- Feb 24, 2004
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Originally posted by @Drystan on Aug 10, 2011:
Guardian Spark_Dancer - Tesladin
As Fluttershy generally has a quiet and shy disposition, with an affinity for small creatures and nature, Spark_Dancer is an elegant mover, with an affinity towards small electrical currents, and can create dazzling discharges of sparks that erupt around his body.
Or, for anypony who has missed it, I have watched (and enjoyed) some episodes of Friendship is Magic recently, and couldn't think of a good name for my first Tesladin.
That said, Spark_Dancer is my most expensive and powerful character so far, being in possession of three new (and relatively expensive) runewords, as well as a few valuable runewords previously made. Please read the items (including Merc items) to see why this guy was so awesome for me.
Stats
75% IAS resulting in a 4fpa zeal
Skills
20 to Zeal, Holy Shock, Resist Lightning and Salvation
4 to Sacrifice
1 to Prereqs and 1-point wonders: Holy Shield and Redemption
Items
Switch
Charms
Mercenary
Razan (level 86) Desert Mercenary, enchanted with Might
Spark_Dancer was a twinked, single pass character, who completed all quests except for Hell Nihlathak (are you crazy?) and Hell Cow King. I was initially going to take out the King, but thought that he may want to run the cows in the future.
Normal levelling was done with the standard Envy Jewel + Gull dagger, until Holy Shock and more powerful items became available. Normal was completed almost entirely on /players 8, including bosses and the Ancients. Countess was done on /players 1. Normal was finished around level 45.
Nightmare was completed entirely (except for the Countess,) on /players 8, and was where some more valuable items were equipped. The Crescent Moon PB, Infinity Thresher, Delirium, Fortitude, Call to Arms and Crescent Moon were all used late Nightmare. Nightmare was finished around level 72-74.
Hell was started at /players 8, but after running into a very heavy hitting unique pack of Quill Rats, I lowered it to /players 5, then later to /players 3 for safety. Hell was done entirely (except for the Countess) at /players 3 or above. Hell Baal, Minions of Destruction, Ancients, Diablo etc were all done at /players 3.
Playstyle and NDE's: Definitely a few scary moments, but this build kills. And kills fast! There were no really dangerous mobs, even though some Frenzytaur uniques had to be divided and taken on slowly and cautiously, but they still posed little true danger.
The CtA, Crescent Moon PB and Infinity are brand new, never used before, while the Delirium, Fortitude, and Treachery have had their uses previously.
He had Iceblink as an armour for much of Nightmare, and he froze pretty much everything that didn't shatter on contact. Even at /players 8 in Hell, he could kill. It's just that with such expensive, and NEW! toys, I did not want to put too much risk from an instadeeds.
The Delirium was an interesting addition. It lures a lot of mobs (even bosses!) with confuse from every direction, and lured almost more than could be dealt with. But, while it lures a lot, it forces a lot to attack randomly, and completely ignore you. With a fast killer like Spark, confused mobs melted before his blade. It also partly allies them to you, so that curses against you also affect their own!
The Call to Arms is definitely not the greatest addition. It adds safety, but I believe it to less reliable than the Druid's Oak Sage (my style puts Oak Sage as very reliable and safe.) Battle Orders runs out far too quickly, and unless you keep checking, you don't even notice it disappears. At least I only noticed it disappeared occasionally. I was usually too busy slaying demons.
Finds: Hell Hellforge was a Fal. Also found a Shako, and various decent uniques, but nothing spectacular.
For those who enjoy optimisation, what would be a better setup than a Treachery, while keeping 75% IAS and not losing on too many resists. I looked at part Immortal King setup, the Cat's Eye, and the belt slot, and found I lost a bit too much on safety for my liking. Can anyone think of what key items they would use?
Thanks for reading, and any tips for optimisation are greatly appreciated. And to anyone who hasn't made a Tesladin, I would definitely recommend it, especially if you have some gear to optimise him with. A very fun build.
Questions, comments, TL: DR's always welcome.
~Dryst
Guardian Spark_Dancer - Tesladin
Guardian Spark_Dancer
Level 86 Tesladin
Level 86 Tesladin
As Fluttershy generally has a quiet and shy disposition, with an affinity for small creatures and nature, Spark_Dancer is an elegant mover, with an affinity towards small electrical currents, and can create dazzling discharges of sparks that erupt around his body.
Or, for anypony who has missed it, I have watched (and enjoyed) some episodes of Friendship is Magic recently, and couldn't think of a good name for my first Tesladin.
That said, Spark_Dancer is my most expensive and powerful character so far, being in possession of three new (and relatively expensive) runewords, as well as a few valuable runewords previously made. Please read the items (including Merc items) to see why this guy was so awesome for me.
Stats
75% IAS resulting in a 4fpa zeal
Skills
20 to Zeal, Holy Shock, Resist Lightning and Salvation
4 to Sacrifice
1 to Prereqs and 1-point wonders: Holy Shield and Redemption
Items
Rich (BB code):
Demon Circlet <-- Can it get much sweeter?
Coronet
Defense: 78
Durability: 86 of 90
Required Level: 65
Fingerprint: 0xcfe379b2
Item Level: 75
Version: Expansion 1.10+
+2 to Offensive Aura Skills (Paladin Only)
+30% Faster Run/Walk
+5 to Minimum Damage
7% Life stolen per hit
+91% Enhanced Defense
All Resistances +33
Damage Reduced by 7
1 Sockets (1 used)
Socketed: Scintillating Jewel of Bliss
Scintillating Jewel of Bliss
Jewel
Required Level: 37
Fingerprint: 0x1c5d0a6d
Item Level: 62
Version: Expansion 1.10+
+5 to Minimum Damage
Resist all: +13%
Crescent Moon
Phase Blade
ShaelUmTir
One Hand Damage: 98 - 111
Indestructible
Required Level: 54
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0x365dc223
Item Level: 81
Version: Expansion 1.10+
7% Chance to cast level 13 Static Field on striking
10% Chance to cast level 17 Chain Lightning on striking
+20% Increased Attack Speed
218% Enhanced Damage
Ignore Target's Defense
-35% to Enemy Lightning Resistance
25% Chance of Open Wounds
+11 Magic Absorb
+2 to Mana after each Kill
Level 18 Summon Spirit Wolf (30/30 Charges)
3 Sockets (3 used)
Treachery
Archon Plate
ShaelThulLem
Defense: 724
Durability: 30 of 31
Required Level: 63
Required Strength: 93
Fingerprint: 0xdd323649
Item Level: 86
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed <-- Used for 4fpa Zeal
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
Ethereal
3 Sockets (3 used)
Drystan's Herald of Zakarum
Gilded Shield
Defense: 479
Chance to Block: 52
Durability: 50 of 50
Required Level: 42
Required Strength: 89
Fingerprint: 0x40a5a2dd
Item Level: 87
Version: Expansion 1.10+
+2 to Combat Skills (Paladin Only)
+2 to Paladin Skill Levels
+30% Faster Block Rate
30% Increased Chance of Blocking
20% Bonus to Attack Rating
+184% Enhanced Defense
+20 to Strength
+20 to Vitality
All Resistances +69
1 Sockets (1 used)
Socketed: Perfect Diamond
Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x89823afa
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +23
Tearhaunch
Greaves
Defense: 62
Durability: 24 of 24
Required Level: 29
Required Strength: 70
Fingerprint: 0xe487edbc
Item Level: 75
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
Immortal King's Forge
War Gauntlets
Defense: 110
Durability: 22 of 24
Required Level: 30
Required Strength: 110
Fingerprint: 0xd11f9a41
Item Level: 75
Version: Expansion 1.10+
12% Chance to cast level 4 Charged Bolt when struck
+65 Defense
+20 to Strength
+20 to Dexterity
Nosferatu's Coil
Vampirefang Belt
Defense: 60
Durability: 12 of 14
Required Level: 51
Required Strength: 50
Fingerprint: 0xe917f5cb
Item Level: 94
Version: Expansion 1.10+
+10% Increased Attack Speed
6% Life stolen per hit
Slows Target by 10%
+15 to Strength
+2 to Mana after each Kill
-3 to Light Radius
Bul-Kathos' Wedding Band
Ring
Required Level: 58
Fingerprint: 0x69a0cdeb
Item Level: 75
Version: Expansion 1.10+
+1 to All Skills
4% Life stolen per hit
+43 to Life (Based on Character Level)
+50 Maximum Stamina
Raven Frost
Ring
Required Level: 45
Fingerprint: 0xc368723
Item Level: 99
Version: Expansion 1.10+
+216 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
Switch
Rich (BB code):
Call to Arms
Crystal Sword
AmnRalMalIstOhm
One Hand Damage: 17 - 53
Durability: 15 of 20
Required Level: 57
Required Strength: 43
Fingerprint: 0x4cffdc63
Item Level: 81
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
257% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+2 to Battle Cry
+3 to Battle Orders
+3 to Battle Command
Replenish Life +12
30% Better Chance of Getting Magic Items
5 Sockets (5 used)
Lidless Wall
Grim Shield
Defense: 306
Chance to Block: 0
Durability: 70 of 70
Required Level: 41
Required Strength: 58
Fingerprint: 0x8098e78e
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
+103% Enhanced Defense
+10 to Energy
Increase Maximum Mana 10%
All Resistances +19
+5 to Mana after each Kill
+1 to Light Radius
1 Sockets (1 used)
Socketed: Perfect Diamond
Charms
Code:
Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x14facd6
Item Level: 86
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xcf06fabb
Item Level: 50
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x68166aa
Item Level: 75
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
Captain's Grand Charm of Maiming
Grand Charm
Required Level: 63
Fingerprint: 0xe70bcece
Item Level: 87
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+4 to Maximum Damage
Captain's Grand Charm of Blight
Grand Charm
Required Level: 42
Fingerprint: 0x3116cd8f
Item Level: 66
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
Adds 6 Poison Damage Over 3 Secs (75 Frames)
Captain's Grand Charm of Greed
Grand Charm
Required Level: 42
Fingerprint: 0x7f28c841
Item Level: 82
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
19% Extra Gold from Monsters
Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x5ad45804
Item Level: 80
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
Burly Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x6bcc808d
Item Level: 86
Version: Expansion 1.10+
+20 Defense
+19 to Life
Boreal Small Charm of Vita
Small Charm
Required Level: 58
Fingerprint: 0xb45a7d3
Item Level: 82
Version: Expansion 1.10+
Adds 5 - 13 Cold Damage Over 1 Secs (25 Frames)
+18 to Life
Lucky Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0xe6ddfd2d
Item Level: 88
Version: Expansion 1.10+
+34 to Life
6% Better Chance of Getting Magic Items
Viridian Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x70bc059
Item Level: 13
Version: Expansion 1.10+
+10 to Life
Poison Resist +7%
Rugged Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xb6c92dba
Item Level: 84
Version: Expansion 1.10+
+15 to Life
+16 Maximum Stamina
Mercenary
Razan (level 86) Desert Mercenary, enchanted with Might
Code:
Fortitude
Archon Plate
ElSolDolLo
Defense: 1401
Durability: 49 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0xe041a854
Item Level: 86
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+86 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +26
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Delirium
Bone Visage
LemIstIo
Defense: 478
Durability: 21 of 21
Required Level: 63
Required Strength: 96
Fingerprint: 0x5e2eaecd
Item Level: 85
Version: Expansion 1.10+
14% Chance to cast level 13 Terror when struck
6% Chance to cast level 14 Mind Blast when struck
1% Chance to cast level 50 Delirium when struck
11% Chance to cast level 18 Confuse on striking
+2 to All Skills
+261 Defense
+10 to Vitality
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
Level 17 Attract (60/60 Charges)
Ethereal
3 Sockets (3 used)
Infinity
Thresher
BerMalBerIst
Two Hand Damage: 69 - 818
Durability: 33 of 33
Required Level: 63
Required Strength: 142
Required Dexterity: 108
Fingerprint: 0x18f3abfa
Item Level: 81
Version: Expansion 1.10+
50% Chance to cast level 20 Chain Lightning when you Kill an Enemy
Level 12 Conviction Aura When Equipped
+35% Faster Run/Walk
288% Enhanced Damage
-51% to Enemy Lightning Resistance
40% Chance of Crushing Blow
Prevent Monster Heal
+43 to Vitality (Based on Character Level)
30% Better Chance of Getting Magic Items
Level 21 Cyclone Armor (30/30 Charges)
Ethereal
4 Sockets (4 used)
Spark_Dancer was a twinked, single pass character, who completed all quests except for Hell Nihlathak (are you crazy?) and Hell Cow King. I was initially going to take out the King, but thought that he may want to run the cows in the future.
Normal levelling was done with the standard Envy Jewel + Gull dagger, until Holy Shock and more powerful items became available. Normal was completed almost entirely on /players 8, including bosses and the Ancients. Countess was done on /players 1. Normal was finished around level 45.
Nightmare was completed entirely (except for the Countess,) on /players 8, and was where some more valuable items were equipped. The Crescent Moon PB, Infinity Thresher, Delirium, Fortitude, Call to Arms and Crescent Moon were all used late Nightmare. Nightmare was finished around level 72-74.
Hell was started at /players 8, but after running into a very heavy hitting unique pack of Quill Rats, I lowered it to /players 5, then later to /players 3 for safety. Hell was done entirely (except for the Countess) at /players 3 or above. Hell Baal, Minions of Destruction, Ancients, Diablo etc were all done at /players 3.
Playstyle and NDE's: Definitely a few scary moments, but this build kills. And kills fast! There were no really dangerous mobs, even though some Frenzytaur uniques had to be divided and taken on slowly and cautiously, but they still posed little true danger.
The CtA, Crescent Moon PB and Infinity are brand new, never used before, while the Delirium, Fortitude, and Treachery have had their uses previously.
He had Iceblink as an armour for much of Nightmare, and he froze pretty much everything that didn't shatter on contact. Even at /players 8 in Hell, he could kill. It's just that with such expensive, and NEW! toys, I did not want to put too much risk from an instadeeds.
The Delirium was an interesting addition. It lures a lot of mobs (even bosses!) with confuse from every direction, and lured almost more than could be dealt with. But, while it lures a lot, it forces a lot to attack randomly, and completely ignore you. With a fast killer like Spark, confused mobs melted before his blade. It also partly allies them to you, so that curses against you also affect their own!
The Call to Arms is definitely not the greatest addition. It adds safety, but I believe it to less reliable than the Druid's Oak Sage (my style puts Oak Sage as very reliable and safe.) Battle Orders runs out far too quickly, and unless you keep checking, you don't even notice it disappears. At least I only noticed it disappeared occasionally. I was usually too busy slaying demons.
Finds: Hell Hellforge was a Fal. Also found a Shako, and various decent uniques, but nothing spectacular.
For those who enjoy optimisation, what would be a better setup than a Treachery, while keeping 75% IAS and not losing on too many resists. I looked at part Immortal King setup, the Cat's Eye, and the belt slot, and found I lost a bit too much on safety for my liking. Can anyone think of what key items they would use?
Thanks for reading, and any tips for optimisation are greatly appreciated. And to anyone who hasn't made a Tesladin, I would definitely recommend it, especially if you have some gear to optimise him with. A very fun build.
Questions, comments, TL: DR's always welcome.
~Dryst