Expansion 1.10+
Lightning Resist +3%

Cobalt Small Charm of Sustenance
Small Charm
Required Level: 20
Fingerprint: 0x67cad7af
Item Level: 79
Version: Expansion 1.10+
+15 to Life
Cold Resist +9%

Garnet Large Charm of Inertia
Large Charm
Required Level: 18
Fingerprint: 0xc0d957
Item Level: 87
Version: Expansion 1.10+
+5% Faster Run/Walk
Fire Resist +12%

Arm of King Leoric
Tomb Wand
One Hand Damage: 10 - 22
Durability: 15 of 15
Required Level: 36
Required Strength: 25
Fingerprint: 0x548e053f
Item Level: 59
Version: Expansion 1.10+
10% Chance to cast level 2 Bone Prison when struck
5% Chance to cast level 10 Bone Spirit when struck
+2 to Poison and Bone Skills (Necromancer Only)
+2 to Summoning Skills (Necromancer Only)
+10% Faster Cast Rate
+3 to Skeleton Mastery (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
+2 to Terror (Necromancer Only)
+2 to Raise Skeletal Mage (Necromancer Only)
+106 to Mana (Based on Character Level)
All Resistances +8
1 Sockets (1 used)
Socketed: Shimmering Jewel

Shimmering Jewel
Jewel
Required Level: 12
Fingerprint: 0xf064d3bc
Item Level: 32
Version: Expansion 1.10+
Cold Resist +8%
Lightning Resist +8%
Fire Resist +8%
Poison Resist +8%

Storm Shell
Mummified Trophy
Defense: 82
Chance to Block: 23
Durability: 20 of 20
Required Level: 30
Required Strength: 38
Fingerprint: 0x775a3ebe
Item Level: 59
Version: Expansion 1.10+
+2 to Summoning Skills (Necromancer Only)
+30% Faster Block Rate
20% Increased Chance of Blocking
Adds 2 - 7 Poison Damage Over 3 Secs (75 Frames)
+42 Defense (Based on Character Level)
Fire Resist +7%
Magic Damage Reduced by 1

Mercenary:

Name:       Razan
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 74614696
Level:      85
Dead?:      false

            Naked/Gear
Strength:   186/219
Dexterity:  150/173
HP:         1767/1852
Defense:    1302/2235
AR:         1913/1913

Fire:       188/148/88
Cold:       218/178/118
Lightning:  188/148/88
Poison:    188/148/88

Natalya's Totem
Grim Helm
Defense: 275
Durability: 27 of 40
Required Level: 59
Required Strength: 58
Fingerprint: 0x85e5ad91
Item Level: 59
Version: Expansion 1.10+
+164 Defense
+18 to Strength
+23 to Dexterity
All Resistances +19
Magic Damage Reduced by 3



Duriel's Shell
Cuirass
Defense: 658
Durability: 43 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0xa44456b8
Item Level: 59
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
Cannot Be Frozen
+100 Maximum Durability


Bramble Barb
Colossus Voulge
Two Hand Damage: 48 - 468
Durability: 138 of 150
Required Level: 48
Required Strength: 210
Required Dexterity: 55
Fingerprint: 0xefabb33e
Item Level: 71
Version: Expansion 1.10+
184% Enhanced Damage
+38% Damage to Undead
+37 to Attack Rating against Undead
Adds 38 - 76 Fire Damage
4% Mana stolen per hit
 
Originally posted by Shagsbeard on Oct 18, 2005:

Guardian #2

First was Charmer, the Hydra Sorc, and now Patton, the Skelemancer have reached the rank of Guardian. Patton was pretty much following the guide for a fishymancer (thanks nightfish) with 20 in SM/RS/CG/GM and 10 each in AmpDam/CE. Almost all of his gear was devoted to keeping resistances over 60 or so while keeping the summoning skills at 32 each. Not a fast killer, but a competent one. A trapperzon is probably my next try, but I'm going to play around with this one for a bit before moving on.

Items twinked on were a PTopazed Skulder's and my merc gear, VampGaze, Dureal's Shell, and an Honor Warpike. All else was self-found/gambled/store bought. All items/runes were HC found by me.

I like this build, but it doesn't kill fast. Baal took about 5 minutes to fall in the end but the battle was without risk, or insident. I had him pinned down on his walkway and was out of the way of his ranged attacks. The nicest drop he gave me was:

Blood Shell
Great Helm
Defense: 32
Durability: 33 of 40
Required Strength: 63
Required Level: 13
Unidentified
Item Version: 1.10 Expansion
Item Level: 99
Fingerprint: 0x93aa6a47
+15 to Attack Rating
Fire Resist +20%
Lightning Resist +23%
+1 to Light Radius
Poison Length Reduced by 25%

which left me pretty disappointed. It's not a bad starter helm for an Act II merc. The rest of it was other rares and a green V'Barb.
 
Originally posted by scrcrw on Mar 27, 2010:

Guardian #7: Seven, the Telefishy (also: HC Sept complete)

So, another scrcrw Guardian. Something interesting this time? Well, no. If you read the title carefully you may have noticed "tele". Another Enigma wielding Guardian it is. Thanks 1.13.
Still, he completes my HC sept, which seems worth a post.
Those that came before him:

----1.12----
#1 Curry - tournament Assassin (BF/DS)
#2 shortcircuit - tournament Sorc (L/GS) (deceased)
#3 Joelle - decently twinked Fishyzon
#4 Botlike - well twinked Hammerdin
---- 1.13 ----
#5 Telestorm - ridiculously twinked Windy
#6 Reaper - ridiculously twinked Singer

Group Picture.

I guess I should make another sorc to have a "living Sept".

Alright, now to #7, ambitiously named Seven. I had planned something more interesting, like Summoner for Normal, Poison for NM and Bone for Hell. However, after following my Skellies through Normal, I decided that I had earned the right to enjoy a tele'ing Fishy in his full glory. Got a bit adventurous in early Hell and played as a Boner for half of A1 :crazyeyes: Didn't like that very much and respec'ed back to Fishymancer. After all, someone has got to prove that this build is finally viable with the buffed CE in 1.13 ;)

LCS after the big kill (75% block)

Skills: 20 RS/SM/CE/GM, 1 Revive/Amp/Decrep/DV/IG

12 to Summons/P&B, 16 to Curses (+1 from BC)

Used a Clay Golem through Norm and NM. Then I decided to give the IG a try for Hell. Dumped all saved points in Golem Mastery and used an IK Maul that had just dropped. That Golem survived the rest of Hell 👍
I don't have any spare Insights (or bases), otherwise I'd have used one of those.

Dump:
Code:
Name:       Seven
Class:      Necromancer
Experience: 856529921
Level:      82

            Naked/Gear
Strength:   25/93
Dexterity:  158/190
Vitality:   292/299
Energy:     25/52
HP:         780/1434
Mana:       187/399
Stamina:    437/492
Defense:    39/1512
AR:         745/951

Fire:       166/126/66
Cold:       209/169/109
Lightning:  186/146/86
Poison:     178/138/78

MF:         132       Block:      76
GF:         0
FR/W:       65
FHR:        0
IAS:        0
FCR:        78

Amplify Damage: 1/17
Dim Vision: 1/17
Weaken: 1/17
Iron Maiden: 0/0
Terror: 1/17
Confuse: 0/0
Life Tap: 0/0
Attract: 0/0
Decrepify: 1/17
Lower Resist: 0/0

Teeth: 1/13
Bone Armor: 0/0
Poison Dagger: 0/0
Corpse Explosion: 20/32
Bone Wall: 0/0
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 20/32
Raise Skeleton: 20/32
Clay Golem: 1/13
Golem Mastery: 20/32
Raise Skeletal Mage: 1/13
Blood Golem: 1/13
Summon Resist: 1/13
Iron Golem: 1/13
Fire Golem: 1/13
Revive: 1/13

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x6360e87f
Item Level: 85
Version: Expansion 1.10+
+20 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x58ad7c6b
Item Level: 85
Version: Expansion 1.10+
+20 to Life

Lizard's Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x204b1d6
Item Level: 85
Version: Expansion 1.10+
+20 to Life
+2 to Mana

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xdee5f89c
Item Level: 85
Version: Expansion 1.10+
+20 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xa5d67c34
Item Level: 94
Version: Expansion 1.10+
+18 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x534d9f8d
Item Level: 85
Version: Expansion 1.10+
+18 to Life

Steel Small Charm of Vita
Small Charm
Required Level: 49
Fingerprint: 0x178990cb
Item Level: 85
Version: Expansion 1.10+
+27 to Attack Rating
+18 to Life

Rugged Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x29c2808a
Item Level: 85
Version: Expansion 1.10+
+18 to Life
+15 Maximum Stamina

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x32a63986
Item Level: 68
Version: Expansion 1.10+
+19 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x6949e21
Item Level: 85
Version: Expansion 1.10+
+17 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xb612995a
Item Level: 85
Version: Expansion 1.10+
+17 to Life

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x4d448fc7
Item Level: 82
Version: Expansion 1.10+
+20 to Life

Trang-Oul's Claws
Heavy Bracers
Defense: 67
Durability: 15 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0x33bb8fe1
Item Level: 87
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%


The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x9ab29e2e
Item Level: 88
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%

Harlequin Crest
Shako
Defense: 130
Durability: 10 of 12
Required Level: 62
Required Strength: 50
Fingerprint: 0xafcc9d06
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +2
+123 to Life (Based on Character Level)
+123 to Mana (Based on Character Level)
All Resistances +15
Damage Reduced by 10%
50% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Scintillating Jewel

Scintillating Jewel
Jewel
Required Level: 26
Fingerprint: 0x67d18412
Item Level: 80
Version: Expansion 1.10+
Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x1229c0e
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +27

Chaos Loop
Ring
Required Level: 60
Fingerprint: 0x9b13035f
Item Level: 69
Version: Expansion 1.10+
+10% Faster Cast Rate
+1 to Maximum Damage
+19 to Attack Rating
+38 to Life
Lightning Resist +20%

Serpent's Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0x2fac8488
Item Level: 88
Version: Expansion 1.10+
+33 to Life
+27 to Mana

Serpent's Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0x74ce1936
Item Level: 85
Version: Expansion 1.10+
+32 to Life
+29 to Mana

Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0x1ea63668
Item Level: 85
Version: Expansion 1.10+
+35 to Life

Storm Lock
Vampirefang Belt
Defense: 57
Durability: 14 of 14
Required Level: 73
Required Strength: 50
Fingerprint: 0xa51c28e
Item Level: 92
Version: Expansion 1.10+
+8% Faster Cast Rate
+60 to Life
Replenish Life +9
+11 to Mana
Regenerate Mana 9%
Cold Resist +13%
Poison Resist +12%

Waterwalk
Sharkskin Boots
Defense: 116
Durability: 14 of 14
Required Level: 32
Required Strength: 47
Fingerprint: 0xe2968f27
Item Level: 87
Version: Expansion 1.10+
+20% Faster Run/Walk
+192% Enhanced Defense
+100 Defense vs. Missile
+15 to Dexterity
+56 to Life
+40 Maximum Stamina
Heal Stamina Plus 50%
+5% to Maximum Fire Resist

Botlike's Enigma
Breast Plate
JahIthBer
Defense: 838
Durability: 45 of 50
Required Level: 65
Required Strength: 30
Fingerprint: 0x6cc71294
Item Level: 20
Version: Expansion 1.10+
+2 to All Skills
+45% Faster Run/Walk
+1 to Teleport
+770 Defense
+61 to Strength (Based on Character Level)
Increase Maximum Life 5%
Damage Reduced by 8%
+14 Life after each Kill
15% Damage Taken Goes To Mana
82% Better Chance of Getting Magic Items (Based on Character Level)
3 Sockets (3 used)
Socketed: Jah Rune
Socketed: Ith Rune
Socketed: Ber Rune

Jah Rune
Required Level: 65
Version: Expansion 1.10+
Weapons: Ignore Target's Defense
Armor: Increase Maximum Life 5%
Shields: +50 to Life

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

Ber Rune
Required Level: 63
Version: Expansion 1.10+
Weapons: 20% Chance of Crushing Blow
Armor: Damage Reduced by 8%
Shields: Damage Reduced by 8%

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x2c1538d0
Item Level: 85
Version: Expansion 1.10+
+17 to Life

Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0x4fb2d24e
Item Level: 83
Version: Expansion 1.10+
+35 to Life


Botlike's Call to Arms
Double Axe
AmnRalMalIstOhm
One Hand Damage: 18 - 48
Durability: 24 of 24
Required Level: 57
Required Strength: 43
Fingerprint: 0x1a1cde41
Item Level: 82
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
273% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+4 to Battle Cry
+3 to Battle Orders
+4 to Battle Command
Replenish Life +12
30% Better Chance of Getting Magic Items
5 Sockets (5 used)
Socketed: Amn Rune
Socketed: Ral Rune
Socketed: Mal Rune
Socketed: Ist Rune
Socketed: Ohm 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

Ral Rune
Required Level: 19
Version: Expansion 1.10+
Weapons: Adds 5 - 30 Fire Damage
Armor: Fire Resist +30%
Shields: Fire Resist +35%

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

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ohm Rune
Required Level: 57
Version: Expansion 1.10+
Weapons: Enhanced Maximum Damage
Armor: +5% to Maximum Cold Resist
Shields: +5% to Maximum Cold Resist

Splendor
Bone Shield
EthLum
Defense: 44
Chance to Block: 0
Durability: 40 of 40
Required Level: 37
Required Strength: 25
Fingerprint: 0x5a438ffd
Item Level: 20
Version: Expansion 1.10+
+1 to All Skills
+10% Faster Cast Rate
+20% Faster Block Rate
+71% Enhanced Defense
+10 to Energy
Regenerate Mana 15%
50% Extra Gold from Monsters
20% Better Chance of Getting Magic Items
+3 to Light Radius
2 Sockets (2 used)
Socketed: Eth Rune
Socketed: Lum Rune

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

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

Reaper's Heart of the Oak
Flail
KoVexPulThul
One Hand Damage: 1 - 24
Durability: 30 of 30
Required Level: 55
Required Strength: 41
Required Dexterity: 35
Fingerprint: 0xd14aafa9
Item Level: 45
Version: Expansion 1.10+
+3 to All Skills
+40% Faster Cast Rate
+75% Damage to Demons
+100 to Attack Rating against Demons
+150% Damage to Undead
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
7% Mana stolen per hit
+10 to Dexterity
Replenish Life +20
Increase Maximum Mana 15%
All Resistances +35
Level 14 Raven (60/60 Charges)
Level 4 Oak Sage (25/25 Charges)
4 Sockets (4 used)
Socketed: Ko Rune
Socketed: Vex Rune
Socketed: Pul Rune
Socketed: Thul Rune

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

Vex Rune
Required Level: 55
Version: Expansion 1.10+
Weapons: 7% Mana stolen per hit
Armor: +5% to Maximum Fire Resist
Shields: +5% to Maximum Fire Resist

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

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%

Seven's Homunculus
Hierophant Trophy
Defense: 213
Chance to Block: 52
Durability: 19 of 20
Required Level: 42
Required Strength: 58
Fingerprint: 0x225205ca
Item Level: 87
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+2 to Necromancer Skill Levels
+30% Faster Block Rate
40% Increased Chance of Blocking
+200% Enhanced Defense
+20 to Energy
Regenerate Mana 33%
All Resistances +59
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Perfect Diamond

Perfect Diamond
Required Level: 18
Version: Expansion 1.10+
Weapons: +68% Damage to Undead
Armor: +100 to Attack Rating
Shields: Cold Resist +19%
Lightning Resist +19%
Fire Resist +19%
Poison Resist +19%

Mercenary:

Name:       Gulzar
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 66974026
Level:      82
Dead?:      false

            Naked/Gear
Strength:   181/211
Dexterity:  145/150
HP:         1647/1647
Defense:    1217/1501
AR:         1874/342942

Fire:       146/106/46
Cold:       176/136/76
Lightning:  146/106/46
Poison:    146/106/46

Curry's Treachery
Breast Plate
ShaelThulLem
Defense: 67
Durability: 50 of 50
Required Level: 43
Required Strength: 30
Fingerprint: 0xa9ec8440
Item Level: 32
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
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


Guillaume's Face
Winged Helm
Defense: 217
Durability: 40 of 40
Required Level: 34
Required Strength: 115
Fingerprint: 0x2fd3fd40
Item Level: 87
Version: Expansion 1.10+
+30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
+120% Enhanced Defense
+25 to Strength
1 Sockets (1 used)
Socketed: Perfect Amethyst


Perfect Amethyst
Required Level: 18
Version: Expansion 1.10+
Weapons: +150 to Attack Rating
Armor: +10 to Strength
Shields: +30 Defense


Insight
Colossus Voulge
RalTirTalSol
Two Hand Damage: 86 - 765
Durability: 26 of 26
Required Level: 48
Required Strength: 200
Required Dexterity: 45
Fingerprint: 0x20685703
Item Level: 85
Version: Expansion 1.10+
Level 17 Meditation Aura When Equipped
+35% Faster Cast Rate
210% Enhanced Damage
+9 to Minimum Damage
182% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+2 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
Ethereal
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

Gear:
Body: Enigma BP (*surprise*)
Switch 1: HotO (35) + Homunculus (PDia)
Switch 2: CtA (3 BO) + Splendor
Head: Harley (15@ jewel)
Gloves: Trang's
Belt: Crafted (8 fcr, 60 life)
Boots: Waterwalk
Amulet: Mara's (27)
Rings: SoJ + Rare (10 fcr, 38 life, 20 LR)

Merc (Might): Eth Insight CV (I don't like potions) / Treachery BP / Guillaume's (PAmy)

Charms: Lots of life (I need 2k+ to feel safe these days, I blame the Singer (5,7k)). Kept him safe, even when my teleporting was questionable. Also: I don't have any necro skill charms (but 2k+ flawless gems waiting...).

Why so much fcr and not moar skellies? Well, level 18 Amp has such a tiny radius that I needed to constantly spam it ;)
It was nice for tele'ing and most importantly CE spam.

Why not more revives? Rarely even used the 14 I could have spawned. Corpses were way more useful for CE.

Difficulties? Lol, no. Level 33 CE >> All. Ridiculous damage, huge radius, 'nuff said. /p3 through most of Hell because I am a coward.

Finds: Nope. Third Um from the Hell HF in a row.

Final Words: This is probably a bad example of a Fishymancer. Instead of cleverly using easy to find gear, I simply threw a couple of high runes at him until all problems disappeared.
On the other hand he was a blast to play (and still is). Invincible Skellies, Teleport and high level CE just make for a great experience.

Next up? I'm considering some novelty builds, haven't decided on one yet. Also: Grail -69, so there are still some shiny things to be found.

Thanks go to wakiki for getting me into HC with the Certain Death tournament, Nightfish for the build idea and as usual everyone who tried to read my confused ramblings.
 
Originally posted by sequana on Sep 22, 2008:

Second green Guardian -- summoner Filip

This char was created in Green with Envy II tourney (rules in short: only green items, untwinked, no rerunning, no S&E, I personaly even didn't use ATMA as extended stash). At the beginning my big thanks to jgreg7 for development such great tournament (personaly I consider it as one of best tourneys ever) and also Morathi for hosting GwE II.

I called this char according my pet parrot Filip. Unfortunatelly my parrot died in summer, HC Filip managed to survive and become Guardian.

Guardian Filip, lvl 81

Strength : 83
Dexterity : 87
Vitality : 300
Energy : 25

Resists: 75/34/1/-14

Life: 951
Mana: 196

Skill points:

Summoning
Raise skeleton: 20
Skeleton mastery: 20
Summon resist: 14
Clay golem: 3
Fire golem, golem mastery: 1
Revive: 5

Curses
AD, IM: 1
Decrepify: 3
Dim vision: 2

P&B
CE: 5
Bone spirit, Bone armor, Bone prison: 1
Bone wall:6

Gear:
Gemmed Death Mask (25 fire resist, 26 extra gold)
Iratha's Collar Amulet (together with gloves nice bonus +15 resist all)
Filip's Sigon's Shelter Gothic Plate
Filip's Tancred's Crowbill
Milabrega's Orb Kite Shield
Sigon's Wrap Plated Belt
Iratha's Cuff Light Gauntlets
Cathan's Seal
Filip's Hsarus' Iron Heel

Merc:
Naj's Circlet
Isenhart's Case
Gemmed Superior Cryptic Axe (1-42 lightning damage, +217 poison damage over 6 seconds)

Charms: Filip was lucky on sc of vita (20,19,18), then some sc with fire/cold resist with other minor but useful mod, GC with fire/cold resist, charms with light resist were rare.

Again, green char was fun to play for me. Even though it is not really simple, for some reason it is pleasant and relaxing activity and I'm happy for every progress. Filip is mostly classical summoner, so questing was in general rather safe. Of course our killing speed was very low, so finishing this char was mainly about patience, but on HC patience is most important, so slow progressing was good in a way good.

Filip's bigger fears (or rather mine fears, because this is my first necro on SP game ever) were act bosses.(Every fight is described in GwE II tourney thread if someone would be more interested -- last fight here.) But in the end it appeared that clay golem + decrepify work perfectly and skeletons are very durable. I must say that this surprised me the most. Skeletons had troubles only if they were poisoned or cursed, but in general were more durable than my poor merc.

Few screenies:

Hell Andariel
Infector of Souls
Hell Diablo
Nihlathak
Hell Ancients
Lister

Only one surprising drop:

Burning Grand Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 68
Fingerprint: 0xb9ea7138
7% Faster Run/Walk
+1 to Fire Skills (Sorceress Only)

I found new inspiration in GwE tourney and once I'd like to finish my green sept. Up to now I managed one green guardian per year, so five more years I will be faithful to D2 probably 😁.
 
Originally posted by shintyguy on Feb 18, 2012:

Guardian #1 - FlorAnatola Summonmancer

Woohooo, My first HC character and I managed to complete with him. A really safe character that was loads of fun to begin with but towards end, bit boring, bit too safe if there is such a thing.

Screenshot008.jpg
Stats
Code:
Strength:   58/65
Dexterity:  25/30
Vitality:   371/371
Energy:     41/61
HP:         934/956
Mana:       216/220
Stamina:    508/524
Defense:    6/476
AR:         80/105

Fire:       139/99/39
Cold:       163/123/63
Lightning:  131/91/31
Poison:     139/99/39

MF:         146       Block:      6
GF:         123
FR/W:       30
FHR:        10
IAS:        0
FCR:        20
Gear
Code:
Hawkmail
Scale Mail
Defense: 122
Durability: 36 of 36
Required Level: 15
Required Strength: 44
Fingerprint: 0xa501e826
Item Level: 52
Version: Expansion 1.10+
+10% Faster Run/Walk
+100% Enhanced Defense
+15% to Maximum Cold Resist
Cold Resist +15%
Cannot Be Frozen

Glyph Winding
Demonhide Sash
Defense: 41
Durability: 12 of 12
Required Level: 63
Required Strength: 20
Fingerprint: 0xb45fefca
Item Level: 75
Version: Expansion 1.10+
+10% Faster Hit Recovery
+19% Enhanced Defense
Replenish Life +6
Poison Resist +20%
Damage Reduced by 3
Magic Damage Reduced by 1
Attacker Takes Damage of 3
Russet Small Charm of Strength
Small Charm
Required Level: 10
Fingerprint: 0x2bb2cacd
Item Level: 21
Version: Expansion 1.10+
+1 to Strength
Fire Resist +7%

Glyph Wand
Yew Wand
One Hand Damage: 2 - 8
Durability: 15 of 15
Required Level: 48
Fingerprint: 0x90fd63fb
Item Level: 61
Version: Expansion 1.10+
+2 to Necromancer Skill Levels
+20% Faster Cast Rate
Adds 78 - 122 Fire Damage
Adds 80 Poison Damage Over 4 Secs (100 Frames)
9% Mana stolen per hit
+2 to Terror (Necromancer Only)
Level 1 Poison Nova (67/67 Charges)

Homunculus
Hierophant Trophy
Defense: 208
Chance to Block: 52
Durability: 20 of 20
Required Level: 42
Required Strength: 58
Fingerprint: 0xf4b1c1b0
Item Level: 99
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+2 to Necromancer Skill Levels
+30% Faster Block Rate
40% Increased Chance of Blocking
+194% Enhanced Defense
+20 to Energy
Regenerate Mana 33%
All Resistances +59
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Perfect Diamond

Perfect Diamond
Required Level: 18
Version: Expansion 1.10+
Weapons: +68% Damage to Undead
Armor: +100 to Attack Rating
Shields: Cold Resist +19%
Lightning Resist +19%
Fire Resist +19%
Poison Resist +19%


Amulet of Fortune
Amulet
Required Level: 12
Fingerprint: 0x8414bd9f
Item Level: 27
Version: Expansion 1.10+
25% Better Chance of Getting Magic Items

Corruption Eye
Ring
Required Level: 9
Fingerprint: 0x16846ca5
Item Level: 14
Version: Expansion 1.10+
+1 to Strength
+4 to Mana
+16 Maximum Stamina
Half Freeze Duration
8% Better Chance of Getting Magic Items

Rainbow Ring
Ring
Required Level: 48
Fingerprint: 0x71ea78bd
Item Level: 96
Version: Expansion 1.10+
All Resistances +10

Gemmed Mask
Mask
Defense: 25
Durability: 20 of 20
Required Level: 18
Required Strength: 23
Fingerprint: 0x41e5b546
Item Level: 49
Version: Expansion 1.10+
72% Better Chance of Getting Magic Items
3 Sockets (3 used)
Socketed: Perfect Topaz
Socketed: Perfect Topaz
Socketed: Perfect Topaz

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Iratha's Cuff
Light Gauntlets
Defense: 11
Durability: 13 of 18
Required Level: 15
Required Strength: 45
Fingerprint: 0x7ab06e41
Item Level: 57
Version: Expansion 1.10+
Cold Resist +30%
Half Freeze Duration
Set (2 items): +20% Increased Attack Speed


Tearhaunch
Greaves
Defense: 62
Durability: 16 of 24
Required Level: 29
Required Strength: 70
Fingerprint: 0xdbd98f4e
Item Level: 87
Version: Expansion 1.10+
+20% Faster Run/Walk
+2 to Vigor (Paladin Only)
+71% Enhanced Defense
+35 Defense
+5 to Strength
+5 to Dexterity
All Resistances +10


Emerald Small Charm of Fortune
Small Charm
Required Level: 32
Fingerprint: 0xcf9c640b
Item Level: 64
Version: Expansion 1.10+
Poison Resist +10%
5% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x4503460
Item Level: 88
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Russet Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x8b7bb159
Item Level: 12
Version: Expansion 1.10+
Fire Resist +6%

Cobalt Small Charm
Small Charm
Required Level: 20
Fingerprint: 0xd9b9838d
Item Level: 41
Version: Expansion 1.10+
Cold Resist +9%

Garnet Small Charm of Anthrax
Small Charm
Required Level: 36
Fingerprint: 0xe9d1952c
Item Level: 81
Version: Expansion 1.10+
Adds 50 Poison Damage Over 6 Secs (150 Frames)
Fire Resist +8%

Garnet Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x74fccb05
Item Level: 50
Version: Expansion 1.10+
Fire Resist +9%

Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x82f6cbc8
Item Level: 56
Version: Expansion 1.10+
4% Better Chance of Getting Magic Items

Fungal Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x8c63fb9f
Item Level: 84
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+22 to Life

Coral Grand Charm
Grand Charm
Required Level: 15
Fingerprint: 0x85719a7
Item Level: 46
Version: Expansion 1.10+
Lightning Resist +22%
Merc

Code:
Name:       Razan
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 64561510
Level:      81
Dead?:      false

            Naked/Gear
Strength:   179/179
Dexterity:  144/144
HP:         1607/1607
Defense:    1189/1542
AR:         1865/1865

Fire:       145/105/45
Cold:       145/105/45
Lightning:  145/105/45
Poison:    152/112/52

Strong Winged Helm of Restoration
Winged Helm
Defense: 130
Durability: 40 of 40
Required Level: 25
Required Strength: 115
Fingerprint: 0x513eaa20
Item Level: 73
Version: Expansion 1.10+
+32% Enhanced Defense
Repairs 1 Durability in 20 Seconds


Holy Plate Mail
Plate Mail
Defense: 223
Durability: 60 of 60
Required Level: 27
Required Strength: 65
Fingerprint: 0xc0448b3c
Item Level: 83
Version: Expansion 1.10+
+91% Enhanced Defense


Gale Prod
Cryptic Axe
Two Hand Damage: 45 - 189
Durability: 40 of 65
Required Level: 73
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0xd7ba89b6
Item Level: 99
Version: Expansion 1.10+
25% Enhanced Damage
Adds 4 - 2 Damage
Adds 1 - 409 Lightning Damage
7% Life stolen per hit
Poison Resist +7%
Required Level +7
1 Sockets (1 used)
Socketed: Amn 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


Skills

Code:
Amplify Damage: 1/7
Dim Vision: 1/7
Weaken: 1/7
Iron Maiden: 1/7
Terror: 1/9
Confuse: 1/7
Life Tap: 1/7
Attract: 1/7
Decrepify: 1/7
Lower Resist: 1/7

Teeth: 1/6
Bone Armor: 1/6
Poison Dagger: 0/0
Corpse Explosion: 20/25
Bone Wall: 1/6
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 20/24
Raise Skeleton: 20/24
Clay Golem: 13/17
Golem Mastery: 1/5
Raise Skeletal Mage: 1/5
Blood Golem: 1/5
Summon Resist: 1/5
Iron Golem: 1/5
Fire Golem: 0/0
Revive: 1/5

This was all self found save the homonuculs that I traded with FredofErik (thanks again). Quite lucky with the level of Topaz finds so that I could bulk out mf to a fairly high level for a beginner.

as you can see my resists are pretty crap all round but I did have mf on rings, belt, boots, and armour before hand. Thought that I had better increase my resists before hell but moved some gear back after realizing just how OP'd CE is.


Normal /p8

No issues at all, found loads of topazs and cubed like mad to get some basic mf going. Made Malice in barichde for my merc and that was a dream in terms of improvement.

Nightmare /p8

Things got a bit more interesting here due to my inexperience more than anything IMO. I traded for homunculus head and used my normal socket quest to fit a P diamond in it. Also put 1pt into bone armour for the +skills I had.

Couple of NDE's in nightmare, the flayer jungle being the biggest pain ever (well until hell). The clever little blighters hiding behind trees and spitting those razor darts at my arse. Not happy. The next bad area was WSK2 with gloams and a conviction boss pack of skellie archers. Ummmmm, grape juice anyone???????? Please?

No issue once got to Throne room

Hell /p1

Hell was surprisingly easy. CE rules, what else can I say. Some boss packs were fairly tough so I started casting attract on one to take some heat of my skellies & merc. This seemed to work and at first death, boom. Corpses are messy aren't they??? The last two acts were slow due to time taken to get first kill in place but just kept going on and on. Baal was nice enough to drop a lightsaber on his overdue death. Seemed to take an age but got there in end.


The future

Well did a cow run not long after completed just to see what's what in hell. Killed about four of them before ran away but dropped a Gheeds so not so bad.

Will probably use to run AT/Pits once I get a decent map but think he will remain parked for a while as I get my trapsin up for faster Mfing and my random char is still alive.

Would like to thank all the folk that have given me support with this. Thanks for reading
 
Originally posted by skunkbelly on Feb 23, 2005:

Guardian Skunkromancer

Oops, I did it again :D Skunkromancer reached Guardian status Tuesday night, after a long and boring journey. He was a fairly typical skellimancer, with a point in all curses except Lower Resist, and poison nova as a back-up skill. I have to say, this guy wasn't very exciting to play... effective and pretty safe, though. He's going to be retired immediately. Two guardians down, five to go!


Character name : Skunkromancer
Character type : Hardcore Necromancer
Character level : 82
Character exp : 822629432

Strength : 66 (83 with gear)
Energy : 25 (61 with gear)
Dexterity : 158 (186 with gear)
Vitality : 251

Life : 970 with gear / 698 base
Mana : 383 with gear / 187 base

Equipment (I shortened the data, to make for easier reading):

Charms: a few small vita charms, a couple resist charms, and one Summoning Skills GC.

Nightsmoke
Mesh Belt
Defense: 68
Fingerprint: 0x9cc793a3
+20 to Mana
+40% Enhanced Defense
+15 Defense
Damage Reduced by 2
All Resistances +10
Required Level +5
50% Damage Taken Goes to Mana

Skull Wing
Amulet
Required Level: 51
Fingerprint: 0x4ef63b00
+17 to Energy
+9 to Minimum Damage
Lightning Resist +30%
Cold Resist +10%
76% Extra Gold from Monsters
+2 to Summoning Skills (Necromancer Only)

Sazabi's Mental Sheath
Basinet
Defense: 181
Required Level: 43
Fingerprint: 0xea39cda2
+100 Defense
Fire Resist +17%
Lightning Resist +20%
24% Better Chance of Getting Magic Items
+1 to All Skill Levels
Socketed (1: 1 used)

Wraith Band
Ring
Required Level: 48
Fingerprint: 0x670df61d
+13 to Dexterity
+5 to Life
+119 to Attack Rating
Fire Resist +33%
Lightning Resist +6%
Cold Resist +6%
Poison Resist +6%
Poison Length Reduced by 25%

Dread Loop
Ring
Required Level: 48
Fingerprint: 0x89c663b5
+15 to Strength
+1 to Maximum Damage
All Resistances +10
Half Freeze Duration
+1 to Mana After Each Kill

Waterwalk
Sharkskin Boots
Defense: 117
Fingerprint: 0x8ae4751a
+15 to Dexterity
+61 to Life
+40 to Maximum Stamina
+194% Enhanced Defense
Heal Stamina Plus 50%
+100 Defense vs. Missile
+5% to Maximum Fire Resist
20% Faster Run/Walk

Skullder's Ire
Russet Armor
Defense: 644
Fingerprint: 0xec9fcbee
+164% Enhanced Defense
+5% Enhanced Damage
Magic Damage Reduced by 10
+60 Maximum Durability
6% Better Chance of Getting Magic Items
Requirements -15%
+1 to All Skill Levels
102% Better Chance of Getting Magic Items (Based on Character Level)
Repairs 1 durability in 5 seconds
Socketed (1: 1 used)

Trang-Oul's Claws
Heavy Bracers
Defense: 73
Fingerprint: 0x489b920a
+30 Defense
Cold Resist +30%
20% Faster Cast Rate
+2 to Curses (Necromancer Only)
+25% to Poison Skill Damage

Carin Shard
Petrified Wand
One-Hand Damage: 8 to 24
Staff Class - Slow Attack Speed
Fingerprint: 0xbbc293e3
All Resistances +12
Replenish Life +5
+1 to Necromancer Skill Levels
30% Faster Hit Recovery
10% Faster Cast Rate
150% Damage to Undead
+2 to Summoning Skills (Necromancer Only)
+102 to Life (Based on Character Level)
+102 to Mana (Based on Character Level)
Socketed (1: 1 used)

Skunkromancer's Homunculus
Hierophant Trophy
Defense: 188
Chance to Block: 72%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 58
Fingerprint: 0x8a89be98
+20 to Energy
+166% Enhanced Defense
+40% Increased Chance of Blocking
Regenerate Mana 33%
All Resistances +59
+2 to Necromancer Skill Levels
30% Faster Block Rate
+5 to Mana After Each Kill
+2 to Curses (Necromancer Only)
Socketed (1: 1 used)

Mercenary Items: Carrion Flange Chaos Armor (rare), Stealskull Casque, Kelpie Snare Fuscina

I shouldn't have any more guardians for at least a week or so :) Only one of my other characters is past Hell Meph at this point, and the others are all in hell act 1 or 2.
 
Originally posted by SiTro on Sep 8, 2006:

Finally! HC finished!

I did it! Sometime back I had a fishymancer in the HC ladder who died before his time. Something about a devilkin he didn't spot stabbing him to death while his minions took down the NM Smith I believe. So a few weeks ago I decided to try and rebuild him and take him all the way this time... in Classic.

As of this morning, Diablo is dead. Long live the King! Here he is:

King Kong

Age: 37 days (Start: 2nd August, End: 8th September)
Song playing on Diablo's death: The Offspring - Gone Away

Stats - base stats in brackets

Level: 67

Strength: 85 (80)
Dexterity: 30 (25)
Vitality: 265 (265)
Energy: 50 (50)

Life: 729
Mana: 207

Skills

Raise Skeleton: 20
Skeletal Mastery: 20
Revives: 3
All other Summoning skills: 1

Teeth:1
Corpse Explosion: 19

All curses except Life Tap and Lower Resist: 1

Skills were boosted by a necro wand giving +2 to necro skills. That's all. 😁

Gear was made up of Tearhaunch, Duskdeep and Stormguild, complemented by assorted rares and blue items.

---Stat stuff over---

Quite a fun character, I'd learnt from the first edition I couldn't easily sit back and watch, so I was always focussing attention between my character and his minions. Battle tactics were pretty much to stand back and amp, CE as necessary.

He was played completely without ATMA, muling nothing off regardless of whether it would be used on him or not. So I saw a fair few new uniques (Manald Heal, Nagelring, Mahim-Oak Curio etc) that all got sold for varying amounts due to me not seeing much use for them at the time. Of course this was with me putting a focus on getting my resistances up as far as possible.

Bosses weren't a problem, was it due to the awesome combination of decrepify and the clay golem? Maybe, just maybe. Didn't save me from bad drops though, for example NM Duriel. Bummer, eh?

This was the first time any of my characters ever made it to Hell. Didn't do badly on the debut.

So what now? Well first off in the next few days I'm moving to Coventry to get ready for my second year of uni. I don't know how long it'll take to get internet up and running there, so you might notice an absence of my posts for a while. On the other hand, I won't have this as a distraction from D2. Psycho, jjscud, I'm currently competing in tourneys of yours, and while I'm gone consider me carrying on with those characters. They both end at the end of this month (unless the Three Monsters is extended), so at the very least I'll try and get a few updates in closer to the time. Pgems for the UGT will also be found and sent in at some point as well.

Aside from those tourney characters I have a few ideas for my next few builds, so hopefully I'll have more to say on those when I return.
 
Originally posted by @b1ur on Jun 17, 2013:

Guardian Abaddon - Fishymancer

Guardian #4

iWBBoiA.png



I wanted to build one in a while now. Deeded one somewhere in NM, I think it was Diablo, plainly because of lack of concentration. WSK Runner to be very soon. I'll keep it short as anyone knows how boring fishehs are :)

Stats
Code:
Name:       Abaddon
Class:      Necromancer
Experience: 638158447
Level:      79


            Naked/Gear
Strength:   71/95
Dexterity:  144/175
Vitality:   223/265
Energy:     25/65
HP:         638/829
Mana:       181/327
Stamina:    365/545
Defense:    36/783
AR:         675/1066


Fire:       197/157/97
Cold:       169/129/69
Lightning:  215/175/115
Poison:     125/85/25


MF:         5       Block:      72 ---------> hmm.. LCS shows 75
GF:         0
FR/W:       55
FHR:        55
IAS:        0
FCR:        79

Skills
Code:
Amplify Damage: 1/11
Dim Vision: 1/11
Weaken: 1/11
Iron Maiden: 0/0
Terror: 1/11
Confuse: 1/11
Life Tap: 0/0
Attract: 1/11
Decrepify: 1/11
Lower Resist: 0/0


Teeth: 1/7
Bone Armor: 1/7
Poison Dagger: 0/0
Corpse Explosion: 20/26
Bone Wall: 12/18 ----------> REST GO HERE
Poison Explosion: 0/0
Bone Spear: 1/7
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0


Skeleton Mastery: 20/30
Raise Skeleton: 20/30
Clay Golem: 1/11
Golem Mastery: 1/11
Raise Skeletal Mage: 1/11
Blood Golem: 1/11
Summon Resist: 1/11
Iron Golem: 1/11
Fire Golem: 1/11
Revive: 1/11

Gear
Code:
Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 24 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0x87759f7c
Item Level: 59
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
+38 to Life
All Resistances +31
Magic Damage Reduced by 11
1 Sockets (1 used)
Socketed: Perfect Ruby

Graverobber's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x80622ce0
Item Level: 58
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)


Russet Small Charm
Small Charm
Required Level: 10
Fingerprint: 0xf6b34672
Item Level: 21
Version: Expansion 1.10+
Fire Resist +7%


Graverobber's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x93248359
Item Level: 59
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)


Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Level: 28
Required Strength: 20
Fingerprint: 0xbea8705a
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+15% Faster Run/Walk
+100% Enhanced Defense
+20 to Vitality
+20 to Energy
Replenish Life +11


Trang-Oul's Claws
Heavy Bracers
Defense: 71
Durability: 16 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0x11edf245
Item Level: 55
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%




Raven Frost
Ring
Required Level: 45
Fingerprint: 0x749ccf2f
Item Level: 87
Version: Expansion 1.10+
+201 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


Viper Necklace
Amulet
Required Level: 48
Fingerprint: 0x6d48746
Item Level: 83
Version: Expansion 1.10+
+2 to Summoning Skills (Necromancer Only)
All Resistances +5
5% Better Chance of Getting Magic Items
Level 2 Teleport (10/25 Charges)


Eagle Fringe
Sharkskin Belt
Defense: 32
Durability: 14 of 14
Required Level: 63
Required Strength: 20
Fingerprint: 0xef127419
Item Level: 87
Version: Expansion 1.10+
+24 to Strength
+29 to Life
+8 to Mana
Lightning Resist +25%
Attacker Takes Damage of 4


Skull Circle
Ring
Required Level: 48
Fingerprint: 0xc6f0927c
Item Level: 80
Version: Expansion 1.10+
+35 to Attack Rating
+12 to Dexterity
+10 to Life
Lightning Resist +28%
Damage Reduced by 1


Amber Grand Charm
Grand Charm
Required Level: 22
Fingerprint: 0xaa9dca1d
Item Level: 80
Version: Expansion 1.10+
Lightning Resist +26%


Lapis Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x91ae088e
Item Level: 15
Version: Expansion 1.10+
Cold Resist +7%


Aldur's Advance
Battle Boots
Defense: 44
Durability: 12 of 18
Required Level: 45
Required Strength: 95
Fingerprint: 0xee2c9b1e
Item Level: 87
Version: Expansion 1.10+
Indestructible
+40% Faster Run/Walk
+50 to Life
+180 Maximum Stamina
Heal Stamina Plus 32%
Fire Resist +47%
10% Damage Taken Goes To Mana
Set (2 items): +15 to Dexterity
Set (3 items): +15 to Dexterity
Set (4 items): +15 to Dexterity


Russet Small Charm
Small Charm
Required Level: 10
Fingerprint: 0xfb08823b
Item Level: 2
Version: Expansion 1.10+
Fire Resist +7%


Grand Charm of Sustenance
Grand Charm
Required Level: 37
Fingerprint: 0xb514ec6d
Item Level: 74
Version: Expansion 1.10+
+28 to Life


Amber Small Charm of Sustenance
Small Charm
Required Level: 32
Fingerprint: 0x22b8332b
Item Level: 86
Version: Expansion 1.10+
+12 to Life
Lightning Resist +11%


Ruby Small Charm of Life
Small Charm
Required Level: 32
Fingerprint: 0x1e680fcb
Item Level: 88
Version: Expansion 1.10+
+8 to Life
Fire Resist +11%


Lapis Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x4f426a30
Item Level: 15
Version: Expansion 1.10+
Cold Resist +7%


Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd69382d8
Item Level: 84
Version: Expansion 1.10+
+16 to Life


Spirit
Broad Sword
TalThulOrtAmn
One Hand Damage: 7 - 14
Durability: 32 of 32
Required Level: 25
Required Strength: 48
Fingerprint: 0x4711270f
Item Level: 49
Version: Expansion 1.10+
+2 to All Skills
+29% 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
+98 to Mana
+6 Magic Absorb
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune


Homunculus
Hierophant Trophy
Defense: 206
Chance to Block: 52
Durability: 20 of 20
Required Level: 42
Required Strength: 58
Fingerprint: 0x9e48ea5e
Item Level: 80
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+2 to Necromancer Skill Levels
+30% Faster Block Rate
40% Increased Chance of Blocking
+191% Enhanced Defense
+20 to Energy
Regenerate Mana 33%
All Resistances +59
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Perfect Diamond
Short Version
Code:
'Spirit' Broad Sword
Skin of the Vipermagi [Perfect Ruby]
Homunculus [Perfect Diamond]
Peasant Crown
Trang Oul's Claws
Rare Belt - STR, Life, Mana, LRes
Aldur's Advance
Rare Ammy - 2 Summoning, 5 @res, 5 MF, Teleport Charges
Ravenfrost
Rare Ring - DEX, Life, LRes

Mercenery

Pratham, Act II Might

Gear
Weapon: 'Insight' Partizan
Armor: Duriel's Shell
Helm: Guillaume's Face [CRes, STR Jewel]

Finds and Screenies

Mal in the NM WSK
Stats after Hell Baal

Hell Forge: Dol NM, Um Hell

Thoughts

I was debating where the bonus points should go and finally decided I don't wanna deed another fishy so all of them will go in Bone Armor synergies.

Also some very nasty souls in the WSK on my way to Baal killed almost all of my army and I'm sort of scared running this area without a Wisp Projector, we'll see.
 
Originally posted by Starcrunch on Apr 17, 2006:

Guardian Daemian

Character name:
Guardian Daemian
Character type: Hardcore Necromancer (Overlord)
Character level: 91
Experience: 1,812,916,244 of 1,923,762,030 needed for level 92

Stats:
Strength -- 90 (92)
Dexterity -- 25 (59)
Energy -- 100 (117)
Vitality -- 330 (332)
Unused Stat Points -- 0
Life (total/base) -- 1172/870
Mana (total/base) -- 596/355
Stamina (total/base) -- 566/484
Resistances (F/C/L/Po) -- -2/-28/25/-41
Defense -- 1008
Attack Rating -- 451

Skills:
Poison and Bone Spells:
Teeth -- 1(8), Corpse Explosion -- 1(8)

Curses:
Amplify Damage -- 1(8), Weaken -- 1(8), Terror -- 1(8), Dim Vision -- 1(8), Iron Maiden -- 1(8), Confuse -- 1(8), Life Tap -- 1(8), Attract -- 1(12), Decrepify -- 1(8), Lower Resist -- 1(8)

Summoning Spells:
Raise Skeleton -- 20(30), Skeleton Mastery -- 20(30), Clay Golem -- 1(11), Golem Mastery -- 20(30), Raise Skeletal Mage -- 20(32), Blood Golem -- 1(11), Summon Resist -- 1(11), Iron Golem -- 1(14), Revive -- 1(11)

Unused Skill Points: 5

Equipment:
Helm -- Harlequin Crest (from Mephisto [Hell])
Armor -- Que-Hegan's Wisdom (from The Pit [Hell]*)
Amulet -- Seraph's Hymn (+1 def. auras; from The Pit [Hell])
Ring1 -- Raven Frost (from Andariel [Hell])
Ring2 -- Dwarf Star (from The Pit [Hell])
Boots -- Waterwalk (from The Ancient's Way [NM])
Gloves -- Chance Gaurds (30%MF; from Act II Sewers [Normal])
Belt -- Goldwrap (from Ancient Kaa the Soulless [Nightmare]**)
Shield1 -- Necromancer's Unraveller Head (Magic Head; from Outer Cloister [Hell]#)
Weapon1 -- Golemlord's Bone Wand (Magic Wand; purchased from Hell Akara; socket via Larzuk's quest reward##)
Shield2 -- none
Weapon2 -- none
Aggregate Charms -- 54/28/81/15 (F/C/L/Po) Resists, +68 Life, +31 Mana, 1-2 Fire Damage, 6% MF
Iron Golem -- Bonesnap [Maul]

*Que-Hegan's Wisdom also dropped as part of Baal's Quest drop
**Strictly speaking I don't know that Ancient Kaa the Soulless dropped Goldwrap; the room was full of monsters and after mercilessly crushing the unlife from everything in the area it was on the ground.
#+2 Necromancer Skills, +2 Attract, +1 Iron Golem
##+3 Summoning Skills, +2 Attract, +2 Iron Golem, +2 Skeleton Mage; socketed with a +14 resist all, 1-21 lightening damage jewel

Mercenary: Chalan (Act II Desert Mercenary, Might)
Level -- 91
Life -- 2098
Strength -- 197 (227)
Dexterity -- 159
Resistances (F/C/L/Po) -- 75/75/75/75
Helm -- Guillaume's Face (from Andariel [Hell]*)
Armor -- Duriel's Shell (from Mephisto [Hell]*)
Weapon -- Arioc's Needle (+2 skills; from The Pit [Hell])

*Both Guillaume's Face and Duriel's Shell were found several more times.

Other equipment of note that Daemian found (some of these aren't that special I just like them):
2X Bonehew (310%ED and 278%ED) [Ogre Axe]
Flamebellow [Balrog Blade]
Runemaster [Ettin Axe]
Ethereal Edge [Silver-Edged Axe]
Stormshield [Monarch]
Arkaine's Valor (+1 all skills) [Balrog Skin]
Ormus' Robe (12/14/14/+3 Teleport) [Dusk Shroud]
Verdungo's Hearty Cord [Mithril Coil]
The Rising Sun [Amulet]
Gull [Dagger]
Blade of Ali Baba [Tulwar]
Cerebus' Bite (+2 shape shifting skills, +1 Feral Rage) [Blood Spirit]
Eschuta's Temper (+1 skills/15/17) [Eldritch Orb]
Bull-Kathos' Sacred Charge [Colossus Blade]
Trang-Oul's Wing [Cantor Trophy]
The entire Iron King's set

Strategy and Tactics:
General: Daemian never directly engages the enemy; his role is to manage the tactical situation at hand and to direct the strategic course of the campaign. At its highest level strategy is logistics, ensuring that you have the right minions for the job (such as remembering to revive a couple of Urdars before assaulting Diablo or picking up some Gorebellies for the fight with Duriel). It also means eliminating minions that are not useful to you, such as reducing you force size for the Maggot Lair and Arcane Sanctuary or culling skeleton mages that have the wrong elemental type. On the tactical front Daemian's role is to use curses to control the battle and Corpse Explosion to end it, he also needs to add and remove minions as needed. An important aspect of the build is that it must have an answer to win every single battle and kill every single monster that crosses Daemian's path.

A typical battle: Daemian's skeleton warriors rush to attack the enemy, they are aggressive, fast, and possess a good AI, and thus do a good job rushing forward to block the enemies path. Daemian takes a few steps back to give some space and the skeleton mages begin their bombardment. Amp is spammed across the enemy force, followed by Attract on a monster toward the rear of the pack, taking the heat off of the skeleton warriors. Any ranged attackers behind the melee forces are hit with Dim Vision to shut down their fire and flee responses. As bodies hit the floor they are blown up using CE softening the rest of the group; with large groups it is possible to chain CE to rapidly destroy the entire group. Once the melee enemies are destroyed and the skeleton warriors have surrounded or pinned the ranged attackers, Amp is used to overwrite the Dim Vision curse. The Attract curse has the added benefit of bringing monsters from further away into the battle (the monster under attract is viewed as an enemy); it is preferable and faster for a summoning Necromancer to fight large engagements where he can take advantage of the accumulating corpses to either start a CE chain or provide assistance via Revives. Toward the middle of the fight Daemian would also spam a couple of salvos of Teeth in the direction he is traveling in order to bring more monsters to the fertile grounds of fresh slaughter. It should be pointed out that this is a typical battle only when the strategic aim was to clear acts (usually at /players8) or in the Pit and Ancient Tunnels (in MF runs); for boss runs a more fluid strategy (run very fast and only get into a fight when your path is blocked) was used to reach bosses.

Boss Fights: Daemian's strategy against bosses when questing at /players8 revolved around Decrepify and CB from as many sources as possible. He would actively seek out members of the Blunderbore monster family for these fights. Additional source of CB came from Chalan and the IG. Daemian's only direct role is to ensure that a curse was on the Act Boss at all times. I tended to favor Amp against Andariel since her most dangerous attack is poison, and the best way to deal with it is to kill her as quickly as possible. Against other Act Bosses I favored Decrepify. Against any boss, if Chalan became injured Life Tap could be used to allow him to leech back to full health (LT works even against enemies that cannot normally be leeched). If the IG was taking a beating I would retreat to town to regroup (his poison immunity makes him very good against Andariel). One additional note about Andariel: as she has -50% fire resistance and she is surrounded by lesser demons, CE can be used against her; I use high life enemies near her for CE and low life enemies (like fallen) to replace skeleton warriors as she kills them. Duriel, Mephisto, and Baal are very easy for a summoner, Diablo takes more work and it helps to have Revives to tank him if nothing else.

Battling a powerful boss pack: When encountering a powerful boss pack or combination of bosses Daemian's typical strategy varies little compared to the typical battle, except that Decrepify is often used. Also rather than going for CE immediately Daemian would use Revive to bulk up the tanking capacity of his army, otherwise at high player setting the CE chain would not start before Daemian's minions crumbled. LT can be used to heal the mercenary as needed, and as in boss fights the IG was protected from death by TP.

Physical immune monsters: Most PI monsters can be broken via Amp as most have physical resistance of 100% (if their physical resistance is higher than 120% they can't be broken; this only happens for stoneskin bosses). This means their final physical resist after application of Amp is 80%. The choice of curse largely depended on how Daemian's minions were targeting the enemy; Amp was used wherever Chalan was attacking and if one enemy was under heavy attack from many skeleton warriors, while Lower Resist was used when the skeleton mages were principally targeting one enemy (even if warriors were also attacking the group). In any event LR was the curse of choice for using CE on PI monsters (excepting those that are also FI). Since LR has a larger radius than Amp it was cast first and then Amp was cast as the situation dictated.

In narrow spaces: Summoners are much better in large, open areas or at least wide corridors. Narrow spaces occur in two contexts: 1.) doorways 2.) narrow corridors. Door's are thin narrow spaces connecting two wider areas, thus it is imperative for Daemian to quickly clear these and get his army into the wider area beyond. To this end Terror was often used to force enemies away from doors and allow his army to pour into the room beyond. Often a Skeleton Mage would begin engaging the enemy, clocking the door; the offending mage was unsummoned removing the block. Narrow corridors are more problematic and appear prominently in the Arcane Sanctuary and the Maggot Lair. Typically Daemian unsummoned all skeleton mages and all but a handful of warriors for these areas, relying on the higher damage output from his mercenary to clear them; if Chalan could not attack offending skeleton warriors were removed. In the arcane sanctuary Vampire type enemies were sometimes revived to provide elemental assistance against the ghosts.

Monster with special powers: Daemian used several strategies against these monsters that have either special attacks or resurrect/heal allies. Attract on these monsters causes them to stop recognizing allies as such and thus can be used to keep Fallen from being revived. This also works against the Zakarum Priests. Against enemies with special attacks (like Vampires or Gloams) Dim Vision is superior as it stops them from using these attacks, whereas Attract just causes them to target their former allies leaving you open to take damage from the crossfire. Any monster that runs can be stopped with Dim Vision. Daemian typically placed entire Fallen camps under the curse and then let his minions churn through the fodder rather than having to chase them down for the kill.

On revives: Daemian uses revived monsters very often as tactical support. The key to using revives is choosing the proper monster. The monsters essentially retain their AI from before death, thus choosing cowardly monsters results in cowardly undead minions, thus a revived Fallen will run not when one of your minions dies but when one of its former allies bites the dust. Revives get a meaningless boost to life and a very useful boost to damage from Skeleton Mastery (this %ED is additive to other sources such as Might rather than multiplicative, i.e. it works on base damage). So which monsters did Daemian like to revive? 1.) Archers of both the undead and demonic rogue variety work very well, as ranged physical attackers they benefit from Amp and the Might aura. 2.) The Blunderbore family provides crushing blow. 3.) Doom and Abyss Knights are aggressive and powerful. 4.) The Vile Children are not powerful but make useful cannon fodder due to an excellent, aggressive AI. 5.) When in need of elemental support higher Vampires or Zakarum Priests were helpful (as stated above vampire elemental attacks were useful in the Arcane Sanctuary). 6.) Upper members of the family of Stygian Furies were often used despite their annoying curses; their Bloodstar (good old DI) attack is quite powerful. 7.) Frenzytaurs (Blood Lord family) were used when available. 8.) Thorned Hulks were used for their powerful Frenzy attack.

On skeleton mages: Daemian carefully culled his skeleton mages. In general he preferred lightening and fire mages to predominate his corps of artillery casters, with a slant toward one or the other depending on what monsters spawned in the area. Cold mages were limited to 2 and were used principally to slow enemies and poison mages were limited to 1 and used to fight regeneration (these have absurd poison durations so repeated applications to the same monster are worthless). All told, and accounting for amp damage and the Might aura, skeleton mages accounted for approximately ~15% of the armies damage against enemies with no resistances (Chalan accounts for ~20% and the Skeleton Warriors ~65%; this is negating the IG whose CB is difficult to include). However, things become much different against a pack of PI monsters that have been placed under the *Amp* curse (giving them 80% physical resistance). Under this situation mages account for 60% of the damage assuming no elemental resistance (the warriors output is ~30% and Chalan's output is a paltry 10%). Thus it is against this contingency that Mages come into their own and find their principal use; against other foes they are principally auxiliaries. It should be pointed out that this analysis has been slightly biased in the since that Chalan's faster attack rate and Jab attack have not really been properly accounted for. Also some of his damage comes from poison (on Arioc's Needle) which I neglected to account for. It also depends on the Necromancer Pet Calculator working properly (which seeing as it agrees with an excel worksheet I made in early 1.10 to do the same thing, I'm guessing it does).

On useless skills: Four skills are not particularly useful to this build; they are Iron Maiden, Weaken, Confuse, and Blood Golem. Confuse is a curse that's quite useful for other Necromancer builds (particularly those with few minions) that loses effectiveness relative to Attract due to Attract being functionally more flexible (Attract affect that AI of monsters around it, allowing other curses to be used on those foes). Weaken is possibly the only spell in the Necromancer's arsenal that in principal has no use; everything it does Decrepify does better. Iron Maiden requires an investment to be useful, and even then has trouble producing in Hell. A BG is a necromancer's death wish. The Clay Golem is occasionally used if an IG dies (this is rarer now that I pay more attention to the IG) and Trang-Oul's Teeth are used to bring monsters to the fight from some distance away.

The Ancients: Daemien brought them some friendly Urdars to play with. It was a slaughter. Even on /players8 almost the entire army survived, excepting a few skeleton mages who got in Talic's way. Sorry to disappoint, these guys are tough for almost any character but a summoning Necromancer.

Baal: Same as the ancients, the army plus Urdar's tore him apart.


Oddities:
1.) Daemian has found Aldur's Rhythms more times than I can remember. I don't even pick up green Jagged Stars anymore. The only item I've seen more of is Isenheart's Case (yes, we all know about those!). 2.) He's never gotten a +Necromancer skill tab grand charm, but has found 3 +Cold Tab, 1 +Fire Tab, and 1 +Lightning Tab grand charms for Sorceresses. In all his days of running the highest rune he's ever seen is Lem (twice, once from the Hellforge). 3.) He's gotten more very nice finds with bad roles on random numbers (like +1 Arkaine's Valor, +2 Arioc's Needle, +2 Cerebus' Bite, 278%ED Bonehew) then nice finds with good roles (310% Bonehew). 4.) He's had terrible luck finding Trang-Oul's set items in particular; he has many of the other class specific sets nearly complete but this one he has only 1 item. 5.) Daemian dreams of the Arm of King Leoric but NM Mephisto never obliged; I've recently considered running NM Mephisto (for the AoKL) and NM Andariel (for the SoJ) but dismissed it since MF is so boring.

Arguments:
Why is his level so high? Daemian was my first character created in 1.10 (I only play HC, and I retired all but one of my 1.09 characters [a SC summoning Necro who was my very first character ever and has been in my SP directory since 1.01]). He is entirely untwinked, and had to find all of his own gear. Additionally I started about 12 other characters at the same time. He rather quickly made it to Nightmare and from there to Hell. He also progressed rapidly to Mephisto. After that things slowed down, and I became interested in other characters (a Daggermancer, a Hunter Druid, and a Bonemancer in particular), relegating Daemian to the status of a high level, safe, HC magic finder for these other builds (the Daggermancer, Bonemancer, and a few other esoteric builds were twinked). He ran an extended MF circuit; he would start by hitting the Pit, before moving onto Andariel and finally Mephisto. After a while I decided I wanted to add Pindleskin to the run so I advanced Daemian to Act V. The final run strategy I developed saw Daemian using Pindleskine's garden to build his army, and then proceeding backwards, hitting Mephisto, Lower Kurast (for some nice chests), the Ancient Tunnels (very good access from the Lost City WP), Andariel, the Pit, and finally the Countess (sometimes aborted if I couldn't get a clear path, as the map is very bad for ¾ of the tower levels). Sometimes Duriel, 2 of the false tombs, and/or the Cemetery (and its crypts) would be added to these for variety. An important thing I learned about running a summoner is that extended runs are faster than a run at the individual areas because the army doesn't have to be rebuilt. Some of these areas are very good for experience (the Pit and Ancient Tunnels are insane considering their ease) so he naturally leveled. I then took a six month break from DII: LoD (in which I played no games at all) before returning, feeling refreshed and wanting to push Daemian the last little bit of the way to completion. Thus it was done. Additionally the entire map was revealed and all areas were cleansed at least once on /players8.

Why are there 75 points invested in energy? In retrospect these points could have been better spent in vitality; however, I have not felt particularly crippled by the investment and it does allow Daemian to spam CE more times without drinking mana potions. In addition it allows me to tactically utilize Revives more easily; i.e. it is less painful to simply replace them as I go rather than worrying about where they are. In addition, since Daemian is untwinked, I did not know what gear he would have to work with, and he was planned at the outset of release 1.10 before it was clear that gear would be easier to obtain.

Why did I invest in Golem Mastery? Everyone knows this is a waste, right? I rather disagree; this character spent ages as an MF character and accrued a decent selection of repetitious gear. It is true that the average IG constructed from a low quality dagger is worthless (as opposed to a CG), but once I realized that I wanted to use my duplicate unique items (particularly Bonesnap Mauls, of which Daemian has many) I decided to invest in GM to extend their shelf life. I have not been sorry for this investment; it is the difference between an IG with ~7100 life and ~3400 life. I was actually kind of skeptical about getting much output from my IG, but have really found him to be quite good, particularly against high life bosses where is CB is king. Finally this build is the heir to my 1.09 Overlord build, and the classic Overlord is an IG build.

Why didn't I max CE? Everyone knows CE is great, but I find it adequate with one point plus skills. In reality the largest reason is that the traditional Overlord doesn't depend on CE. In point of fact I was not planning on putting any points in CE but bowed to temptation when Daemian was moved to the position of chief MF character. This is one possible spot for allocating Daemian's five unspent skill points.

Why didn't I invest in Bone Armor? Well originally Daemian was to have no points in the P&B tree. Also for a very long time he relied mostly on +summoning skill tab equipment meaning BA would be next to useless since it no longer absorbed at least one full hit (as it did in 1.09). At this stage I am considering putting 1 point into Bone Armor, with his modest +8 all skills (see the section on after becoming a Guardian for how Daemian's gear improved) he can achieve 100 points of Bone Armor life, making it absorb about 1 hit in Hell on average, which I consider a decent 1 point investment. If he invested a further 4 points into Bone Wall and/or Bone Prison he could increase the Bone Armor life to 170, which gives him approximately 2 hits of protection and slightly expands his tactical arsenal (though with such low life Bone Walls and Prisions have limited uses).

Why didn't I max block? Daemian is untwinked and maxing block for a Necromancer without the Homunculus is incredibly dexterity intensive. I couldn't wait until I found one, in mid-late Nightmare it became apparent I needed life or block and life was the only path accessible. I suspect that even if I'd found the Homunculus I would be happier with vitality than dexterity, since the most dangerous things to Daemian are ranged, elemental attacks (mostly because his resistances aren't very good).

Why do I know so much about Daemian? I decided at the start that I would meticulously document Daemian's career. Both his build and where he discovered things. Unfortunately I did not document runs that resulted in only crap, so I can't go back and analyze his MF statistics properly. I do know what his equipment was like at every stage of the game, and where and when he discovered various pieces. I also kept track of skill and stat allotment.

After becoming a Guardian:
Daemian was made Guardian on April 3, 2006. Since that time he has been played several times, with various goals in mind. 1.) He has fully cleared Act I -- Act III of all monsters (all in one session for larks so I could stroll from the Rogue Camp to the Durance of Hate without encountering any foes). 2.) He fully cleared Act IV. 3.) He has twice fully cleared Act V. 4.) He has twice attempted to kill all super unique monsters and act bosses in one session (both attempts were aborted due to an overflowing stash).

None of these activities are true magic find runs; they are designed to be more interesting than productive. I think I'm done magic finding, it burned me out on this game 6 months ago and I don't want that to happen again. Now all that being, Damian has had two exceptional finds in as many sessions so maybe he's not quite done after all. In my first attempt to kill every super unique and act boss Duriel dropped Skullder's Ire [Russet Armor]. I had to change my equipment around to wear it because I needed some more strength. I brought back the Goreshovel [Broad Axe] I found in Act III -- The Swampy Pit in Nightmare, which give +25 to strength, and used it to equip the Immortal King's Forge, Immortal King's Detail, and Immortal King's Pillar. The Forge and Detail combine to add 55 to strength, allowing me to wear both Skullder's Ire and the Pillar. Thus with this new setup I decided Daemian would complete his mission. This, second, time Daemian slew Mephisto to find the Arachnid's Mesh. This necessitated changing his gear again since I no longer had the strength to wear the Immortal King's Pillar; Daemian returned to using Waterwalk boots.

Future battles:
I've got a new Hunter Druid in late NM that I've been working on. A Bonemancer is in early NM and I've started a Martial Arts Assassin for a change in pace (and because I want to twink her a +2 Assassin amulet with Teleport charges on it that Daemian gambled). I'm also planning on starting a Sorceress, though I haven't decided on the type, I do know she'll be named Medea or Circe. There is also a suicidal, untwinked passive Amazon with a big sword (named Hippolyta).
 
Originally posted by Thomh on Jul 1, 2009:

Gurdian Nemo - A little fishy who will (hopefully) make me rich.

This is my first guardian after a restart, and my first write-up on this forum. I got some stuff in a giveaway by Sorcererbob and decided that was enough to make a pretty sturdy Hammerdin for pit running. Unfortunately I was really rusty and that char met his maker during one of his pit runs.

With a lot of the good equipment in Sorcererbob`s stash gone, I went back to my good old friend, the fishymancer. I played him untwinked to WSK lvl. 2, where i decided to throw some MFstuff(also from Sorcererbob) on him and begin his career as a WSK runner.


Name: Nemo
Class: Necromancer
Level: 81

Naked/Gear
Strength: 70/70
Dexterity: 25/30
Vitality: 375/375
Energy: 25/25
HP: 945/968
Mana: 185/185

Resists:
Fire: 25
Cold: 13
Lightning: 68
Poison: -36

SKILLS:

Curses:
Amplify Damage: 8/10
Dim Vision: 3/5
Weaken: 1/3
Terror: 1/3
Confuse: 1/3
Attract: 1/3
Decrepify: 1/3

Poison&Bone:
Teeth : 1/3
Corpse Explosion : 20/22

Summoning
Skeleton Mastery : 20/22
Raise Skeleton : 20/28
Clay Golem : 1/3
Golem Mastery : 8/10
Raise Skeletal Mage : 1/3
Blood Golem : 1/3
Summon Resist : 1/3
Iron Golem : 1/3
Fire Golem : 1/3
Revive : 1/3


Equipment:
Code:
Entropy Clasp
Amulet
Required Level: 27
Fingerprint: 0xcf7da05f
Item Level: 61
Version: Expansion 1.10+
Properties: 
+5 to Dexterity
Magic Damage Reduced by 3
Lightning Resist +26%
+1 to Necromancer Skill Levels
All Resistances +4

Gemmed Gothic Plate
Gothic Plate
Defense: 128
Durability: 55 of 55
Required Level: 18
Required Strength: 70
Fingerprint: 0x2568831f
Item Level: 44
Version: Expansion 1.10+
Properties: 
96% Better Chance of Getting Magic Items
4 Sockets (4 used)
Socketed: Perfect Topaz
Socketed: Perfect Topaz
Socketed: Perfect Topaz
Socketed: Perfect Topaz

Ocher Ring of Regeneration
Ring
Required Level: 9
Fingerprint: 0xadc4074f
Item Level: 60
Version: Expansion 1.10+
Properties: 
Lightning Resist +18%
Replenish Life 3

Nagelring
Ring
Required Level: 7
Fingerprint: 0x4ead4da2
Item Level: 22
Version: Expansion 1.10+
Properties: 
+74 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
19% Better Chance of Getting Magic Items

Goldwrap
Heavy Belt
Defense: 40
Durability: 9 of 10
Required Level: 27
Required Strength: 35
Fingerprint: 0x6b15a026
Item Level: 87
Version: Expansion 1.10+
Properties: 
54% Enhanced Defense
+25 Defense
77% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius
10% Increased Attack Speed
Ethereal

Garnet Boots of Fortune
Boots
Defense: 3
Durability: 12 of 12
Required Level: 13
Fingerprint: 0x5bda9355
Item Level: 68
Version: Expansion 1.10+
Properties: 
Fire Resist +23%
23% Better Chance of Getting Magic Items

Chance Guards
Chain Gloves
Defense: 27
Durability: 16 of 16
Required Level: 15
Required Strength: 25
Fingerprint: 0x58545fb5
Item Level: 87
Version: Expansion 1.10+
Properties: 
24% Enhanced Defense
+25 to Attack Rating
+15 Defense
200% Extra Gold from Monsters
34% Better Chance of Getting Magic Items
+2 to Light Radius

Tarnhelm
Skull Cap
Defense: 10
Durability: 17 of 18
Required Level: 21
Required Strength: 15
Fingerprint: 0x554dd796
Item Level: 59
Version: Expansion 1.10+
Properties: 
75% Extra Gold from Monsters
36% Better Chance of Getting Magic Items
+1 to All Skills
Lightning Resist +30%
1 Sockets (1 used)
Socketed: Ort Rune

Wand of the Bear
Wand
One Hand Damage: 2 - 4
Durability: 15 of 15
Required Level: 6
Fingerprint: 0x84183972
Item Level: 11
Version: Expansion 1.10+
Properties: 
Knockback
+3 to Raise Skeleton (Necromancer Only)

Rhyme
Preserved Head
Defense: 5
Chance to Block: 23
Durability: 20 of 20
Required Level: 29
Required Strength: 12
Fingerprint: 0xd6ae7087
Item Level: 13
Version: Expansion 1.10+
Properties: 
+2-7 poison damage over 3 seconds
+3 to Raise Skeleton (Necromancer Only)
All Resistances +25
20% Increased Chance of Blocking
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
40% Faster Block Rate
Cannot Be Frozen
15% Regenerate Mana
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth Rune

Switch weapon:

Long Staff of Teleportation
Long Staff
Two Hand Damage: 2 - 8
Durability: 30 of 30
Required Level: 24
Fingerprint: 0x69ba2ba9
Item Level: 28
Version: Expansion 1.10+
Properties: 
+2 to Chain Lightning (Sorceress Only)
Level 1 Teleport (27/33 Charges)

Some awful charms to help with his resists.


Mercenary equipment:

Duress
Superior Gothic Plate
Defense: 361
Durability: 35 of 55
Required Level: 47
Required Strength: 70
Fingerprint: 0xe96e77cc
Item Level: 39
Version: Expansion 1.10+
Properties: 
166% Enhanced Defense
14% Enhanced Damage
+37 - 133 cold damage with 2 sec Duration
40% Faster Hit Recovery
33% Chance of Open Wounds
15% Chance of Crushing Blow
-20% Slower Stamina Drain
All Resistances +15
Cold Resist +30%
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Um Rune
Socketed: Thul Rune


Blackhorn's Face
Death Mask
Defense: 249
Durability: 15 of 20
Required Level: 41
Required Strength: 55
Fingerprint: 0xe55bc95
Item Level: 62
Version: Expansion 1.10+
Properties: 
187% Enhanced Defense
Lightning Resist +15%
Prevent Monster Heal
+25 Attacker Takes Lightning Damage of
+20 Lightning Absorb
Slows Target by 20%

Kelpie Snare
Fuscina
Two Hand Damage: 77 - 142
Durability: 20 of 35
Required Level: 33
Required Strength: 77
Required Dexterity: 25
Fingerprint: 0x667a366e
Item Level: 87
Version: Expansion 1.10+
Properties: 
+10 to Strength
150% Enhanced Damage
+30 to Minimum Damage
+50 to Maximum Damage
Fire Resist +50%
Slows Target by 75%
101 to Life (Based on Char Lvl)

Gameplay:

Not much to say here, a lot of you have probably made your own fishymancer and there is nothing new and innovative about my build. The decision to go all vita was pretty easy, as I didn`t have the wealth for Nemo to get a comfortable lifebulb any other way. I probably would have gone all vita anyways as Nemo is mostly running behind his wall of skeletons trying to pick up loot:)

Nemo`s total numer of NDEs was one, and it was fairly early in the game. While clearing the sewers in Lut Gholein in NM I got sick of a skeleton mage blocking the way, so I decided to past him and force my skeleton army to follow me(the skeleton mage was firing at one skeleton archer). As Nemo turned the corner he met a wall of skeleton archers all alone. The life bulb showed a wonderful 30 life when I managed to teleport him out of there.

The points in Dim Vision and Golem Mastery was kind of an emergency plan. Nemo and his might merc met a couple of Gloam packs that absolutely fried the skellies and gumby. All the spare points got distributed between those two skills and an IG of an armor with lightning resistance got summoned as a tank so they could handle the heat.

Future skill points will likely go into Golem Mastery(will probably use an Insight IG, Dim vision and one point in Lower resist(for those unbreakable PIs), unless you guys have some sweet ideas:).
Other plans for the future includes a ton of WSK runs which will hopefully result in some better gear(seriously, who needs Kelpie, Blackhorn`s face, Decreipify and Clay Golem to defeat Baal:)). Hopefully I`ll be able to try a ultraoffensive merc strategy with Duress, Guillame`s and Obedience.

Finds

So far Nemo has not found much of the good stuff. A Natural Grand Charm and Razortail are probably the best finds along with a Gravel of Pain.
Hellforges were Lum and Lum, making them pretty easy to remember.

Next character will be a Town Dump Werebear although that project might take a while.

Edit: lol@spelling in title
 
Originally posted by tigercan on Nov 4, 2007:

Guardian Legion - untwinked fishymancer

OK, so it's nowhere near as impressive as Insane Wayne's guardian dentist, but I'm proud of him all the same.

This is the first of my septumvirate characters to ascend to guardian.

No major NDE's during his journey, and Baal was a real pushover at the end of it.
Hellforge drop was a Fal, but a champion blood witch in the WSK dropped a Pul so that made up for it.

I'll probably keep this guy for WSK/Pit running as he didn't really have too much trouble in any of those areas.


Shameless cut/paste from Butz's sept thread:

Character name : Legion
Character type : Hardcore Necromancer
Character level : 82
Character exp : 855974482

Strength : 99
Energy : 25
Dexterity : 161
Vitality : 215
Stat Points Rem : 0
Skill Points Rem: 0

Life : 814 / 626
Mana : 227 / 187


GEAR:

Golemlord's circlet (+3 summoning)
Stealth Wyrmhide (ethereal - 688 def)
Necromancer's Bone Wand of the Magus (+2 skills, +20% FC)
Lidless Wall
Crappy Plated belt with crappy resists
Crappy chain gloves with crappy resists
Sharkskin boots with crappy resists & 20% MF
Prismatic Amulet of the Mammoth (19% resist all, +35 life)
Two crappy rings with ~60MF between them & not much else
Plus lots of resists, life & MF charms.

MERC GEAR:

This guy had better gear than me!
Tal's Mask
Spire of Honor
Crow Caw (love the OW)
 
Originally posted by tripsu on May 18, 2007:

Guardian #2: Woot Woot!

Wow, was this one easy! I'm surprised I didn't make it through on my first try with a summon necro. I think I'm finally getting the hang of HC though, and I'm a lot better at avoiding stupid deaths now. I didn't really have any close calls. Ancients were a breeze and the WSK was pretty easy as well. I think I had really really nice monster spawns in the WSK though. The toughest part of the entire trip were Lister and his crew. They never posed a threat to me, but I had to resurrect my merc once and ended up going to Pindle at one point in the middle of the fight to get some more skeletons. They took a while to go down, but eventually once the first couple went down, CE did enough damage to the rest to end the fight soon after that.

Best find was my second Shako. I also happened to find my fourth! Tal's Mask which is annoying because I just saw a post from someone who has the whole Tal's set except the mask. (I still haven't seen the armor or amulet yet, even though I have seen three rare lacquered plates so far in HC! :largesad: )

Here is, Eragon my summon necro. Picked the name because I just read the first book. Lame I know, but still I went with it.

lvl 80

Life: 1182
Mana: 533

Str: 159
Dex: 30
Vit: 327
Eng: 37

Shako
Carin Shard
Spirit Monarch
Skin of Vipermagi w/ ptopaz (31 resists)
Rares for the other pieces. My favorite is the amulet.
+1 Necro, 45/11/11/11 resists, 16 MF

I'm about to equip an Arachnid Mesh now that he has hit 80 and guardian.

Between the Shako, Carin Shard, and Spirit Monarch this guy had tons of Life and Mana when I was able to equip all of them. That made my life pretty easy. Plans for him now are to MF in the WSK. Some of you know that I recently lost my first guardian to MFing in the WSK so I hope this guy is a little better suited to it. So far, he's done one run. If he can make it through 20 or so runs then I'll have a better idea on how he stands up to the different monster combinations. I have my figures crossed! 👍

I really hope I can get some Summoning gc's for him soon. I think those would really help his Skeletons survive and kill faster in the WSK. Of course I've rerolled 3 Summoning gc's so far and they've all been for Druids. Bah!

Edit: Few, it really feels good aftering losing 6 characters over lvl 70 to make my next two consecutive attempts at Guardian! Now it's time to MF with this guy and figure out what I'm going to do for my cow killer.
 
Originally posted by ThaCheeZe on Dec 26, 2007:

Guardian Nico

Hi SPF,

I'm am very happy to announce I have just made my first Guardian! w00t

I've been playing D2 on and off since it came out. First on Bnet but after a while singleplayer only. I've been posting here very infrequently. Lurking mostly during my (often very far apart) D2 periods. Lately I have only been playing Hardcore and I always wanted to finish a guardian. After quite a few failed attempts, I finally did it today.
It may be a cookie cutting Fishymancer, but a guardian it is.


Guardian Nico the Necromancer
Level 83

Str: 110
Dex: 25
Vit: 347
Ene: 25

Fire res: 75
Cold res: 75
Licht res: 75
Poison res: 54

Skills (after + Skills):
Raise Skele: 20 (23)
Skele Mastery: 20 (23)
Clay Golem 10 (13)
Golem Mastery 1 (4)
Revive 1 (4)
Summon resist 1 (4)
Corpse Explosion 20 (23)
Dim vision 7 (13)
Decrepify 4 (10)
All other curses 1 (7)


Gear:
Tal's Mask
Prismatic ammy (19 res all)
Duriels shell
Blackhand key
Sigons shield PDiam
Nightsmoke belt
Trangs gloves
Nat's boots
2 rare rings with bunch of resists and some other stats

Merc (act 2 might):
Duskdeep
Husoldal Evo
Toothrow

All items found by this char except the trangs gloves. They come from an earlier attempt at hardcore.



Only 2 scary moments: A extra fest mob in the Ruined temple and an extra fast mob in the arcane sanctury. Other than that it was quite a breeze.


I'm not sure what I'll do now. I'm not going for level 99. I think he'll become a pit runner and maybe I'll hit some hell mephisto (if i can find some crushing blow that is). For now I'm a bit done with D2. But I'm sure I'll pick it up again some time in the near future.

I'd like to try a HC werebear then and I hope Nico will find me some gear for him.


Cheers,
ThaCheeZe
 
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