Matriarch/Patriarch/Guardian Archive Thread

Originally posted by @Drystan on Aug 10, 2011:

Guardian Spark_Dancer - Tesladin

Guardian Spark_Dancer
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 :)
 
Originally posted by DX-Crawler on Mar 18, 2004:

Guardian Crazy_Ploppy

To night (on my side of the earth) my Zealot made Guardian at the level of 83 with very good assistance of my merc taking care of all FE.

He's end Stats look like this with equipment:

Str 155
Dex 155
Vit 240
Ene 15

Damage 1665-2257
Defense with Holy Shield and Defiance merc 12107 75% block and below 20% to be hit
Life 1110
Mana 175

My equipment:
Tal's Helm
Nord Tenderizer
HoZ
Um'd Dureils Shell
Laying of Hands
String of Ears 8% LL 12% PDR
Gore Riders
Cathans Seal and a rare ring with 5% LL and some other mods
Atma's Scarab
Weapon Switch Gimmershred and a 4s Heraldic shield with perf Diamonds

Some Resist and Life Charms

This setup gives me 75 to all resist and 29% LL which cover my needs.

My merc equip:
Tal's Helm
Shaftstop
Upg Spire of Honor

Never any near death experiences with this guy rather safe all the way.
No real nice finds except my last 5 minutes of play in WSK 2 a Death Beetle boss dropped me a Sacred Armor Templar's Might.

It was a really fun to play with this guy like always with Zealot.

DX
 
Originally posted by Espr on Sep 18, 2016:

Guardian CapSwai, the Tanky Conviction Zealot

Guardian CapSwai, the Conviction Zealot (who should have been named CantTouchThis)

The Concept: This character was designed to do three things I've 'always wanted to do' in D2. Put Guardian Angel to effective, long term use on a Paladin; Run Conviction Zealot; and see if I can't finally use Djinn Slayer as a primary weapon.

Experience: 998616179
Level: 84

Naked/Gear
Strength: 141/155
Dexterity: 76/115
Vitality: 283/283
Energy: 15/15
HP: 1055/1237
Mana: 139/179
Stamina: 430/450
Defense: 19/1923 (~17300 after Defiance+HolyShield)
AR: 365/761 (~2.5-4k after enchant, dep. on weapon)

Fire: 202/162/102 (95 max)
Cold: 173/133/73 (90 max)
Lightning: 196/156/96 (95 max)
Poison: 194/154/94 (90 max)

Max Block
1-2 frames of FHR
20-45 IAS to 5/5/5... zeal

Also quested with max resists everywhere, but given I had cold absorb, I dropped it for other useful things.

Skills:
Code:
Combat                Defensive                Offensive

6 Sacrifice       |    10 Resist fire        |    20 Conviction
5 Zeal            |    10 Resist Light   
1 Vengeance       |    11 Defiance           
20 HolyShield     |    1 Vigor

Equipment

Weapons:
Djinn Slayer (shael, jewel)
Djinn Slayer
Ataghan
One Hand Damage: 86 - 152
Durability: 14 of 22
Required Level: 65
Required Strength: 138
Required Dexterity: 95
Fingerprint: 0x10da0dea
Item Level: 87
Version: Expansion 1.10+
+20% Increased Attack Speed
231% Enhanced Damage
+136% Damage to Demons
+200 to Attack Rating against Demons
Adds 250 - 500 Fire Damage
Adds 5 - 12 Cold Damage Over 2 Secs (50 Frames)
6% Mana stolen per hit
Lightning Resist +20%
+7 Lightning Absorb
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Ambergris Jewel of the Glacier

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate

Ambergris Jewel of the Glacier
Jewel
Required Level: 50
Fingerprint: 0x6b233b35
Item Level: 81
Version: Expansion 1.10+
Adds 5 - 12 Cold Damage Over 2 Secs (50 Frames)
Lightning Resist +20%
Nord's Tenderizer (jewel)
Nord's Tenderizer
Truncheon
One Hand Damage: 143 - 176
Durability: 26 of 55
Required Level: 68
Required Strength: 88
Required Dexterity: 43
Fingerprint: 0xa517024b
Item Level: 88
Version: Expansion 1.10+
+25% Increased Attack Speed
311% Enhanced Damage
178% Bonus to Attack Rating
+150% Damage to Undead
Adds 14 - 37 Fire Damage
Adds 205 - 455 Cold Damage Over 5 Secs (125 Frames)
Freezes target +4
Lightning Resist +12%
Cold Absorb 7%
Level 16 Blizzard (12/12 Charges) 1 Sockets (1 used)
Socketed: Camphor Jewel of Burning

Camphor Jewel of Burning
Jewel
Required Level: 49
Fingerprint: 0xbe892664
Item Level: 80
Version: Expansion 1.10+
Adds 14 - 37 Fire Damage
Lightning Resist +12%
Demon Limb for enchant

Armour:

Helm: Vamp Gaze / Rockstopper / Nat's Totem
Torso: Guardian Angel (Um)
Shield: Sanctuary (sacred rondache)
Sanctuary
Sacred Rondache
KoKoMal
Defense: 408
Chance to Block: 48
Durability: 68 of 68
Required Level: 52
Required Strength: 109
Fingerprint: 0x947e8cbb
Item Level: 81
Version: Expansion 1.10+
+20% Faster Hit Recovery
+20% Faster Block Rate
20% Increased Chance of Blocking
+155% Enhanced Defense
+250 Defense vs. Missile
+20 to Dexterity
All Resistances +96
Magic Damage Reduced by 7
Level 12 Slow Missiles (60/60 Charges)
3 Sockets (3 used)
Socketed: Ko Rune
Socketed: Ko Rune
Socketed: Mal Rune
Belt: String of Ears
Gloves: blood craft / Lavagout
Imp Fist
Vampirebone Gloves
Defense: 85
Durability: 13 of 14
Required Level: 69
Required Strength: 50
Fingerprint: 0xd25d5448
Item Level: 85
Version: Expansion 1.10+
+20% Increased Attack Speed
2% Life stolen per hit
7% Chance of Crushing Blow
+29% Enhanced Defense
+16 to Life
Poison Resist +12%
+2 to Light Radius
Boots: Gore Rider's / Nat's Soul / Tearhaunch
Amulet: Rare 1 skill, resists
Eagle Talisman
Amulet
Required Level: 34
Fingerprint: 0x9bf3c5c1
Item Level: 87
Version: Expansion 1.10+
+1 to Paladin Skill Levels
+1 to Maximum Damage
+11 to Strength
All Resistances +14
Poison Resist +17%
Poison Length Reduced by 25%
Rings: Ravenfrost, Bloodcraft, leech/resists rares.
Order Circle
Ring
Required Level: 68
Fingerprint: 0x7b4b5682
Item Level: 89
Version: Expansion 1.10+
+104 to Attack Rating
Adds 1 - 6 Fire Damage
4% Mana stolen per hit
3% Life stolen per hit
+3 to Strength
+7 to Energy
+10 to Life

Ghoul Master
Ring
Required Level: 59
Fingerprint: 0x60381536
Item Level: 86
Version: Expansion 1.10+
Adds 1 - 6 Fire Damage
3% Life stolen per hit
+1 to Strength
+27 to Life
All Resistances +7
Damage Reduced by 2

Charms of Note:
Mainly focusing on elemental damage, and filling in holes in resists, but also life and defense.
Code:
Flaming Large Charm of Vita
Large Charm
Required Level: 59
Fingerprint: 0x48754775
Item Level: 81
Version: Expansion 1.10+
Adds 12 - 33 Fire Damage
+27 to Life

Septic Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x5d88e950
Item Level: 85
Version: Expansion 1.10+
Adds 15 Poison Damage Over 3 Secs (75 Frames)
+20 to Life

Snowy Small Charm of Thunder
Small Charm
Required Level: 25
Fingerprint: 0xfbb426f0
Item Level: 64
Version: Expansion 1.10+
Adds 1 - 17 Lightning Damage
Adds 1 - 4 Cold Damage Over 1 Secs (25 Frames)

Stalwart Small Charm of the Glacier
Small Charm
Required Level: 40
Fingerprint: 0xe0cb151b
Item Level: 88
Version: Expansion 1.10+
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)
+24 Defense

Smoking Small Charm
Small Charm
Required Level: 56
Fingerprint: 0xe109e53d
Item Level: 80
Version: Expansion 1.10+
Adds 9 - 18 Fire Damage

Ruby Small Charm of Thunder
Small Charm
Required Level: 32
Fingerprint: 0xe936b1fc
Item Level: 57
Version: Expansion 1.10+
Adds 1 - 11 Lightning Damage
Fire Resist +10%

Arcing Large Charm of Life
Large Charm
Required Level: 40
Fingerprint: 0x1b94bd65
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 54 Lightning Damage
+6 to Life

Boreal Small Charm of Balance
Small Charm
Required Level: 58
Fingerprint: 0x8c0f644e
Item Level: 87
Version: Expansion 1.10+
+5% Faster Hit Recovery
Adds 7 - 9 Cold Damage Over 1 Secs (25 Frames)

Arcing Small Charm of Fortune
Small Charm
Required Level: 57
Fingerprint: 0x82dde0a0
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 29 Lightning Damage
4% Better Chance of Getting Magic Items

Amber Small Charm of Incineration
Small Charm
Required Level: 37
Fingerprint: 0x6c2228ab
Item Level: 80
Version: Expansion 1.10+
Adds 5 - 9 Fire Damage
Lightning Resist +11%

Cobalt Small Charm of Winter
Small Charm
Required Level: 38
Fingerprint: 0xd3c020a7
Item Level: 88
Version: Expansion 1.10+
Adds 5 - 7 Cold Damage Over 1 Secs (25 Frames)
Cold Resist +8%

Ruby Small Charm of the Glacier
Small Charm
Required Level: 32
Fingerprint: 0xa0370bd8
Item Level: 81
Version: Expansion 1.10+
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)
Fire Resist +11%


Stalwart Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x1712b105
Item Level: 80
Version: Expansion 1.10+
+47 Defense
+36 to Life

Shimmering Small Charm of Flame
Small Charm
Required Level: 25
Fingerprint: 0xdfb0eedd
Item Level: 57
Version: Expansion 1.10+
Adds 1 - 2 Fire Damage
All Resistances +3

Mercenary:

Act 2 Defiance Merc

Weapon: Hone Sundan / Reaper's Toll
Armour: Shaftstop / Duriel's Shell
Helm: Guillaume's

Hellforges:

NM: Io
Hell: Mal

Near Death Experiences
Nightmare Pindle: The downside to playing a character that never takes damage is those times where you run into something that ignores that state of affairs, it can catch you offguard, even when you're expecting it to an extent. Max block, crazy defense and max resistances mean little when a pindle pack chain charges you.

Nightmare Ancients: Madawc's random burst of crazy damage would have 1-shot me if not for the DR% on my gear. Probably shouldn't have been cocky and done it at P8, if only to reduce the amount of time he has to get off that lucky hit/two-hit crit.

Hell Marsh: Bosspack, cursed and fire enchanted. Not sure what else as it died very quickly. My guess is a bunch of minions and boss hit me in short order, right after I was hit with amp. Doubtful FE explosion alone could have done it with it at 95% FR, and fairly good DR%/PDR/MDR.

Notable Finds:
Code:
Trainer's Grand Charm of Sustenance 
Grand Charm 
Required Level: 42 
Fingerprint: 0x3fef7880 
Item Level: 80 
Version: Expansion 1.10+ 
+1 to Summoning Skills (Druid Only) 
+27 to Life 

Stone Crusher 
Legendary Mallet 
One Hand Damage: 206 - 251 
Durability: 53 of 65 
Required Level: 68 
Required Strength: 189 
Fingerprint: 0x2ab4175f 
Item Level: 88 
Version: Expansion 1.10+ 
312% Enhanced Damage 
Damage +21 
-25% Target Defense 
+150% Damage to Undead 
40% Chance of Crushing Blow 
-100 to Monster Defense Per Hit 
+21 to Strength

Questing thoughts:

The game went very fast, even with fairly modest/sub-optimal twinking (with the exception of charms, where in this HC restart LK seems to have a pretty strong preference of giving ele charms thus far). It was pretty fun using a variety of gear/weapons that melee don't generally use all that frequently. In particular an eth Lavagout did a lot of work until hell.

Maintaining max res with guardian angel was very easy until hell, where I ended up making Sanctuary, as the easiest solution without have to wait for like, a CoA.

Immunites that didn't break were rarely a problem. Nord's Tenderizer had some slowdown in hell with CI ogres in act 2 and flesh beast spawners in act 4, but this was easily solved by using Djinn's. Similarily, Djinn's was a bit slow in CS, where Nord's wasn't. On the whole, I'd say Djinn's was stronger in more areas / against more targets, but Nord's +4 freeze target was an MVP that basically handed me Act 2 and 3 Hell for free.

Lacking fanat, Holy Freeze bosses were particularly obnoxious, but rarely dangerous, except for some spear/bow lady packs who went from "mildly worrying" to "oh god oh god we're all going to die" when they were CI and zeal was too slow to put... any of them into hit recovery... ever. The big threats in the game came from charging enemies and dolls. The former because they ignore block and (iirc) get huge AR bonuses, and the latter because, while blockable, they do a ridiculous amount of damage when it isn't.

Since I so rarely took damage, leeching was generally not an issue, so long as at least had a little to cover small incidentals / skill use. In hell I focused on it more (blood gloves over lavagout, string over verdungos, points into zeal/sacrifice) mostly to widen the degree of damage I could leech away and make mana burn less problematic, and monsters now had >5% chance to hit me.

I did try out a Voice of Reason briefly, but didn't really care for it. Safety wise the freeze target of Nord's was better, even if the kill speed was slower, and Djinn suffered less slow down than a cold weapon in general. Nords/Djinn also offered decent physical damage as well.

I ended up significantly over-stating dex, as originally I planned to use a shield not so easily capped.

The Future:

Trav, L85 Areas

Alternating points in sacrifice/defiance.

This character doesn't particularly have any trouble with any areas I've tried, even after changing helm/gloves/belt/boots to MF gear, although CS is pretty slow regardless.

Post-Guardian I up'd the GA, and socketed:

Code:
Stone Heart 
Jewel 
Required Level: 37 
Fingerprint: 0x96aac7a4 
Item Level: 82 
Version: Expansion 1.10+ 
26% Enhanced Damage 
Cold Resist +33% 
Lightning Resist +9% 
Fire Resist +9% 
Poison Resist +9% 
Requirements -15%

20k+ armour doesn't bring monster CtH down quite as low as one might hope, but it's still pretty much ridiculous.

All in all a pretty fun character, with a lot of versatility, but most importantly, one designed such that I can run trav about as risk free as it gets. Especially once he finds an Ohm.
 
Originally posted by FredOfErik on Nov 10, 2012:

Guardian Jack - King of lightning!

I present:

Guardian Jack

After questing through hell accompanied by amazons, necromancers and fellow paladins Jack is now a Guardian.

----------

Boring stuff:

Code:
Level: 81

Stats:
Strength: 126
Dexterity: 137
Vitality: 319
Energy: 21

Life after BO: 1861
Mana after BO: 292

Defense with Holy Shield: 4314
Chance to block: 75

Zeal Attack Rating: 2545 (without BA from merc)

Resistances:
Fire: 90%
Cold: 90%
Lightning: 95%
Poison: 90%

Skills:
Max Holy Shock
Max Resist Lightning
Some points in Salvation
Some points in Zeal
Some points in Sacrifice
1 point in Vigor
1 point in Holy Shield

Interesting stuff:

Code:
Gear:
Helm: +12/-15 Griffon's Eye socketed with Um
Armor: Guardian Angel socketed with 21% CR/15 IAS jewel
Shield: HoZ socketed with Perfect diamond
Shield switch: Spirit in random pally shield
Weapon: 210% Crescent Moon RW in Phase Blade
Weapon switch: CTA
Gloves: Laying of Hands
Boots: Sandstorm Treks
Belt: String of Ears
Amulet: Highlord's Wrath
Ring 1: Raven Frost
Ring 2: Rare ring with 25% LR, 21% FR, 10 Dex, 6 Energy, 11 AR

Merc gear:
Helm: Vampire Gaze
Armor: Duriel's Shell
Weapon: Obedience in eth Cryptic Axe

Charms:
6 Offensive Aura Skillers
Resistance
Life
10% FHR
10% FRW
3 Dex

General thoughts:

Pretty straight forward tesladin build. Great damage, great resists, not so great life. He only encounters problems when dealing with LIs - especially hard hitting ones.

Cannot remember when I started this guy. I must have been somewhat drunk coming up with such an uninspired name. During Hell I quested alongside RssDiablo, Pyro and Pharphis. Especially Pyro's FA-zon (which guardianed with Jack - see screenie) helped out and the two chars were pretty great together.

I had some concerns about my gear (see D2-Lounge). I ended up totally skipping CB and equipping Griffon's and Treks instead of Gores and/or Guillame's. The Static Field from CM somewhat makes up for the loss of CB when dealing with non-LIs.

I really wanted to max my resistances - first of all it's quite useful being immune to most elemental attacks, second of all they look pretty on the LCS.

Now:

I dunno really. I will most likely use him for some sporadic CS running and MPing with the other guys. Gear-wise he's pretty much done, if I decide to upgrade him in any ways it will most likely be by getting some better skillers.

Thanks to:

Pharphis, Pyro and RssDiablo for fun MPing
Pharphis for (apparently?) giving me a skiller with life that we (apparently?) found running something last night
Pyro for trading me the Um today
 
Originally posted by HappeningKT on Aug 30, 2010:

Guardian SoulSlayer : 100% CB and DS,2 Hand Fanatic Zealot

Hello everyone,

Finally done; after a real sick WSK experience, SoulSlayer has made it to guardian.

Guardian SoulSlayer : 2H Fanatic Zealot

He was actually built to become a normal fanatic zealotand was abandoned in NM act 4 for some time due to boredom. After I made my edeath Colossus Blade, I decided to try it on this guy. And so, immediately he was respecced to a 2H zealot. As I was playing with "death", I felt 100% CB and DS shouldn't be all that tough and here is the output.

LCS (without might from merc).

STATS :

Strength : 87/146
Dexterity : 48/83
Vitality : 360/360
Energy : 15/15

SKILLS :

20 Zeal
20 Fanat
20 Sacrifice
18 Blessed Aim
10 Resist Fire
1 vigor,redemption and prereqs

GEAR :

Guillame's Face [Um]
Duress Great Hauberk (almost throughout the game ) and Fortitude
1.07 eth Death CB/ Demon's Limb on switch
Laying Of Hands
Highlord's Wrath/ Atma Scarab
Ravenfrost (20 dex/248 AR)
Rare Ring with resis(37 fire/9 all others/15 str)
Nosferatu's Coil
Gore Riders

Inventory completely filled with resist, ar and strength charms.

MERC : A2 might merc with eth Reaper's Toll(Amn), Duriel Shell, Andy's Visage.

NOTES :

1) Probably the most powerful character I played, especially after I equipped Fortitude, 14K max damage + 100% DS + Decrep from merc just sums it up.

2) As a surprise, he wasn't exactly as fragile as I thought he would be. He killed everything before they attempted to do any damage.

3) In an urge of getting as much life as possible, I tried to invest very less point in str and dex. I used all my inventory space for resists and stats, which got annoying as I wasn't able to pick up freely.

4) Bosses....Ohh yeah...He just pwns bosses, in his main equipment, he has a 5/8 zeal with 10K-28K damage and 100 % CB. All the bosses died even before they had a chance to taste the decrep.

5) Kiling speed on p1 and p7 didn't make much of a difference, but for safety, I played on p5(p1 in WSK/Ancients) in hell.

6) I was never this annoyed with PI's as the killing speed decreases by a million times, but as decrep does its job, everything is dead in no time.

7) Ancients died in 20 odd seconds without use of a potion. I really was amazed as they died even before I could get a clear view of their mods.

8) WSK was really really painful as I had to reroll it 5 times :rant: to get to the WSK 2 way point. Every time those damn PI hell tempress spawn and my health gets close to zero.And in one of the rolls, it was just a PI spree. The whole of WSK seemed to be filled with PI's.
In the final roll, Gloams spawned with conviction and yeah almost dead :cry:, a couple of lucky rejuvs and timely vigor got me out of it

9) Item finds: A Lo rune somewhere in CS,Um from NM HF, hmmm nothing else worth mentioning.
HF runes : Um, Fal

CREDITS :
SirPoops from where I copied the build.
You for reading :)
 
Originally posted by HP_Sauce on Jul 1, 2007:

Guardian #4: Little_John

Hooe! this ones been a long time coming! I haven't been playing much for a few months. Anyway, Little_John has finally reached maturity.

Little_John is a Zeal/Smite Paladin who uses Fanaticism most of the time. He was built because one day I'm hoping to do some HF Rushing and I needed a character capable of killing Hell bosses in full games. I figured a lot of Crushing Blow was the way to go and so, Little_John was born.

Right from the start I had hoped he would be a big, heavy hitter, which explains why he was named Little_John, after the Robin Hood character who was definitely not little, or weak. (Thanks to my g/f for helping pick the name).

Since I'm planning on using this guy quite a bit to help HF Rush one day I spared no expense. The armour is borrowed (stolen) from my Hammeradin, but everything else was put together for Johnny boy.

Guardian Little_John
Level: 84
Life: 1142
Mana: 193

Damage before auras: 908-1250
Damage with Might and Fanat: 1889-2525
Zeal AR: 9765
Defense: 9103
Chance to Block: 75%

Smite damage with Might and Fanat: 848-1614

Crushing Blow: 83%
Deadly Strike: 30%
Open Wounds: 35%
Life Leech: 16%
Mana Leech: 0%

Stats (20 points unassigned)
Str: 146
Dex: 146
Vit: 268
Eng: 15

Dexterity and AR were a problem. Even with Angelics Ring and Ammy, his chance to hit got miserable near the end of Hell despite my best efforts to pump points into Dexterity.

Resists
Main: 90/76/90/68
Switch: 24/30/59/22

Resists were a problem when I was fighting on switch (against PI's). With the Gimmershred out it meant that the Sanctuary shield was gone, so I had to be careful that Gloams or the like didn't get too stacked up against me in the background.

Skills - After gear (Before gear)
Combat
Zeal: 24 (20)
Sacrifice: 22 (18)
Smite: 9 (5)
Holy Shield: 24 (20)
Prereq: 3

Offensive
Fanaticism: 24 (20)
Prereq: 3

Defensive
(1 pt: Salvation, Redemption, Vigor, Cleansing, Defiance, Prayer) 5 each after + skills.

Gear
Weapon 1: Heaven's Light (Shael, Shael)
Shield 1: 'Sanctuary' Kurast Shield (+110 resist all total)
Weapon 2: Gimmershred
Shield 2: 'Spirit' Superior Crown Shield
Helm: Guillaume's Face (Sol)
Armour: Guardian Angel (Um)
Belt: String of Ears (13,14,7)
Gloves: Dracul's Grasp
Boots: Gore Riders
Ammy: Angelic
Ring: Angelic
Ring: Raven Frost

and charms make up the rest.

Merc - NM Act 2 (Might)
Helm: Tal's Mask (36% Enhanced Damage Jewel)
Armour: 'Treachery' Dusk Shroud
Weapons: Hone Sundan (upped) (Jewel of Freedom, Amn, Enhanced Damage Jewel)
Damage before aura's: 416-1846
Damage with Might and Fanat: 1267-4594

With the IAS from his Treachery, and my own Fanaticism aura old Waheed dealt out hurt real quick! I did figure out his attack speed when I was picking gear for him a while ago, and he's at the fastest or second fastest breakpoint possible (can't remember which). Anyway, it wasn't unusual for Waheed to kill monsters faster then myself. This made him a great asset, especially in IM areas.

The Gist of Little_John
By the time Johnny was in his end game gear he had 16% life leech plus a whole lot more when Life Tap was triggered, and Life Tap was triggered a LOT. This combined with his high damage and high percent of crushing blow meant that generally as long as he was swinging and hitting he was safe from death.

It turned out to be quite a lot of fun. Large packs of monsters that would generally have sent another character fleeing in an effort to regroup was just more meat to leech off of for Little_John. It was quite a site to see how deep he could go, and it wasn't unusual for his life bulb to drop down to half and then jump back to completely full so quickly there wasn't even time to consider drinking a potion.

Some Tactics
Aside from charging into the monsters as deep as I could possibly get, there were other strategies which I employed from time to time.

- Redemption: Mostly for cleaning up Reanimate corpses, but occasionally for Fallens as well -- a great 1 point wonder here.
- Salvation: Another great 1 point wonder. Anytime I saw a monster with the Conviction aura I busted out Salvation to even the odds.
- Cleansing: Just super handy for clearing off Amp, or poison, etc. and so much easier then going back to town to talk to the healer.
- Charge: Especially handy on Fallen, or Imp's, which only took 1 or 2 hits to die but often had to be chased down first.
- Vigor: duh...
- Running away: Yes, there were some large packs of Physical Immunes which required me to run away and try to split up, or approach from a different angle, etc. This wonderful skill doesn't even require wasting a skill point!

Some Troubles
- No Mana Leech: I just wasn't able to work it into the build anywhere. It was a bit of a pain around Mana Burning monsters.
- Weapon Range: Sometimes if you clicked on a monster he would start to attack it but for some reason he wouldn't use Zeal, just his normal slow attack. It obviously had to do with distance, if you got him to take a step closer to the monster he would use Zeal again. It was often pretty annoying.

The Journey in Order
Norm:

General babel:
Not much to note here. I tried to keep him twinked with gear that kept him attacking as quickly as possible for his level.

/p setting:
The players setting varied depending on the area and how quickly things were dieing. I'm not a big fan of just leaving it on /p8 for the whole game. I get bored of standing there waiting half an hour for 1 monster to die and having to repair my weapon 10 times per area.

Challenges:
To be honest I don't even remember doing the Chaos Sanctuary in Norm. It must not have been much of a challenge.

NM:
General babel:
I don't remember NM being all that tough either. By this time Fanaticism was a high level and he was carrying a big enough weapon that monsters died fairly quickly.

/p setting:
The /p setting was at 8 for most of this difficulty.

Challenges:
There was however, FE monsters to worry about now. I came across a few in Act 1 which I just killed myself without any danger, but by the time I got past Act 1 I just hung back and let my Merc finish them off rather then take the risk.

I do remember doing the NM Chaos Sanctuary. I was dreading it but it didn't end up taking as long as I thought. My tactic here was simply stand around while my Merc killed everything.

Notes:
-I believe it was somewhere in the middle of NM when I noticed John was getting hit pretty hard and decided to put the Sol rune in his helmet in an effort to counter this a bit. I had visions of loading up on DR, but in the end there wasn't any more free places. So I had to settle for 7 DR and 14% from his belt.

Hell:
General babel:
By the time he reached Hell he was nearly in his end game gear (with the exception of Waheed). It was at this point that I saw how miserable his resists were and decided I would have to make a 'Sanctuary' shield for him. I'm pretty sure it's the most expensive runeword I've ever made, and I didn't actually have a Mal so I hummed and hawwed about it for a while before finally decided to go for it.

I wasn't happy about doing it, but I cubed myself a Mal. I made it in my best 3os paladin shield (+43 resist all). I can't remember now what the best roll on resists I could have gotten with the runeword was, but I ended up with another +67% resist all for a total of +110, and I was quite happy with that... not that I could have re-rolled it if I'd wanted to.

So the Spirit he was using went on switch with the Gimmershreds and on went the shinny new Sanctuary. With some minor charm twinking I was satisfied and we were off.

/p setting:
I did acts 1-3 on /p 3. He was having no troubles killing and I like the little extra experience boost. By the time I got to act 4 though, I ended up bumping it back down to /p 1, the monsters simply weren't dieing as quickly as I liked, and I was having to repair his weapon a lot.

Challenges:
Physical Immunes:
There wasn't much else to do here but switch to the Gimmershreds and keep Zealing. His attack speed was slower, his resists were worse, and Life leech was non-existent so killing them did require care, but mostly it was just patience. Often I tried to lure some Non-PI's into the group of PI's so that I could have a bit of Life leech during the fight.

Iron Maiden:
Yuck!
There was no choice here other then to simply stand around and let my Merc do all the killing. I helped kill the 2 Seal bosses in the CS since I knew that all the other monsters were dead, other then that I didn't attack any monsters in the CS, WSK3, or Throne Room (since the latter 2 both rolled with Oblivion Knights).

My job was to offer Waheed aura's, feed him potions, and revive him. Sometimes I tried to cleanse him if he got decriptified, other times where were so many curses being scattered around there was no point. Without me attacking there was no Life Tap being cast, so occasionally he needed a red or purple potion. He would 1 hit himself when he got IM'd though, so often I just had to revive him. Occasionally I tried to get in between him and the OK's so that they would cast their curses on me and leave him to the killing, but since I wasn't leeching I couldn't get in too deep or stay for too long. It did work a few times, other times I just got chased right back out.

Ancients:
I re-rolled them a few times and ended up with the whirler being cursed, the leaper being stone skin, and the thrower being mana burn (among other things of course).

Being Amped was ok because of the crazy Life leech thanks to Life Tap, but still I killed the cursed one first and cleansed off the Amp as soon as I could. The thrower being Mana Burn was a bit of a pain as I kept having to drink mana pots, but I had scattered some potions around before I started so there really wasn't any shortage. In the end I didn't even lose Waheed in the fight.

Notes:
-Diablo himself was a joke. I used vigor to get to his circle before he did, and then once he appeared neither of us even moved. I think the fight lasted all of 10 seconds.
-Baal's minions were also fairly easy. The first 2 waves I fought on the spot, the last 3 I lured away from Baal so we could fight unmolested by his Decriptify. Listers wave I also made an effort to split up so that Waheed and I didn't get surrounded.
-Baal was also a joke. I Smited him to 1/4 very quickly, and then used Zeal to finish him off. I think he teleported twice while I was Zealing him and that was it.
-Both Diablo and Baal dropped absolute garbage.
- I aborted my first attempt at rescuing Anya because I wasn't too pleased with the combination of PI Ghosts, and Gloams, which would have forced me to battle with my low resist switch on while taking huge elemental damage.

NDE's
The only one I can remember happened on my second (and successful) attempt at rescuing Anya. There were just a lot of Gloams and Witches spread around while I was busy battling some of those white sasquatch things, a witch added Amp damage to the mix and the life bulb went a little lower then I'm comfortable with.

Finds
NM HF - Lum
Hell HF - Fal
Random Runes: Shael, Thul, Shael

Notable Finds: Duriel's Shell, Jalala's Mane, Horizon's Tornado (Eth), Ormus' Robes

The End
That's it. He was a lot of fun, and hopefully I get some use out of him in the future.

What's next?
I've just started IFindStuff, a Summoner Necromancer who's #1 priority when picking gear is MF, not survival or speed. I'm going to try to play through the game with him and keep track of what Uniques he finds. He's level 16 currently, has 101 MF, and has already found a lot of Rares. Also I have a few other half finished characters that I might dabble with.

Thanks for reading!
-hps
 
Originally posted by @Kitteh on Sep 12, 2019:

Guardian #23 - Ackatus - The Batteries not Included Holy Shock Zealot


I know, I know, I said I wasn't going to have a guardian for a while. However, I had an unexpected day off and I'm currently seriously considering leaving my PhD if I can get a suitable different project. Thus, I'm not exactly pulling the hours that I normally do and I need my go-to source of comfort, Diablo II.

Ackatus becomes guardian #23, a shockingly fun tesladin. He made his way through normal and nightmare at lightning quick speed at P8, and then thundered through hell at P5. He did get one shock as you will see, but he kept his mind on current problems charged on to the end with minimal resistance. Crescent moon, infinity and Griffon's do of course make things fairly simple... Puns galore! Initially I went with a more defensive skill set and pumped my remaining points into defiance for the defence, but I decided to go full damage instead. Meh! He only had that one NDE after all :p

He was actually supposed to be a HF zealot originally, but I didn't have a 3os PB for Voice of Reason, which is incredible. So, he became a tesladin and the HF zealot will come later. There are no plans for him in the future really, but he was so much fun that I may recreate him in some form at a later date. Y'know how much I like zealots :rolleyes:

Code:
Name:       Ackatus
Class:      Paladin
Experience: 1102764418
Level:      85

            Naked/Gear
Strength:   73/90
Dexterity:  111/136
Vitality:   321/348
Energy:     15/20
HP:         1171/1410
Mana:       141/291
Stamina:    469/689
Defense:    27/1540
AR:         540/934

Fire:       125/85/25
Cold:       124/84/24
Lightning:  115/75/15
Poison:     105/65/5

MF:         30       Block:      32
GF:         167
FR/W:       40
FHR:        75
IAS:        85
FCR:        55


Code:
Sacrifice: 8/14
Smite: 1/7
Holy Bolt: 1/7
Zeal: 20/26
Charge: 1/7
Vengeance: 0/0
Blessed Hammer: 1/7
Conversion: 0/0
Holy Shield: 1/7
Fist of the Heavens: 0/0

Might: 1/10
Holy Fire: 1/10
Thorns: 0/0
Blessed Aim: 0/0
Concentration: 0/0
Holy Freeze: 1/10
Holy Shock: 20/29
Sanctuary: 0/0
Fanaticism: 0/0
Conviction: 0/0

Prayer: 0/0
Resist Fire: 0/0
Defiance: 0/0
Resist Cold: 0/0
Cleansing: 0/0
Resist Lightning: 20/26
Vigor: 0/0
Meditation: 0/0
Redemption: 0/0
Salvation: 20/26


Code:
Captain's Grand Charm of Greed
Grand Charm
Required Level: 42
Fingerprint: 0x8bc59307
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
17% Extra Gold from Monsters

Steel Small Charm of Lightning
Small Charm
Required Level: 49
Fingerprint: 0xb8e025a3
Item Level: 81
Version: Expansion 1.10+
+33 to Attack Rating
Adds 1 - 10 Lightning Damage

Russet Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xa05d778d
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 21 Lightning Damage
Fire Resist +6%

Arcing Small Charm of Winter
Small Charm
Required Level: 57
Fingerprint: 0xdd8786dd
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 37 Lightning Damage
Adds 5 - 7 Cold Damage Over 1 Secs (25 Frames)

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xe69be41d
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 24 Lightning Damage

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x4406a9ca
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 27 Lightning Damage

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xb43a5b65
Item Level: 87
Version: Expansion 1.10+
Adds 1 - 22 Lightning Damage

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xcf4e35ba
Item Level: 87
Version: Expansion 1.10+
+236 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+20 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

String of Ears
Demonhide Sash
Defense: 103
Durability: 19 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x49a1dd11
Item Level: 86
Version: Expansion 1.10+
8% Life stolen per hit
+152% Enhanced Defense
+15 Defense
Damage Reduced by 14%
Magic Damage Reduced by 14
+10 Maximum Durability

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xf26f5c14
Item Level: 81
Version: Expansion 1.10+
Adds 1 - 19 Lightning Damage

Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x9bb77838
Item Level: 80
Version: Expansion 1.10+
+19 to Life
Lightning Resist +11%

Lizard's Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x9bcbdb42
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 26 Lightning Damage
+5 to Mana

Emerald Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xba599f43
Item Level: 80
Version: Expansion 1.10+
+19 to Life
Poison Resist +11%

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0xd3caf79
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 42 Lightning Damage

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0x913369bb
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 40 Lightning Damage

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xb7b11d15
Item Level: 84
Version: Expansion 1.10+
Adds 1 - 28 Lightning Damage

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xb96bcccc
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 20 Lightning Damage

Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xa09023da
Item Level: 81
Version: Expansion 1.10+
+19 to Life
Lightning Resist +10%

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x9d95cda7
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 22 Lightning Damage

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x18b91479
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 21 Lightning Damage

Arcing Small Charm of Life
Small Charm
Required Level: 57
Fingerprint: 0xb021f52a
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 41 Lightning Damage
+9 to Life

Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x8a103678
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 20 Lightning Damage

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


Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xc2572ce8
Item Level: 81
Version: Expansion 1.10+
Adds 1 - 26 Lightning Damage

Treachery
Scarab Husk
ShaelThulLem
Defense: 471
Durability: 25 of 28
Required Level: 51
Required Strength: 95
Fingerprint: 0x53b811a
Item Level: 84
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

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x451987a4
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +24

Griffon's Eye
Diadem
Defense: 254
Durability: 20 of 20
Required Level: 76
Fingerprint: 0xd86eb19c
Item Level: 88
Version: Expansion 1.10+
100% Chance to cast level 47 Chain Lightning when you Die
+1 to All Skills
+25% Faster Cast Rate
Adds 1 - 74 Lightning Damage
-23% to Enemy Lightning Resistance
+16% to Lightning Skill Damage
+198 Defense
1 Sockets (1 used)
Socketed: Rainbow Facet

Rainbow Facet
Jewel
Required Level: 49
Fingerprint: 0x9b163a8
Item Level: 86
Version: Expansion 1.10+
100% Chance to cast level 47 Chain Lightning when you Die
Adds 1 - 74 Lightning Damage
-4% to Enemy Lightning Resistance
+4% to Lightning Skill Damage

Dwarf Star
Ring
Required Level: 45
Fingerprint: 0x8f759e13
Item Level: 59
Version: Expansion 1.10+
+40 to Life
+40 Maximum Stamina
Heal Stamina Plus 15%
Fire Absorb 15%
Magic Damage Reduced by 13
100% Extra Gold from Monsters

Captain's Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x4dcc32f3
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+30 to Life

Ruby Small Charm of Sustenance
Small Charm
Required Level: 32
Fingerprint: 0x6c224e91
Item Level: 58
Version: Expansion 1.10+
+14 to Life
Fire Resist +10%

Captain's Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0xdfd1a1f5
Item Level: 86
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+39 to Life

Dracul's Grasp
Vampirebone Gloves
Defense: 143
Durability: 12 of 14
Required Level: 76
Required Strength: 50
Fingerprint: 0xb3dee14b
Item Level: 85
Version: Expansion 1.10+
5% Chance to cast level 10 Life Tap on striking
10% Life stolen per hit
25% Chance of Open Wounds
+118% Enhanced Defense
+12 to Strength
+10 Life after each Kill

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Crescent Moon
Phase Blade
ShaelUmTir
One Hand Damage: 92 - 104
Indestructible
Required Level: 54
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0xce526f09
Item Level: 85
Version: Expansion 1.10+
10% Chance to cast level 17 Chain Lightning on striking
7% Chance to cast level 13 Static Field on striking
+20% Increased Attack Speed
198% Enhanced Damage
Ignore Target's Defense
-35% to Enemy Lightning Resistance
25% Chance of Open Wounds
+9 Magic Absorb
+2 to Mana after each Kill
Level 18 Summon Spirit Wolf (30/30 Charges)
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Um Rune
Socketed: Tir Rune

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate

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

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

Herald of Zakarum
Gilded Shield
Defense: 476
Chance to Block: 52
Durability: 49 of 50
Required Level: 47
Required Strength: 89
Fingerprint: 0xd6e0f4c
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
+182% Enhanced Defense
+20 to Strength
+20 to Vitality
All Resistances +72
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%

Call to Arms
Double Axe
AmnRalMalIstOhm
One Hand Damage: 27 - 74
Durability: 12 of 13
Required Level: 57
Required Strength: 33
Fingerprint: 0x66fa77b9
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
290% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+6 to Battle Command
+5 to Battle Orders
+4 to Battle Cry
Replenish Life +12
30% Better Chance of Getting Magic Items
Ethereal
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

Spirit
Superior Rondache
TalThulOrtAmn
Defense: 16
Chance to Block: 0
Durability: 33 of 33
Required Level: 25
Required Strength: 26
Fingerprint: 0x35ea6e60
Item Level: 79
Version: Expansion 1.10+
+2 to All Skills
+30% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+105 to Mana
Cold Resist +35%
All Resistances +25
Lightning Resist +35%
Poison Resist +35%
+3 Magic Absorb
Attacker Takes Damage of 14
Increase Maximum Durability 11%
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%

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

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

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


Code:
Mercenary:

Name:       Haseen
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 74575076
Level:      85
Dead?:      false

            Naked/Gear
Strength:   186/186
Dexterity:  150/175
HP:         1767/1961
Defense:    1302/3053
AR:         1913/1913

Fire:       212/172/112
Cold:       179/139/79
Lightning:  179/139/79
Poison:    179/139/79

Crown of Thieves
Grand Crown
Defense: 299
Durability: 50 of 50
Required Level: 49
Required Strength: 103
Fingerprint: 0xde77d38c
Item Level: 87
Version: Expansion 1.10+
12% Life stolen per hit
+163% Enhanced Defense
+25 to Dexterity
+** to Life
+35 to Mana
Fire Resist +33%
84% Extra Gold from Monsters
1 Sockets (1 used)
Socketed: Perfect Ruby

Perfect Ruby
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 15 - 20 Fire Damage
Armor: +38 to Life
Shields: Fire Resist +40%


Fortitude
Archon Plate
ElSolDolLo
Defense: 1452
Durability: 57 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0xc33a4829
Item Level: 84
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+106 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +30
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

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

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

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

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


Infinity
Giant Thresher
BerMalBerIst
Two Hand Damage: 250 - 714
Durability: 28 of 28
Required Level: 66
Required Strength: 178
Required Dexterity: 130
Fingerprint: 0x16f11715
Item Level: 85
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
318% Enhanced Damage
-50% to Enemy Lightning Resistance
40% Chance of Crushing Blow
Prevent Monster Heal
+42 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)
Socketed: Ber Rune
Socketed: Mal Rune
Socketed: Ber Rune
Socketed: Ist Rune

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%

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

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%

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
 
Originally posted by @Kitteh on Oct 20, 2018:

Guardian #9 - Asmodeous - The Dirty-Mouthed Schaeferdin

1590998492132.png

My guardianship videos have changed format drastically. Nobody is going to pick out the good bits from the entire thing, so from now on they are in the format of a highlights reel (~10 minutes or so). There is a standard template for clips that are included; primary fights (Andariel/Duriel/Travincal/Mephisto/Hellforge/Diablo/Ancients/Baal), major gear changes, top item drops, NDEs and 'miscellaneous'. I commentate and talk to myself/the game whilst playing and this often leads to some amusing ramblings, rants and sometimes arguments with the game - the best of these moments are also included. I hope that this is a bit more entertaining for people going forward :rolleyes:



Asmodeous has made it to Guardian!

Asmodeous is a tribute to @Asmodeous, who completed a contender for my favourite SPF 99er, Maxamillian the Schaeferdin - please do give his 99er thread a read :) Asmodeous hasn't been around for a few years, but I'm sure some will remember him/her.

As you would expect, Asmodeous is a fanazealot wielding a Schaefer's. He started off wielding Bloodrise and then swapped to ethereal Ginther's Rift. When the time arrived to upgrade I opted for an upped Butcher's Pupil so that I could maintain the Ginther's for future twinking - @T72on1 was responsible for the choice of alternative! Butcher's was his weapon of choice until he equipped Schaefer's. His FHR was pretty low, but I never really felt it - I still should've addressed the issue though. Spare points went into Resist Lightning for an extra 3% max resist (even with conviction), and the last point in defiance since I wasn't going to reach level 84. I will probably put future points in resist fire for Travincal runs. There were two NDEs (see highlights reel) but otherwise it was not a problematic playthrough. It was fast paced and very enjoyable. In the future, Asmodeous will likely become my new Travincal runner, sorry Reuben... :cool:


What's next? A barbarian, but not sure exactly what yet. Probably singer or thrower :)

Code:
Name:       Asmodeous
Class:      Paladin
Experience: 961451884
Level:      83

            Naked/Gear
Strength:   182/189
Dexterity:  100/155
Vitality:   213/218
Energy:     15/20
HP:         843/1227
Mana:       138/178
Stamina:    359/419
Defense:    25/2389
AR:         485/2047

Fire:       235/195/135
Cold:       185/145/85
Lightning:  260/220/160
Poison:     185/145/85

MF:         0       Block:      63
GF:         100
FR/W:       40
FHR:        20
IAS:        60
FCR:        25


Code:
Sacrifice: 20/22
Smite: 1/3
Holy Bolt: 1/3
Zeal: 20/22
Charge: 1/3
Vengeance: 0/0
Blessed Hammer: 1/3
Conversion: 0/0
Holy Shield: 20/22
Fist of the Heavens: 0/0

Might: 1/5
Holy Fire: 0/0
Thorns: 0/0
Blessed Aim: 1/5
Concentration: 1/5
Holy Freeze: 0/0
Holy Shock: 0/0
Sanctuary: 0/0
Fanaticism: 20/24
Conviction: 0/0

Prayer: 0/0
Resist Fire: 0/0
Defiance: 1/3
Resist Cold: 0/0
Cleansing: 0/0
Resist Lightning: 6/8
Vigor: 0/0
Meditation: 0/0
Redemption: 0/0
Salvation: 0/0


Code:
Tome of Identify
Fingerprint: 0x288dc2da
Item Level: 8
Version: Expansion 1.10+

Tome of Town Portal
Fingerprint: 0xe7f79910
Item Level: 8
Version: Expansion 1.10+

String of Ears
Demonhide Sash
Defense: 103
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x49a1dd11
Item Level: 86
Version: Expansion 1.10+
8% Life stolen per hit
+152% Enhanced Defense
+15 Defense
Damage Reduced by 14%
Magic Damage Reduced by 14
+10 Maximum Durability

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xd0e5cbf9
Item Level: 87
Version: Expansion 1.10+
+249 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+20 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Vampire Gaze
Grim Helm
Defense: 252
Durability: 40 of 40
Required Level: 47
Required Strength: 58
Fingerprint: 0x54d27468
Item Level: 87
Version: Expansion 1.10+
Adds 6 - 22 Cold Damage Over 4 Secs (100 Frames)
7% Mana stolen per hit
6% Life stolen per hit
+100% Enhanced Defense
15% Slower Stamina Drain
All Resistances +15
Damage Reduced by 18%
Magic Damage Reduced by 15
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%

Gore Rider
War Boots
Defense: 155
Durability: 34 of 34
Required Level: 47
Required Strength: 94
Fingerprint: 0xffce4984
Item Level: 87
Version: Expansion 1.10+
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+188% Enhanced Defense
+20 Maximum Stamina
Requirements -25%
+10 Maximum Durability

Dwarf Star
Ring
Required Level: 45
Fingerprint: 0xb7159455
Item Level: 59
Version: Expansion 1.10+
+40 to Life
+40 Maximum Stamina
Heal Stamina Plus 15%
Fire Absorb 15%
Magic Damage Reduced by 13
100% Extra Gold from Monsters

Fortitude
Archon Plate
ElSolDolLo
Defense: 1353
Durability: 59 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0xb86e9591
Item Level: 86
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+103 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +28
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

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

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

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

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

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x1eae59aa
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +20

Steel Small Charm of Strength
Small Charm
Required Level: 49
Fingerprint: 0xd28b08c2
Item Level: 85
Version: Expansion 1.10+
+29 to Attack Rating
+2 to Strength

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

Horadric Cube
Fingerprint: 0x82ebea10
Item Level: 13
Version: Expansion 1.10+

Sharp Large Charm of Dexterity
Large Charm
Required Level: 21
Fingerprint: 0xe8142a30
Item Level: 45
Version: Expansion 1.10+
+4 to Maximum Damage
+28 to Attack Rating
+2 to Dexterity

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd588a9ff
Item Level: 81
Version: Expansion 1.10+
+20 to Life

Burly Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xbcb7d277
Item Level: 85
Version: Expansion 1.10+
+19 Defense
+18 to Life

Steel Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0x645a1e2b
Item Level: 85
Version: Expansion 1.10+
+66 to Attack Rating
+27 to Life

Sharp Large Charm
Large Charm
Required Level: 21
Fingerprint: 0x832824f0
Item Level: 40
Version: Expansion 1.10+
+4 to Maximum Damage
+36 to Attack Rating

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

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x706e176f
Item Level: 85
Version: Expansion 1.10+
+20 to Life

Captain's Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0xdfd1a1f5
Item Level: 86
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+39 to Life

Captain's Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x4dcc32f3
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+30 to Life

Static Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x1e52a99
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 7 Lightning Damage
+17 to Life

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

Sharp Large Charm of Dexterity
Large Charm
Required Level: 21
Fingerprint: 0xa9b4b631
Item Level: 80
Version: Expansion 1.10+
+4 to Maximum Damage
+41 to Attack Rating
+3 to Dexterity

Iron Large Charm of Sustenance
Large Charm
Required Level: 19
Fingerprint: 0x16a1d4e3
Item Level: 49
Version: Expansion 1.10+
+38 to Attack Rating
+20 to Life

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

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

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

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

Laying of Hands
Bramble Mitts
Defense: 87
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0xccacd616
Item Level: 86
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%


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

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

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

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

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

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

Schaefer's Hammer
Legendary Mallet
One Hand Damage: 111 - 301
Durability: 48 of 65
Required Level: 79
Required Strength: 189
Fingerprint: 0xe6d9e35e
Item Level: 86
Version: Expansion 1.10+
20% Chance to cast level 10 Static Field on striking
Indestructible
+40% Increased Attack Speed
122% Enhanced Damage
+166 to Maximum Damage (Based on Character Level)
+664 to Attack Rating (Based on Character Level)
+150% Damage to Undead
Adds 50 - 200 Lightning Damage
+50 to Life
Lightning Resist +75%
+1 to Light Radius
1 Sockets (1 used)
Socketed: Shael Rune

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate

Sanctuary
Kurast Shield
KoKoMal
Defense: 401
Chance to Block: 45
Durability: 55 of 55
Required Level: 55
Required Strength: 124
Fingerprint: 0x964cdee3
Item Level: 86
Version: Expansion 1.10+
+20% Faster Hit Recovery
+20% Faster Block Rate
20% Increased Chance of Blocking
+159% Enhanced Defense
+250 Defense vs. Missile
+20 to Dexterity
All Resistances +92
Magic Damage Reduced by 7
Level 12 Slow Missiles (60/60 Charges)
3 Sockets (3 used)
Socketed: Ko Rune
Socketed: Ko Rune
Socketed: Mal Rune

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

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

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


Code:
Name:       Emilio
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 69484730
Level:      83
Dead?:      false

            Naked/Gear
Strength:   183/198
Dexterity:  147/147
HP:         1687/1868
Defense:    1245/2007
AR:         1889/1889

Fire:       182/142/82
Cold:       212/172/112
Lightning:  210/170/110
Poison:    182/142/82

Duriel's Shell
Cuirass
Defense: 655
Durability: 149 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x7cc8949f
Item Level: 82
Version: Expansion 1.10+
+172% Enhanced Defense
+103 Defense (Based on Character Level)
+15 to Strength
+83 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Lightning Resist +28%
Cannot Be Frozen
+100 Maximum Durability
1 Sockets (1 used)
Socketed: Ambergris Jewel

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


Tal Rasha's Horadric Crest
Death Mask
Defense: 107
Durability: 20 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0xa6e1d9f1
Item Level: 55
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+98 to Life
+30 to Mana
All Resistances +15
1 Sockets (1 used)
Socketed: Perfect Ruby


Perfect Ruby
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 15 - 20 Fire Damage
Armor: +38 to Life
Shields: Fire Resist +40%


The Reaper's Toll
Thresher
Two Hand Damage: 54 - 637
Durability: 33 of 33
Required Level: 75
Required Strength: 107
Required Dexterity: 81
Fingerprint: 0xdf8c87b9
Item Level: 87
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
+20% Increased Attack Speed
202% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 2 Secs (38 Frames)
14% Life stolen per hit
33% Deadly Strike
Requirements -25%
Ethereal
1 Sockets (1 used)
Socketed: Shael Rune

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate
 
Originally posted by @Kitteh on Jun 5, 2019:

Guardian #18 - Sanguine - A Paladin Full of Optimism, Zeal and Blood!



Sanguine, a Death wielding fanazealot, has made become Guardian Sanguine. Sanguine is my first for quite a while I think, I've not been playing much recently... Zealots are on my favourite builds and when I finally made a Death, I felt that another fanazealot was due. As Reuben will be retired at level 93 (pretty close) to become my crafter, Sanguine will take over as my go-to Travincal runner. He was uneventful to be honest. I'm not decided on what comes next in terms of guardians, but I'm fancying a double swing barbarian (2x Razor's I think) or a meteorb sorceress.


Name: Sanguine
Class: Paladin
Experience: 1063129667
Level: 85

Naked/Gear
Strength: 75/110
Dexterity: 104/130
Vitality: 326/353
Energy: 15/20
HP: 1186/1457
Mana: 141/280
Stamina: 474/494
Defense: 26/2661
AR: 505/1545

Fire: 176/136/76
Cold: 177/137/77
Lightning: 203/163/103
Poison: 178/138/78

MF: 30 Block: 27
GF: 0
FR/W: 33
FHR: 97
IAS: 60
FCR: 59


Sacrifice: 20/25
Smite: 1/6
Holy Bolt: 1/6
Zeal: 20/25
Charge: 1/6
Vengeance: 0/0
Blessed Hammer: 1/6
Conversion: 0/0
Holy Shield: 20/25
Fist of the Heavens: 0/0

Might: 1/6
Holy Fire: 0/0
Thorns: 0/0
Blessed Aim: 1/6
Concentration: 1/6
Holy Freeze: 0/0
Holy Shock: 0/0
Sanctuary: 0/0
Fanaticism: 20/25
Conviction: 0/0

Prayer: 0/0
Resist Fire: 0/0
Defiance: 1/6
Resist Cold: 0/0
Cleansing: 0/0
Resist Lightning: 8/13
Vigor: 0/0
Meditation: 0/0
Redemption: 0/0
Salvation: 0/0


String of Ears
Demonhide Sash
Defense: 103
Durability: 21 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x49a1dd11
Item Level: 86
Version: Expansion 1.10+
8% Life stolen per hit
+152% Enhanced Defense
+15 Defense
Damage Reduced by 14%
Magic Damage Reduced by 14
+10 Maximum Durability

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

Gore Rider
War Boots
Defense: 153
Durability: 34 of 34
Required Level: 47
Required Strength: 94
Fingerprint: 0x16a57ca5
Item Level: 87
Version: Expansion 1.10+
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+185% Enhanced Defense
+20 Maximum Stamina
Requirements -25%
+10 Maximum Durability

Guillaume's Face
Winged Helm
Defense: 217
Durability: 38 of 40
Required Level: 47
Required Strength: 115
Fingerprint: 0xf13f5db0
Item Level: 87
Version: Expansion 1.10+
+30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
+120% Enhanced Defense
+15 to Strength
All Resistances +15
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%

Corruption Coil
Ring
Required Level: 65
Fingerprint: 0x85093456
Item Level: 85
Version: Expansion 1.10+
+45 to Attack Rating
7% Life stolen per hit
+13 to Strength
+10 to Mana
Lightning Resist +22%
Poison Length Reduced by 25%

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x451987a4
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +24

Horadric Cube
Fingerprint: 0x7f3c31bc
Item Level: 13
Version: Expansion 1.10+

Laying of Hands
Bramble Mitts
Defense: 87
Durability: 11 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0xccacd616
Item Level: 86
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%


Viridian Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xcd3bfd59
Item Level: 81
Version: Expansion 1.10+
+19 to Life
Poison Resist +6%

Lapis Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x65b73eb
Item Level: 56
Version: Expansion 1.10+
+14 to Life
Cold Resist +7%

Steel Small Charm
Small Charm
Required Level: 49
Fingerprint: 0x4ac8c772
Item Level: 80
Version: Expansion 1.10+
+30 to Attack Rating

Steel Small Charm
Small Charm
Required Level: 49
Fingerprint: 0xfa1cecaa
Item Level: 81
Version: Expansion 1.10+
+33 to Attack Rating

Fine Small Charm
Small Charm
Required Level: 21
Fingerprint: 0x23106690
Item Level: 48
Version: Expansion 1.10+
+3 to Maximum Damage
+16 to Attack Rating

Steel Small Charm
Small Charm
Required Level: 49
Fingerprint: 0xb77c6893
Item Level: 85
Version: Expansion 1.10+
+34 to Attack Rating

Fine Small Charm
Small Charm
Required Level: 21
Fingerprint: 0x1551430f
Item Level: 85
Version: Expansion 1.10+
+3 to Maximum Damage
+12 to Attack Rating

Steel Small Charm
Small Charm
Required Level: 49
Fingerprint: 0xe3e6ab2f
Item Level: 80
Version: Expansion 1.10+
+35 to Attack Rating

Emerald Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xba599f43
Item Level: 80
Version: Expansion 1.10+
+19 to Life
Poison Resist +11%

Fine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0x341992a3
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
+3 to Maximum Damage
+13 to Attack Rating

Steel Grand Charm of Sustenance
Grand Charm
Required Level: 41
Fingerprint: 0x7d37c187
Item Level: 85
Version: Expansion 1.10+
+122 to Attack Rating
+21 to Life

Fine Small Charm
Small Charm
Required Level: 21
Fingerprint: 0xef7c6f20
Item Level: 85
Version: Expansion 1.10+
+2 to Maximum Damage
+19 to Attack Rating

Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xa09023da
Item Level: 81
Version: Expansion 1.10+
+19 to Life
Lightning Resist +10%

Iron Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xab87ddb1
Item Level: 87
Version: Expansion 1.10+
+13 to Attack Rating
+18 to Life

Amber Small Charm of Life
Small Charm
Required Level: 32
Fingerprint: 0x8a732532
Item Level: 85
Version: Expansion 1.10+
+10 to Life
Lightning Resist +10%

Cobalt Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x8dcb5a80
Item Level: 81
Version: Expansion 1.10+
+18 to Life
Cold Resist +9%

Fine Small Charm of Strength
Small Charm
Required Level: 21
Fingerprint: 0x51aed3ce
Item Level: 81
Version: Expansion 1.10+
+2 to Maximum Damage
+19 to Attack Rating
+2 to Strength

Fine Small Charm of Dexterity
Small Charm
Required Level: 21
Fingerprint: 0x4a37c6b0
Item Level: 80
Version: Expansion 1.10+
+2 to Maximum Damage
+18 to Attack Rating
+2 to Dexterity

Steel Small Charm
Small Charm
Required Level: 49
Fingerprint: 0x18b81012
Item Level: 86
Version: Expansion 1.10+
+34 to Attack Rating

Fortitude
Archon Plate
ElSolDolLo
Defense: 1452
Durability: 60 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0xc33a4829
Item Level: 84
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+106 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +30
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

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

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

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

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

Steel Grand Charm of Balance
Grand Charm
Required Level: 41
Fingerprint: 0xc3358f4f
Item Level: 85
Version: Expansion 1.10+
+12% Faster Hit Recovery
+127 to Attack Rating

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

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

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

Steel Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0x645a1e2b
Item Level: 85
Version: Expansion 1.10+
+66 to Attack Rating
+27 to Life

Sharp Large Charm
Large Charm
Required Level: 21
Fingerprint: 0x90ad07
Item Level: 82
Version: Expansion 1.10+
+6 to Maximum Damage
+39 to Attack Rating

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

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

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

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

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

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

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

Death
Berserker Axe
HelElVexOrtGul
One Hand Damage: 173 - 510
Durability: 14 of 14
Required Level: 64
Required Strength: 103
Required Dexterity: 40
Fingerprint: 0xa486858
Item Level: 85
Version: Expansion 1.10+
100% Chance to cast level 44 Chain Lightning when you Die
25% Chance to cast level 18 Glacial Spike on attack
Indestructible
382% Enhanced Damage
20% Bonus to Attack Rating
+50 to Attack Rating
Adds 1 - 50 Lightning Damage
7% Mana stolen per hit
50% Chance of Crushing Blow
42% Deadly Strike (Based on Character Level)
+1 to Light Radius
Level 22 Blood Golem (15/15 Charges)
Requirements -20%
Ethereal
5 Sockets (5 used)
Socketed: Hel Rune
Socketed: El Rune
Socketed: Vex Rune
Socketed: Ort Rune
Socketed: Gul Rune

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

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

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

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

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

Herald of Zakarum
Gilded Shield
Defense: 476
Chance to Block: 52
Durability: 48 of 50
Required Level: 42
Required Strength: 89
Fingerprint: 0xd6e0f4c
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
+182% Enhanced Defense
+20 to Strength
+20 to Vitality
All Resistances +69
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%

Call to Arms
Double Axe
AmnRalMalIstOhm
One Hand Damage: 27 - 74
Durability: 12 of 13
Required Level: 57
Required Strength: 33
Fingerprint: 0x66fa77b9
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
290% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+6 to Battle Command
+5 to Battle Orders
+4 to Battle Cry
Replenish Life +12
30% Better Chance of Getting Magic Items
Ethereal
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

Spirit
Superior Akaran Targe
TalThulOrtAmn
Defense: 141
Chance to Block: 0
Durability: 20 of 20
Required Level: 26
Required Strength: 44
Fingerprint: 0x7064925
Item Level: 62
Version: Expansion 1.10+
+2 to All Skills
+34% Faster Cast Rate
+55% Faster Hit Recovery
+12% Enhanced Defense
+250 Defense vs. Missile
+22 to Vitality
+89 to Mana
Cold Resist +35%
All Resistances +27
Lightning Resist +35%
Poison Resist +35%
+4 Magic Absorb
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%

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

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

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


Mercenary:

Name: Razan
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 72770568
Level: 84
Dead?: false

Naked/Gear
Strength: 184/184
Dexterity: 148/148
HP: 1727/1727
Defense: 1274/2237
AR: 1898/1898

Fire: 247/207/147
Cold: 217/177/117
Lightning: 217/177/117
Poison: 217/177/117

Guardian Angel
Templar Coat
Defense: 803
Durability: 42 of 60
Required Level: 45
Required Strength: 118
Fingerprint: 0xdda879e
Item Level: 87
Version: Expansion 1.10+
+1 to Paladin Skill Levels
+30% Faster Block Rate
20% Increased Chance of Blocking
+212 to Attack Rating against Demons (Based on Character Level)
+192% Enhanced Defense
+15% to Maximum Poison Resist
+15% to Maximum Cold Resist
+15% to Maximum Lightning Resist
+15% to Maximum Fire Resist
+4 to Light Radius


Kira's Guardian
Tiara
Defense: 160
Durability: 25 of 25
Required Level: 77
Fingerprint: 0x4f62f9e
Item Level: 87
Version: Expansion 1.10+
+20% Faster Hit Recovery
+111 Defense
All Resistances +69
Fire Resist +30%
Cannot Be Frozen
1 Sockets (1 used)
Socketed: Ral Rune

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


The Reaper's Toll
Thresher
Two Hand Damage: 36 - 425
Durability: 65 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0xf6df256f
Item Level: 87
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
+20% Increased Attack Speed
202% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 1 Secs (29 Frames)
15% Life stolen per hit
33% Deadly Strike
Requirements -25%
1 Sockets (1 used)
Socketed: Shael Rune

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate
 
Originally posted by Mursilis on Sep 27, 2008:

Guardian Enkidu: Emperor's Clothes Teslafroster

Enkidu is a Teslafroster from Merlin's Emperor's Clothes tournament. For those not familiar with this tournament the character may only be equipped with items that drop from Super Uniques/Act bosses, with white items as place holders until that slot is filled. Along with this there is a restriction on summons, basically they aren't allowed. It is a single-pass, untwinkled tournament, as is the norm.

As one can imagine the item restrictions was both entertaining and extremely frustrating, as more often than not a normal monster would drop needed equipment while SUs dropped Isenhart cases. Case in point not a single gear upgrade was made from the SU drops in Hell, which the switch shield fell from Normal Bloodraven. Thankfully there was a provision that allowed the personalization quest to make a normal drop wearable. This lead to an uber shield from Act V Normal until endgame being wearable. 😁

Skills
Holy Freeze - 20(24)
Holy Shock - 20(24)
Resist Cold - 20(24)
Resist Lightning - 16(20)
Zeal - 4(8)
Holy Shield - 5(9)

Stats
Level - 82
Strength - 77(83)
Dexterity - 163(182)
Vitality - 250(272)
Energy - 15(23)
Life - 952(1075)
Mana - 136(258)

Resist Fire - 75
Resist Lightning - 83
Resist Cold - 85
Resist Poison - 75

LCS and Inventory Setup

Equipment
Code:
Tarnhelm
Skull Cap
Defense: 9
Durability: 18 of 18
Required Strength: 15
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0xdee2696c
75% Extra Gold from Monsters
54% Better Chance of Getting Magic Items
+1 to All Skill Levels
Socketed (1: 1 used with PTopaz)

Enkidu's Goldskin
Full Plate Mail
Defense: 387
Durability: 70 of 70
Required Strength: 80
Required Level: 28
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0x1bd39d1f
+139% Enhanced Defense
All Resistances +35
Attacker Takes Damage of 10
100% Extra Gold from Monsters
+2 to Light Radius

Spirit
Enkidu's Targe
'TalThulOrtAmn'
Defense: 10
Chance to Block:  30%
Smite Damage: 2 to 6
Durability: 20 of 20
(Paladin Only)
Required Strength: 16
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 42
Fingerprint: 0xd48a3a07
+22 to Vitality
+97 to Mana
+250 Defense vs. Missile
Fire Resist +32%
Lightning Resist +67%
Cold Resist +67%
Poison Resist +67%
Attacker Takes Damage of 14
55% Faster Hit Recovery
35% Faster Cast Rate
+2 to All Skill Levels
+4 Magic Absorb
Socketed (4: 4 used)

Raven Brand
War Scepter
'Shael'
One-Hand Damage: 10 to 19
Durability: 70 of 70
Required Strength: 55
Required Level: 37
Mace Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 77
Fingerprint: 0x219f23c2
+2 to Maximum Damage
Adds 13-68 fire damage
Replenish Life +3
+1 to Paladin Skill Levels
20% Increased Attack Speed
+3 to Vengeance (Paladin Only)
+3 to Meditation (Paladin Only)
150% Damage to Undead
+0 to Maximum Damage (Based on Character Level)
+16 to Attack Rating (Based on Character Level)
Socketed (1: 1 used with Shael)

Hsarus' Iron Heel
Chain Boots
Defense: 9
Durability: 16 of 16
Kick Damage: 6 to 12
Required Strength: 30
Required Level: 3
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0x7f8c0322
Fire Resist +25%
20% Faster Run/Walk

Wraith Claw
Leather Gloves
Defense: 2
Durability: 12 of 12
Required Level: 12
Item Version: 1.10+ Expansion
Item Level: 21
Fingerprint: 0xef841d68
+2 to Dexterity
Fire Resist +8%
+5 to Light Radius
5% Bonus to Attack Rating

Eagle Fringe
Mesh Belt
Defense: 51
Durability: 16 of 16
Required Strength: 58
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x27b8bd8b
+35% Enhanced Defense
Fire Resist +16%
Poison Resist +11%
Required Level +5

Eagle Emblem
Amulet
Required Level: 35
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x58821053
+2 to Strength
+13 to Dexterity
Fire Resist +27%
Lightning Resist +3%
Cold Resist +19%
Poison Resist +3%

Death Knot
Ring
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 30
Fingerprint: 0x290d1305
+6 to Mana
Lightning Resist +12%

39% Extra Gold from Monsters

Havoc Spiral
Ring
Required Level: 35
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x9ad45dca
+8 to Energy
+7 to Mana
+1 to Maximum Damage
Cold Resist +27%
6% Life stolen per hit
10% Better Chance of Getting Magic Items

On Switch:
Code:
Bone Razor
Battle Dart
Throw Damage: 11 to 24
One-Hand Damage: 8 to 16
Quantity: 201
Required Dexterity: 52
Required Strength: 25
Required Level: 72
Dagger Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xb2e88f1
Adds 22-57 cold damage over 3 seconds
Level 1 Frozen Orb (22/22 Charges)
+0 to Maximum Damage (Based on Character Level)
+16 to Attack Rating (Based on Character Level)
Increased Stack Size

Doom Wing
Targe
Defense: 8
Chance to Block:  30%
Smite Damage: 2 to 6
Durability: 20 of 20
(Paladin Only)
Required Strength: 16
Required Level: 5
Item Version: 1.10+ Expansion
Item Level: 10
Fingerprint: 0x2b286722
+1 to Life
Damage Reduced by 1
Fire Resist +17%
Lightning Resist +19%
Cold Resist +9%
Poison Resist +9%
+1 to Light Radius

Mercenary Equipment
Code:
Tal Rasha's Horadric Crest
Death Mask
Defense: 117
Durability: 14 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0x8fcb4486
+60 to Life
+30 to Mana
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit

Storm Impaler
Partizan
'Amn'
Two-Hand Damage: 76 to 167
Durability: 45 of 65
Required Dexterity: 67
Required Strength: 113
Required Level: 48
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 67
Fingerprint: 0x25c24977
+123% Enhanced Damage
+183 to Attack Rating
+1 to Minimum Damage
7% Life stolen per hit
Required Level +5
+0 to Maximum Damage (Based on Character Level)
Socketed (2: 1 used with Amn)

Heavenly Garb
Light Plate
Defense: 324
Durability: 31 of 31
Required Strength: 31
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0xea142230
+15 to Energy
+100% Enhanced Defense
Regenerate Mana 25%
All Resistances +10
50% Damage to Undead
+100 to Attack Rating against Undead
Ethereal (Cannot be Repaired)

Since this was a single pass tournament and only drops from SUs counted I found myself going into areas I normally just skip, for example the Cave and Cold Crow. As it was I didn't actually fully clear the entire game, I simply walked until I found all the SUs and Waypoints then moved on. I did not however skip anyone on purpose other than a single boss monster in the WSK Hell level.

Enkidu's journey started off utilizing a one point Holy Fire until Holy Freeze became available. This made progress through Normal and the early part of Nightmare manageable, not fast by any means but not slow either. A typical battle scene for Enkidu had his mercenary tanking the entire pack while Enkidu worked on the outside concentrating on one or two monsters at a time. For the most part this was OK as long as the mercenary was sent a steady supply of health potions. Granted such tactics couldn't be used against the monsters that cause melee builds the most problems, Dolls. Against these migit minions Enkidu switched to his alternate weapon and went ranged, still allowing the merc to tank of course. Same tactic was used in the Chaos Sanctuary and anywhere else Oblivion Knights appeared.

Things started to slow down a bit mid Nightmare as Holy Freeze was maxed out and it's synergy while the monsters kept getting more and more hit points. Also started to run into Cold Immunes and the few points in Holy Shock I had at that point really made dealing with them a chore. Still, plugged through and as Holy Shock was increased the killing speed started to progress again. However I did use Holy Freeze as the main aura. It worked well to slow down any packs so I could see what I was dealing with before engaging. Then they stayed slow during the fight. However I would switch to Holy Shock if the group was CI or highly cold resistant.

Still, in Act IV of NM I ran into a brick wall. Progress slowed drastically from that point onward and instead of fighting mobs straight on I had to being to split them up to deal with them. This lead to much running away to string out the monsters, especially when cursed or might enhanced bosses were around (which happened often). This continued all the way through the end of Hell. Only difference between the end of NM and Hell was the number of NDEs and the fact that the mercenary had to be resurrected on a regular basis. My last tournament character had trouble with gold so from the beginning of Hell I started to pick up every piece of equipment that would catch a good price with Charsi. This ended up working out as by the time Baal fell I had enough money to resurrect the mercenary about a dozen times or so.

One thing I probably would have changed would be to hire a Blessed Aim mercenary rather than the Defiance one I had. Enkidu has real trouble hitting the Ancients and all Hell act bosses. The +AR per character level mod on both his main and switch weapons was extremely helpful in that regard, but still didn't make up for the fact that he wasn't only hitting them one-fifth of the time at best. Regular monster packs didn't have the same issue, nor bosses, so regular questing the Defiance aura was more helpful in allowing the mercenary to tank a bit longer.

One odd thing I noticed is that the mercenary, while having trouble with normal monster packs, was a champ when it came to the act bosses. He survived NM Baal onward, except for Hell Mephisto, without the need for many health potions (not a single one for Hell Baal/Diablo).

Overall I'd say this character was a lot of fun to play, and not too underpowered being untwinkled with item restrictions. Although I think my definition of decent killing speed may be not quite as high as a lot of other people, as I think my Strafazon without Fortitude/Windforce has decent killing speed too. :rolleyes: Overall very durable character and I'd be interested to see what a twinkled version could do, perhaps a project for another time. Enkidu becomes the third of my tournament guardian sept, with both Necromancer and Amazon being previously completed.

For such a small amount of MF this character did fairly well in the item finding department. Some notable drops:

Cerebu' Bite
Griswold's Redemption
Stoneraven
Tal's Mask x2
Eye of Etlich
Mahim-Oak Curio
Oculus
Thundergod's Vigor

As for runes, I can't recall what the NM hellforge was but in Hell a Hel fell, fittingly. Other finds were 3 Dols, 1 Shael and a Ko.

If you'd like to review Enkidu's progress I posted about it in the tournament thread. And yes, I do spam but there were some very entertaining fights.

Posts: 134, 135, 146, 157, 162, 169, 173, 179, 184, 186, 187, 193, 203, 222, 233, 271, 284, 290, 296, 313, 334, 340, 357, 361, 367, 381, 391, 412, 420
 
Originally posted by Nightfsih on Feb 24, 2007:

Guardian #38 - Davion, HShock/Fanadin

Well here we go again. Just got my 38th Guardian (that I'm couning anyway) and at least in one respect this is a first for me. No, not what you think. It's just the first time that something totally did not work out like I thought it would, but more on that later. In contrast to my other chars, this one had company for a bit of the way, Nightmare act 1 and 2, he was accompanied by HP_Sauces sorc who hopefully hasn't died either.

Guardian Davion - lvl 81 Paladin

Stats

Str: 145
Dex: 130
Vit: 210
En: 0.02

Life: 1037
Mana: check

AR: <3000
Def: 8500

Skills:
Max: Zeal, HShock, Fana, Res Lightning
1: Holy Shield

Spare Points: 1

Gear

Primary Switch:

Crescent Moon
Phase Blade
'ShaelUmTir'
One-Hand Damage: 98 to 110
Required Dexterity: 136
Required Strength: 25
Required Level: 54
Sword Class - Fastest Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xc772a185
+217% Enhanced Damage
20% Increased Attack Speed
Ignore Target Defense
25% Chance of Open Wounds
+2 to Mana After Each Kill
+9 Magic Absorb
10% Chance to cast Level 17 Chain Lightning on striking
7% Chance to cast Level 13 Static Field on striking
Level 18 Summon Spirit Wolf (30/30 Charges)
-35% to Enemy Lightning Resistance
Socketed (3: 3 used)


Medusa's Gaze
Aegis
Defense: 416
Chance to Block: 54%
Smite Damage: 18 to 28
Durability: 89 of 92
Required Strength: 186
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x56f6a301
+157% Enhanced Defense
Cold Resist +66%
5% Life stolen per hit
Requirements -15%
Slows Target by 20%
100% Chance to cast Level 44 Nova When You Die
10% Chance to cast Level 7 Lower Resist when struck
Socketed (1: 1 used)

Secondary Switch:

Oath
Ettin Axe
'ShaelPulMalLum'
One-Hand Damage: 214 to 433
Required Dexterity: 35
Required Strength: 135
Required Level: 52
+10 to Energy
+338% Enhanced Damage
50% Increased Attack Speed
Prevent Monster Heal
75% Damage to Demons
+100 to Attack Rating against Demons
+13 Magic Absorb
Indestructible
30% Chance to cast Level 20 Bone Spirit on striking
Level 16 Heart of Wolverine (3/20 Charges)
Level 17 Iron Golem (9/14 Charges)
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Armour:
IK Gloves & Belt
Gore Rider
Griffon's Eye
Fortitude Archon Plate
Highlord's Wrath
Ravenfrost
BK Wedding Band

Charmwise we're looking at some shimmering ones and two captain's. A widowmaker was used to great effect in the chaos sanctuary.

Might Merc
Obedience Thresher (Eth), Fortitude Boneweave, Crown of Thieves

Damage Report:
Holy Shock: 1-4000 to attack, 1-760 Pulse
Zealing with Oath / Fana: 3000-6000


Thoughts
Well, pretty standard stuff this time. Having played a storm ranger I wanted to see what holy shock can really do and I wasn't disappointed (as much as a paladin is capable of not disappointing me). Zeal plus Holy Shock plus Phase Blade isn't bad. Definetly better than Holy Shock plus Bow.

Pretty much the only original thing about him was me trying to use Medusa's Gaze to get enemies cursed with LR. Sadly this did not pan out. I guess you're not "struck" when you block and so the curse didn't really get cast much. Sometimes it was nice when I got totally swamped in monsters but for the most part it was unncesssary. Not that I had a HoZ to equip over this shield anyway. And when the curse procs stuff really just disintegrates.

I guess what's also noteworthy is that this char basically didn't leech anything at all but didn't have any problems because of it. Potions are enough, after all. Also, this is the first time I used fortitude primarily for the life it provides and to look cool as 300% ED is meaningless if your weapon only does 100 damage to begin with.

So, um, yeah. Tactics. Well folks, this is a paladin. He's got an aura and one active skill. I suppose I could train a monkey to play this hero. And we're not talking highly intelligent super monkeys here. We're talking throw-poo-at-zoo-visitors monkeys.

Seriously, though, with this guy it's just hold shift, hold left mouse button, wait until stuff died. In hell I had to refine my tactics to "switch weapons for lightning immunes, then hold shift and LMB". Still, being the tactical genius that I am, I persevered. Despite these masterful ploys, he did have some NDEs along the way. Mostly when he got cursed and swarmed. Rejuvs always saw him through, though.

The two main hurdles for my chars in general and this one in particular were no real problem either. The Chaos Sanctuary, which is only a hurdle because it takes patience to kill stuff due to IM, was relatively easy with a bow switch. Reminded me of my horrible ranger pally. I was tempted to unmothball him and kill him right then and there just for the fun of it. All in all this area took longer than acts 3 and 4 combined.

The other obstacle, the ancients, were relatively easy as well. Smite and Static are quite a treat. The whirler was extra strong and backed up by fanaticism so he really hurt cutting through Davion. Again, rejuvs saved the day. Well, rejuvs and blocking. I suspect three hits in rapid succession would have killed him.

Hellforges aside, which were Dol and Fal, this was quite the lucky char. He found an Um along the way, which means he paid for himself (Crescent Moon) and got a couple other neat things as well. Most unexpected was the perfect Cold Faccet from a Goo Pile in the Maggot Lair. From now on I'm popping ever container I come accross, and not just evil urns. He found a few other things which would have been nice if I didn't have them many times over already. The 20th Trang Oul's Guise just isn't as exciting as the first.

So, closing statments... What's in store for this dude now? Retirement! I hate paladins and this one is going right into the archives. So long sucker! What char will be next? Dunno yet. I have a few ideas and a couple chars in late nightmare and the others are all past normal diablo. I think I'll push my pure fire druid or fireclaws bear next. Maybe the bear because I want to give medusa another shot. Sadly he will block some too, due to 130 dex for a phase blade.

Well, 38 down, 11 to go. The end is definetly in sight now. Guess I need to start looking for new games or whatever.
 
Originally posted by PandadudeSP on Jul 30, 2017:

Guardian Convict

After a hiatus, I recently returned to D2. I still had my chars and stashes, and I continued where I left off: Convict, a conviction zealot using Gimmershred, with an Iron Wolf mercenary. He was in NM act two, so I had some ways to go. I had also forgotten my exact gear plan, but everything came back to me towards the end, although I used Delirium for a while before wondering, why on earth I would have planned to use it together with Dracul's.

General
Code:
Character name  : Convict
Character type  : Hardcore Paladin
Character level : 81
Character exp   : 781918046

20 conviction
15 holy shield
3 zeal
5 sacrifice (rest here)
20 res. lightning
20 res. fire
1 in prereqs

Strength        : 63
Energy          : 15
Dexterity       : 144
Vitality        : 278
Stat Points Rem : 0
Skill Points Rem: 0

Life            : 1130 / 1034
Mana            : 157 / 135
Stamina         : 556 / 422

Gear
Code:
12: Treachery
Dusk Shroud
'ShaelThulLem'
Defense: 367
Durability: 17 of 20
Required Strength: 77
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 69
Fingerprint: 0x1bcee74b
Cold Resist +30%
50% Extra Gold from Monsters
+2 to Assassin Skill Levels
45% Increased Attack Speed
20% Faster Hit Recovery
25% Chance to cast Level 15 Venom on striking
5% Chance to cast Level 15 Fade when struck
Socketed (3: 3 used)

13: Goblin Toe
Light Plated Boots
Defense: 33
Durability: 18 of 18
Required Strength: 50
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x136a5b64
+50% Enhanced Defense
+15 Defense
Damage Reduced by 1
Magic Damage Reduced by 1
-1 to Light Radius
25% Chance of Crushing Blow

19: Doom Noose
Amulet
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x785a3d49
+27 to Strength
+20 to Dexterity
+21 to Mana
Adds 1-17 lightning damage
+1 to Paladin Skill Levels

23: Verdungo's Hearty Cord
Mithril Coil
Defense: 153
Durability: 16 of 16
Required Strength: 106
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xcd90e724
+32 to Vitality
+102 to Maximum Stamina
+133% Enhanced Defense
Damage Reduced by 13%
Replenish Life +10
10% Faster Hit Recovery

24: Dracul's Grasp
Vampirebone Gloves
Defense: 143
Durability: 13 of 14
Required Strength: 50
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xff1119c1
+14 to Strength
+117% Enhanced Defense
7% Life stolen per hit
+9 Life after each Kill
25% Chance of Open Wounds
5% Chance to cast Level 10 Life Tap on striking

25: Kira's Guardian
Tiara
Defense: 129
Durability: 22 of 25
Required Level: 77
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x9e86fc9e
+87 Defense
All Resistances +67
20% Faster Hit Recovery
Cannot Be Frozen

26: Scintillating Ring of the Vampire
Required Level: 74
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xfe41fddc
All Resistances +12
6% Mana stolen per hit

34: Shadow Hold
Ring
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x36bad21d
+19 to Strength
+103 to Attack Rating
+4 to Minimum Damage
+1 to Maximum Damage
All Resistances +4

73: Gimmershred
Flying Axe
Throw Damage: 42 to 186
One-Hand Damage: 48 to 183
Quantity: 27
Required Dexterity: 108
Required Strength: 88
Required Level: 70
Axe Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x5c15a605
+183% Enhanced Damage
Adds 218-483 fire damage
Adds 29-501 lightning damage
Adds 176-397 cold damage over 4 seconds
30% Increased Attack Speed
Increased Stack Size

74: Tiamat's Rebuke
Dragon Shield
Defense: 172
Chance to Block:  48%
Smite Damage: 15 to 24
Durability: 111 of 116
Required Strength: 91
Required Level: 38
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xcb8ef96e
+154% Enhanced Defense
All Resistances +33
Adds 35-95 fire damage
Adds 1-120 lightning damage
Adds 27-53 cold damage over 6 seconds
+40 Maximum Durability
15% Increased Attack Speed
3% Chance to cast Level 6 Hydra when struck
5% Chance to cast Level 7 Nova when struck
5% Chance to cast Level 9 Frost Nova when struck
Socketed (1: 1 used)

Jewel of Fervor
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 57
Fingerprint: 0x11cc5785
15% Increased Attack Speed

Switch:
63: Demon Limb
Tyrant Club
One-Hand Damage: 92 to 167
Durability: 65 of 65
Required Strength: 133
Required Level: 63
Mace Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xb9d9699d
+188% Enhanced Damage
Fire Resist +18%
Adds 222-333 fire damage
10% Life stolen per hit
123% Damage to Demons
150% Damage to Undead
Level 23 Enchant (15/20 Charges)
Repairs 1 durability in 20 seconds

64: The Ward
Gothic Shield
Defense: 112
Chance to Block:  56%
Smite Damage: 2 to 6
Durability: 40 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x698a5fcb
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +38

Code:
Mercenary Items : 

1: Griswold's Heart
Ornate Plate
Defense: 937
Durability: 50 of 60
Required Strength: 102
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x49bc023a
+50 to Strength
+500 Defense
Requirements -40%
+2 to Defensive Aura Skills (Paladin Only)
Socketed (3: 3 used)

2: Delirium
Demonhead
'LemIstIo'
Defense: 409
Durability: 20 of 20
Required Strength: 102
Required Level: 55
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x7b4fdeb2
+10 to Vitality
+261 Defense
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
+2 to All Skill Levels
11% Chance to cast Level 18 Confuse on striking
6% Chance to cast Level 14 Mind Blast when struck
14% Chance to cast Level 13 Terror when struck
1% Chance to cast Level 50 Magic Shrine when struck
Level 17 Attract (60/60 Charges)
Socketed (3: 3 used)

3: Spirit
Long Sword
'TalThulOrtAmn'
One-Hand Damage: 3 to 19
Durability: 26 of 44
Required Dexterity: 39
Required Strength: 55
Required Level: 25
Sword Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 71
Fingerprint: 0x65baf12
+22 to Vitality
+110 to Mana
+250 Defense vs. Missile
Adds 1-50 lightning damage
Adds 3-14 cold damage over 3 seconds
+75 poison damage over 5 seconds
7% Life stolen per hit
55% Faster Hit Recovery
31% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)

4: Spirit
Monarch
'TalThulOrtAmn'
Defense: 148
Chance to Block:  52%
Smite Damage: 12 to 34
Durability: 68 of 86
Required Strength: 156
Required Level: 54
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x43003c68
+22 to Vitality
+104 to Mana
+250 Defense vs. Missile
Lightning Resist +35%
Cold Resist +35%
Poison Resist +35%
Attacker Takes Damage of 14
55% Faster Hit Recovery
33% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)

Charms
Code:
3: Shivering Large Charm of the Glacier
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0xec301805
Adds 7-17 cold damage over 2 seconds

4: Viridian Large Charm of Incineration
Keep in Inventory to Gain Bonus
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x72a69d33
Poison Resist +10%
Adds 8-14 fire damage

5: Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0x2230beaa
Adds 1-20 lightning damage

6: Stalwart Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xcdace2d6
+20 Defense
Adds 1-22 lightning damage

7: Arcing Large Charm
Keep in Inventory to Gain Bonus
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x14e6c7d3
Adds 1-33 lightning damage

8: Smoldering Small Charm of Lightning
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 78
Fingerprint: 0xae1577c7
Adds 3-10 fire damage
Adds 1-8 lightning damage

9: Ocher Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 7
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x23c59f9d
Lightning Resist +17%

10: Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x8387282f
Adds 1-27 lightning damage

11: Lizard's Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x66895579
+1 to Mana
Adds 1-28 lightning damage

14: Arcing Small Charm
Keep in Inventory to Gain Bonus
Required Level: 57
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x45f8d16c
Adds 1-40 lightning damage

15: Boreal Small Charm
Keep in Inventory to Gain Bonus
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x41f6aec9
Adds 7-10 cold damage over 1 seconds

16: Small Charm of Burning
Keep in Inventory to Gain Bonus
Required Level: 24
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xcbb01bce
Adds 4-8 fire damage

17: Ruby Grand Charm of Burning
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 31
Fingerprint: 0xd75e205d
Fire Resist +27%
Adds 3-6 fire damage

30: Ocher Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x2d695b00
Lightning Resist +7%
Adds 1-21 lightning damage

31: Arcing Small Charm
Keep in Inventory to Gain Bonus
Required Level: 57
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x737955b4
Adds 1-37 lightning damage

39: Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xce083183
Adds 1-27 lightning damage

NDE: Too many to count :D Notably claw viper temple was devastating which made me return to A1 to level to 77, before proceeding. Other vipers and chargers were dangerous in general as they ignored block. Harpies also almost killed me once in A5, as did dolls. Almost died 2nd wave in throne room as I thought I should stand among them as they spawned. Playing a melee char with just over 1k life, and only conditionally maxed resists (fade) and any reasonable life steal (life tap procs), I generally had to keep my finger on the number keys to drink the purple. Fortunately my reflexes here hadn't disappeared.

Decent enough build, not having to worry about AR or enemy immunities was particularly nice, although only having single target damage was quite boring. I considered voice of reason for a while, but calculated that the damage would be much lower with the rest of my gear (and less varied). Throwing the gimmershreds was helpful in certain areas, although the effective range was limited by conviction aura. Treachery was a fickle friend as I sometimes ended up facing glooms and such without fade active, and thus only ~50 all resists. I'd put a Pdiamond in the shield, but needed 15 ias for 5 frame zeal, and didn't have an extra socket quest before A5. The Iron Wolf did okay damage, but wasn't as durable as I had hoped. Versus ranged attackers (particularly dart shooters in hell) he would die quite quickly. The delirium transformation also gimped him, and made him invisible which was quite annoying. The delirium helm had been more useful when I'd worn it myself, the confuse almost being as good as perma cloak of shadows, and the attack speed being quite similar as zeal.

Hellforges: Fal / Lem.
Notable drops: Tal's armor leveling in the Hole. Raven Frost off hell Duriel. Boneshade somewhere in A5.
Future plans: Will probably retire this guys, might do some runs on my sorc, but otherwise move on to making a bone necro. Thanks for reading :)
1590999278813.png
1590999271221.png
 
Originally posted by @Pyrotechnician on Aug 2, 2015:

Guardian Static_Shock - Holy Shock Zealot

I have a new one that I need to write-up so it's time to post the two I already have completed.

Guardian Static_Shock

This is a Holy Shock Paladin, or more commonly referred to as a Teslot. Essentially It is a standard zealot that runs holy shock for lightning damage instead of fanaticism for physical damage (interestingly enough I have not yet completed my fanac zealot even though its arguably my favorite build). I played through hell mode with coju and his blizzard sorc on this one (with guest appearances from cdm and goldtru), so if he ever writes a guard thread for his I’ll link it here.

Stats/Skills, #2, #3:
Code:
Name:       Static_Shock
Class:      Paladin
Experience: 963204413
Level:      84

            Naked/Gear
Strength:   55/127
Dexterity:  85/137
Vitality:   360/382
Energy:     15/17
HP:         1286/1602
Mana:       139/316
Stamina:    507/587
Defense:    21/1788
AR:         410/24518

Fire:       185/145/85
Cold:       175/135/75
Lightning:  185/145/85
Poison:     178/138/78

MF:         99       Block:      59
GF:         125
FR/W:       20
FHR:        15
IAS:        40
FCR:        10

Sacrifice: 7/15
Smite: 1/9
Holy Bolt: 1/9
Zeal: 20/28
Charge: 1/9
Vengeance: 0/0
Blessed Hammer: 1/9
Conversion: 0/0
Holy Shield: 1/9
Fist of the Heavens: 0/0

Might: 1/15
Holy Fire: 1/15
Thorns: 0/0
Blessed Aim: 0/0
Concentration: 0/0
Holy Freeze: 1/15
Holy Shock: 20/34
Sanctuary: 0/0
Fanaticism: 0/0
Conviction: 0/0

Prayer: 0/0
Resist Fire: 0/0
Defiance: 0/0
Resist Cold: 0/0
Cleansing: 0/0
Resist Lightning: 20/26
Vigor: 0/0
Meditation: 0/0
Redemption: 0/0
Salvation: 20/26

Gear:
Code:
String of Ears
Demonhide Sash
Defense: 107
Durability: 21 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x33d6a94b
Item Level: 87
Version: Expansion 1.10+
6% Life stolen per hit
+165% Enhanced Defense
+15 Defense
Damage Reduced by 14%
Magic Damage Reduced by 14
+10 Maximum Durability

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xb784eb9c
Item Level: 99
Version: Expansion 1.10+
+229 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+16 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Dwarf Star
Ring
Required Level: 45
Fingerprint: 0xde139b6d
Item Level: 87
Version: Expansion 1.10+
+40 to Life
+40 Maximum Stamina
Heal Stamina Plus 15%
Fire Absorb 15%
Magic Damage Reduced by 14
100% Extra Gold from Monsters

Waterwalk
Sharkskin Boots
Defense: 121
Durability: 12 of 14
Required Level: 32
Required Strength: 47
Fingerprint: 0x2d3a876f
Item Level: 85
Version: Expansion 1.10+
+20% Faster Run/Walk
+204% Enhanced Defense
+100 Defense vs. Missile
+15 to Dexterity
+59 to Life
+40 Maximum Stamina
Heal Stamina Plus 50%
+5% to Maximum Fire Resist

Harlequin Crest
Shako
Defense: 108
Durability: 10 of 12
Required Level: 62
Required Strength: 50
Fingerprint: 0x31541fb0
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +2
+126 to Life (Based on Character Level)
+126 to Mana (Based on Character Level)
Damage Reduced by 10%
74% 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%

Entropy Noose
Amulet
Required Level: 73
Fingerprint: 0x837190d8
Item Level: 90
Version: Expansion 1.10+
+2 to Offensive Aura Skills (Paladin Only)
+10% Faster Cast Rate
+12 to Strength
+17 to Dexterity
+45 to Life
+11 to Mana
Regenerate Mana 5%

Bramble Grip
Battle Gauntlets
Defense: 75
Durability: 16 of 18
Required Level: 51
Required Strength: 88
Fingerprint: 0x91bb560a
Item Level: 85
Version: Expansion 1.10+
+20% Increased Attack Speed
5% Bonus to Attack Rating
+57% Enhanced Defense
+15 to Strength
Fire Resist +18%
Poison Resist +11%
+5 to Light Radius

Crescent Moon
Phase Blade
ShaelUmTir
One Hand Damage: 97 - 109
Indestructible
Required Level: 54
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0xc2d4eb77
Item Level: 87
Version: Expansion 1.10+
10% Chance to cast level 17 Chain Lightning on striking
7% Chance to cast level 13 Static Field on striking
+20% Increased Attack Speed
214% Enhanced Damage
Ignore Target's Defense
-35% to Enemy Lightning Resistance
25% Chance of Open Wounds
+9 Magic Absorb
+2 to Mana after each Kill
Level 18 Summon Spirit Wolf (30/30 Charges)
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Um Rune
Socketed: Tir Rune

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate

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

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

Herald of Zakarum
Gilded Shield
Defense: 434
Chance to Block: 52
Durability: 46 of 50
Required Level: 47
Required Strength: 89
Fingerprint: 0x73c42c15
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
+157% Enhanced Defense
+20 to Strength
+20 to Vitality
All Resistances +72
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%

Spirit
Heraldic Shield
TalThulOrtAmn
Defense: 24
Chance to Block: 0
Durability: 40 of 40
Required Level: 25
Required Strength: 40
Fingerprint: 0x70d84374
Item Level: 49
Version: Expansion 1.10+
+2 to All Skills
+29% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+90 to Mana
Cold Resist +35%
All Resistances +27
Lightning Resist +35%
Poison Resist +35%
+5 Magic Absorb
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%

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

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

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

Call to Arms
War Scepter
AmnRalMalIstOhm
One Hand Damage: 38 - 64
Durability: 70 of 70
Required Level: 57
Required Strength: 55
Fingerprint: 0xe6c8883
Item Level: 79
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
282% Enhanced Damage
+150% Damage to Undead
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+2 to Fanaticism (Paladin Only)
+2 to Fist of the Heavens (Paladin Only)
+2 to Vigor (Paladin Only)
+6 to Battle Command
+4 to Battle Orders
+2 to Battle Cry
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

Chains of Honor
Archon Plate
DolUmBerIst
Defense: 885
Durability: 59 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0x5119c0bb
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
+200% Damage to Demons
+100% Damage to Undead
8% Life stolen per hit
+70% Enhanced Defense
+20 to Strength
Replenish Life +7
All Resistances +65
Damage Reduced by 8%
25% Better Chance of Getting Magic Items
4 Sockets (4 used)
Socketed: Dol Rune
Socketed: Um Rune
Socketed: Ber Rune
Socketed: Ist Rune

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

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%

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%

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

Inventory:
Code:
Tome of Identify
Fingerprint: 0x1a2baa4e
Item Level: 12
Version: Expansion 1.10+

Tome of Town Portal
Fingerprint: 0xe11b57a3
Item Level: 12
Version: Expansion 1.10+

Horadric Cube
Fingerprint: 0x51c7d701
Item Level: 28
Version: Expansion 1.10+

Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x2cd6873f
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)

Captain's Grand Charm of Greed
Grand Charm
Required Level: 42
Fingerprint: 0xddad128e
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
25% Extra Gold from Monsters

Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xbc0dd789
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)

Captain's Grand Charm of Winter
Grand Charm
Required Level: 42
Fingerprint: 0x5872adca
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
Adds 5 - 11 Cold Damage Over 1 Secs (25 Frames)

Captain's Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0xaa868211
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+3 to Strength

Captain's Grand Charm of Sustenance
Grand Charm
Required Level: 53
Fingerprint: 0xdf07e691
Item Level: 85
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)
+32 to Life

Coral Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x6705baaf
Item Level: 85
Version: Expansion 1.10+
Lightning Resist +9%

Coral Small Charm of Dexterity
Small Charm
Required Level: 20
Fingerprint: 0x1ac919c8
Item Level: 85
Version: Expansion 1.10+
+2 to Dexterity
Lightning Resist +9%

Cobalt Small Charm of Sustenance
Small Charm
Required Level: 20
Fingerprint: 0x14ba7ab4
Item Level: 83
Version: Expansion 1.10+
+14 to Life
Cold Resist +8%

Iron Small Charm of Balance
Small Charm
Required Level: 31
Fingerprint: 0xf7d7757b
Item Level: 85
Version: Expansion 1.10+
+5% Faster Hit Recovery
+19 to Attack Rating

Bronze Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0x7ae9603b
Item Level: 80
Version: Expansion 1.10+
+5% Faster Hit Recovery
+3 to Attack Rating

Iron Small Charm of Balance
Small Charm
Required Level: 31
Fingerprint: 0x91774de2
Item Level: 85
Version: Expansion 1.10+
+5% Faster Hit Recovery
+22 to Attack Rating

Merc:
Code:
Name:       Azrael
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 69449136
Level:      83
Dead?:      false

            Naked/Gear
Strength:   183/183
Dexterity:  147/147
HP:         1687/1747
Defense:    1245/1768
AR:         1889/1889

Fire:       162/122/62
Cold:       192/152/92
Lightning:  162/122/62
Poison:    162/122/62

Treachery
Wyrmhide
ShaelThulLem
Defense: 406
Durability: 22 of 24
Required Level: 50
Required Strength: 84
Fingerprint: 0xd652e860
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
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

Tal Rasha's Horadric Crest
Death Mask
Defense: 117
Durability: 13 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x1c85bea5
Item Level: 85
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15

The Reaper's Toll
Thresher
Two Hand Damage: 40 - 472
Durability: 39 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0x33fb89e9
Item Level: 85
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
235% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 2 Secs (41 Frames)
11% Life stolen per hit
33% Deadly Strike
Requirements -25%

Build and Gear Progression:

This being a teslot, it is obviously focused around Holy Shock, so the skill layout was pretty straightforward. I put one point in relevant skills and used the progression of holy skills until holy shock became available. I put enough points into zeal to reach 5 swings and then focused on maxing holy shock first. Afterwards I maxed resist lightning, salvation, and zeal, in that order. Additional points are being dumped into sacrifice for the extra physical damage. Why max zeal before sacrifice? For the AR boost. Crescent moon has itd, but for bosses it helps to be able to hit them, and even with max zeal the lack of fanaticism shows in the AR numbers. In most cases he does fine, but I may end up switching the merc to blessed aim to help with this.

Stats were the same as always, enough strength for gear, enough dex for max block with holy shield, and the rest to vitality.

Gear selection, for early leveling, the usual mish mash of random set pieces, including cleglaws, hsaurus’, angelics, khalim’s will. Early leveling gear was switched into other items as they became available. I remember using a number of different scepters (specifically the one with holy shock on it) until I hit the required level for crescent moon, after that I never looked back. Phar had promised me a beta CM phase blade to finish this guy with for quite some time, but he never came through, so I did without. For armor I used vipermagi before COH for the skill and res, COH pretty much is the best option for this build with +skills, res, and added physical damage. Gloves I considered using the standard LOH, but I wanted to put this pair of rare gloves to use for quite some time, and this is really the only build that can use them (other than different holy aura based builds). The helm went from starter gear->peasant crown->shako for the plus skills. Griff’s would obviously be a way better choice, but I was using it on my Light Sorc at the time, and I really like to avoid a lot of gear switching if possible. I’ll probably switch it to him if I plan on playing him for a long period of time, but for now shako does just fine until I find another Griff’s.

Questing and Gameplay:

I don’t recall much about Normal or Nightmare mode unfortunately, I also don’t have any screenshots from before hell except for the Conqueror Screen. I think he was started as part of a multiplayer game at one point or another that didn’t end up going anywhere so I played him on and off again. The only thing I do remember is that the character was slightly under leveled at the end of Nightmare, so I included him in some self MPing NM baal runs with some other characters rather than doing the normal shenk/eldritch/pindle boosting that I normally do. It was at this point that he waited with a few other characters I have in progress until I felt like working through hell mode. Coju then came along and asked for someone to join him for completing hell mode with his blizz sorc, so I tagged along.

This one was probably the one with the most people in a game for a decent amount of time. Coju and I took on Act 1 on our own, clearing it with ease as the combination of lightning damage and cold damage left little that was immune. When we were starting up Act 2 though, cdm brought along his wind druid, and Goldtru joined with her lightning sorc. We had a grand total of 4 people (plus my barb) in one game which is pretty good considering, and we completed act 2 and 3 with that party. For Act 4 and 5 though we were back down to three as Goldtru had something more important to do apparently. For Act 5 cdm switched to his java zon as the wind druid was still in progress at the time. Overall a good group and a fun play through.

Gameplay for this guy was pretty standard for a zealot, run into a crowd, start swinging, the only difference being what aura was running and what gear was used. Since I was surrounded by teleporting characters most of the time I also made ample use of charge to keep up with the group. I ended up going with a might merc with reapers. Even though I wasn’t doing as much physical damage as a standard zealot, decrep was still nice to have, and I was already creating static procs on my own, so I didn’t need a cresent moon on him which is usually my second choice for a melee character. Top choice is infinity of course, but once again it was already in use, and I didn’t feel like I really needed it as part of the group. Overall though he was a solid build that did decent damage.

Interesting finds:

Nothing that really stands out, I even did pindle runs at the end to gain a couple more levels that came up empty. I think we did coju’s hell forge during the play through but I can’t recall what it was if we did.

Future Plans:

Not so much, maybe some random MP here and there, but for the most part he is finished. If I ever get a hold of two spare jahs for dual dreams, I might respect him and try them out while running conviction, or I might just make a whole new paladin for that, who knows!

Screenshots for your enjoyment:

Andy Drop – Hell, Canyon – Hell, #2, Tombs – Hell, #2, Duriel – Hell, Duriel Drop – Hell, Meph – Hell, Meph Drop – Hell, Diablo – Hell, Diablo Drop – Hell, Ancients – Hell, Baal Minions – Hell, Baal Drop – Hell, The End

Thanks for reading!
 
Originally posted by Sput on May 22, 2014:

Guardian Hoar Envious of Green and Gold Tournament

I present Hoar a Frost/Fana Zealot hybrid from the Envious of the Green and Gold Tournament. The description of his adventure lies on pages 51 - 57, if you are interested. Normal and Nightmare were full cleared on p8 and hell was full cleared on p3 (p1 Ancients).

Stats/Gear:

Level: 87

STR: 135/150
DEX: 160/160
VIT: 220/220
ENE: 15/15

HP: 872/1108 (1158 with Aldur's Advance)
Block: 75% with Holy Shield
MF: 119

FR: -3 (44 with Aldur's Advance)
CR: 39
LR: 77
PR: 10

Resist Cold: 20
Resist Lightning: 4
Holy Freeze: 20
Fanatcism: 10
Sacrifice: 10
Smite: 1
Zeal: 20
Holy Shield: 6

Head: Tal Rasha's Horadric Crest w/PTopaz
Amulet: Tal Rasha's Adjudication
Armor: Upped Hawkmail w/rare jewel
Weapon/Shield: Upped The General's Tan Do Li Ga (Wizardspike) / Stormchaser
Switch: Spellsteel (upped Bonesnap)
Belt: Upped Goldwrap (Credendum)
Ring1: Dwarf Star
Ring2: Nagelring (30 MF)
Gloves: Sander's Taboo
Boots: Goblin Toe (Aldur's Advance)
Prebuff: Todesfaelle Flamme
Charms: Shimmering Grand Charm of Life (+20 life, +14@), Arcing Small Charm of Storms (2-53), Gheed's Fortune (+114 GF, -10, +29 MF), other resistance charms

Merc:
Bors Barbarian Merc Level 87

Weapon: Upped The Vile Husk w/rare jewel
Armor: Iron Pelt
Helm: Duskdeep

Other Finds:
Mal x2, Pul, Fal, Ko. Lum x 2

Thoughts:

All in all I had great fun with Hoar and found the build to be incredibly robust/defensive while maintaining an adequate killing speed on p3 in hell thanks to (among other things) the awesome Vile Husk and crushing blow from Goblin Toe. Take a break from the monotony of LK or the Council and join in the fun of the single pass untwinked tournaments!
 
Originally posted by Arkardo on May 15, 2012:

Guardian #16: InYoFace, the Convicting Tele-Charger Riftadin

Hey there folks,

I'm really proud to present to you my most recent Guardian, InYoFace, the Convicting Tele-Charger Riftadin. I have never seen a build like this, so I really feel this is a nice personal build. :)

Basic stuff
Name: InYoFace, level 79 Paladin

Naked/Switch 1/Switch 2
Strength: 36/103/128
Dexterity: 34/61/76
Vitality: 405/412/437
Energy: 15/22/27

Switch 1/Switch 2
HP: 1757/1832
Mana: 301/308
Defense: 1356/5054 (with Holy Shield)
AR: 3558/1329

Fire/Cold/Lightning/Poison: 87/46/77/40 (switch 1) 137/96/127/90 (switch 2)

MF: 156
Block: 43 (switch 2, with Holy Shield)
GF: 0 (switch 1) 75 (switch 2)
FR/W: 75
FHR: 5 <-- only just noticed that now :p
IAS: 40 (switch 1) 55 (switch 2)
FCR: 35 (switch 1) (switch 2)
CB: 15%
Double damage: 56% Critical Strike + 44% Deadly Strike = 75.36%
OW: 10%
Life/mana leech: 6%/4%
PDR/PDR%/MDR: 0/29/13

Core skills: 20 Charge, 20 Might, 20 Vigor, 16 Conviction, 1 Zeal, Holy Shield
Others: 1 Sanctuary, 1 Prayer, 1 Cleansing, 1 Redemption
From items: 14 Meditation, 1 Teleport, 5 Critical Strike

Equipment

Weapon (switch 1)Insight {Archon Staff}
Weapon (switch 2)Rift {Caduceus}
Shield (switch 2)Herald of Zakarum [15% IAS jewel]
ArmorEnigma {Light Plate}
HelmHarlequin Crest [13@/16 life jewel]
GlovesLaying of Hands
BootsGore Rider
BeltString of Ears
AmuletHighlord's Wrath
Ring 1Raven Frost
Ring 2Doom Circle

Charms: looots of resist charms; I didn't even find some room for a Gheeds...
Ruby Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xb6f15aec
Item Level: 85
Version: Expansion 1.10+
Fire Resist +11%

Viridian Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xd1583f87
Item Level: 83
Version: Expansion 1.10+
+14 to Life
Poison Resist +7%

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xe901db47
Item Level: 88
Version: Expansion 1.10+
+20 to Life

Ruby Small Charm of Balance
Small Charm
Required Level: 32
Fingerprint: 0x6837846e
Item Level: 80
Version: Expansion 1.10+
+5% Faster Hit Recovery
Fire Resist +11%

Sapphire Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xd7660313
Item Level: 88
Version: Expansion 1.10+
Cold Resist +11%

Beryl Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xc05b8e63
Item Level: 85
Version: Expansion 1.10+
+13 to Life
Poison Resist +4%

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

Shimmering Grand Charm of Maiming
Grand Charm
Required Level: 63
Fingerprint: 0xd2edeaa3
Item Level: 85
Version: Expansion 1.10+
+3 to Maximum Damage
All Resistances +14

Shimmering Grand Charm
Grand Charm
Required Level: 27
Fingerprint: 0xc2f6bf96
Item Level: 80
Version: Expansion 1.10+
All Resistances +13

Ocher Grand Charm of Sustenance
Grand Charm
Required Level: 37
Fingerprint: 0x967265be
Item Level: 80
Version: Expansion 1.10+
+29 to Life
Lightning Resist +18%

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

Jade Grand Charm of Sustenance
Grand Charm
Required Level: 37
Fingerprint: 0x77439c4
Item Level: 80
Version: Expansion 1.10+
+28 to Life
Poison Resist +25%

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

Sapphire Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xbee9e5d1
Item Level: 80
Version: Expansion 1.10+
Cold Resist +11%

Amber Small Charm
Small Charm
Required Level: 32
Fingerprint: 0x336ece19
Item Level: 80
Version: Expansion 1.10+
Lightning Resist +10%

Ruby Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xbfc59d23
Item Level: 80
Version: Expansion 1.10+
Fire Resist +11%

Ocher Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x7ef5a867
Item Level: 15
Version: Expansion 1.10+
+10 to Life
Lightning Resist +7%

Shimmering Small Charm
Small Charm
Required Level: 25
Fingerprint: 0xa4dd58e7
Item Level: 80
Version: Expansion 1.10+
All Resistances +4

Sapphire Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xd315e055
Item Level: 80
Version: Expansion 1.10+
Cold Resist +10%

Mercenary
Mizan, Act 2 Might, sporting:

  • The Reaper's Toll [Shael]
  • Treachery {Dusk Shroud}
  • Vampire Gaze [15% IAS jewel]

Playing this guy was really fun! The only downside is the left-click attack thing all Paladins have. In terms of safety, he's well, not really safe; he has almost no crowd control, not all his resists are max'd and no PDR at all. There were plenty of scary moments, I'll tell you that. Most bosses went down pretty easy, despite not having that much CB.

Some tricky fights were, most notably, the Hell Ancients; they cannot be knocked back and deal damage like crazy. It took two resets before they finally spawned with mods that didn't include "*** kicking", "hax" or "don't even bother". Even then it took quite some effort. Korlic spawned Fire Enchanted, and I was really scared the explosion would instagib InYoFace, so I planned to kill him using Frozen Orbs from Rift from attacking another Ancient. Due to a mistake, that plan litteraly exploded in InYoFace's face (lol), but to my surprise he only lost ~500 HP at most. Talic was especially difficult, as his whirlwind cuts through a paladin's sorry *** like butter. For some reason he can't seem to be successfully charged right after whirlwinding, so it was very cumbersome. To my surprise, zealing away with Rift worked far better than careful strategic charging.
Another noteworthy mention is Baal's waves. the monsters in the tightly grouped packs are difficult to knock back, and Lister & co. knock YOU back, setting you up for the moonwalk bug, where you charge backwards.

Random pics
Using teleport to charge Radamant out of a corner
Last one there is a rotten egg!
Killing Hephasto before he could finish his line <-- I'm really pissed, because I lost a screenie with the exact same thing with the Smith...
The long battle with Talic was making InYoFace rather weary

Q&A time!

Why this skill setup?

Well, I wanted to make a Paladin that's a charger at his core. Max'd Charge and synergies give such a huge amount of ED% that running Might or Fanatism wouldn't add that much. I figured I might as well run Conviction to get a 90%+ chance to hit pretty much anything.
I also had a Riftadin planned a loooong time ago, and had already made Rift in a Caduceus (big fail there; no ED% means it just has a higher strength, dex and level requirement). So then I thought: "Why have one when you can have 'em both?". The only downside was that I could not max Conviction. For charging it doesn't matter much, as it gives plenty of -defense%, and the level was 12+ anyway, meaning I could out-Convict any monster in the game.
Anyway, Charge and Zeal with Rift greatly complement each other: Charge works great against single non-PI enemies, and Zeal with Rift works great against large groups of non-CI enemies, and also works if you get swarmed. It really works out pretty well.

OK, and why this equipment setup?
I quickly decided on using Enigma as my main armor, because teleporting and FRW really help out nicely with charging; positioning is crucial, and it also gets your merc where you want him (that is, not behind an enemy). I thought a long time about which weapon to charge with, and I figured that, since Insight has Meditation and 35% FCR, both which really help with teleporting. Meditation also makes mana leech a lot less important, and makes mana burn a minor nuisance at worst. I choose the Harlequin Crest over Vampire Gaze, because the mana per level rougly doubled my mana pool (and therefore mana regeneration), it only has a little less DR%, and the life per level and +skills were the icing. The life leech and MDR from Vampire Gaze would have been nice, but you cannot rely too much on life leech if you're charging anyway. Gore Riders didn't add that much, damage-wise; CB doesn't do as much with a slow-hitting skill like Charge. Same with OW, which is in my opinion an underrated mod. The DS overlaps with the CS from Insight as well. In hindsight I should've gone with Natalya's Soul for more resists. LoH, Highlord's and the IAS jewel in HoZ helped me to get a 5-frame Zeal.
In the end it worked out pretty well. I do think a plain Ribcracker/Treachery/Vampire Gaze etc. setup would do about as well. Enigma is awesome and all, but FRW also works against you, because it makes it more difficult to click on monsters to charge them. I think a HF merc might have worked out better as well, since clicking monsters becomes easier, and it provides some really needed crowd control.
So yeah, there's plenty of room for tinkering around with this build!

Any nice finds?
None worth mentioning, I'm afraid. The Hell Forges coughed up a Fal and a Ko, I think.

Any future plans for this guy?
As fun as playing him is, no.

Thanks
 
Originally posted by Evah on Nov 9, 2008:

Guardian Alt-Eisen, 2-h full-power martyr

Alt-Eisen, lvl 80 Paladin
Hardcore, Vanilla, twinked

-=LCS=-
sacri dmg (+fana, +might) 4454-9300
sacri ar (+fana) 6362
defence 487
hp 1411
mana 201
res (F/C/L/P): 49/70/61/-5

-=stats=-
str 142/164
dex 45/55
vit 293/293
nrg 15 (base)/20

-=skills=-
sacrifice 20
fanaticism 20
redemption 20
salvation 1
sanctuary 1

10 prereqs
16 unspent

Yep, lot's of unspent skill-points. My res are not maxed, so there is no reason to pump resist auras. 6k+ AR seems ok for me for Hell, so no BAim.
BTW I haven't completed hell Rada and Izual quests: A-II dungeons are overcrowded with hordes of unleachable skeletons, and at the location where Iz dwells a whole army of hungry
Gloams was waiting for me.

-=equipment=-

- Sigon's Gage
- Sigon's Sabot
(I have no spare Immorts, so I chose these ones to get +30%aspd, 10%ll and +40%frw)
- String of Ears
(nothing special, 6%ll and 15%DR)
- Smoke 'NefLum' Gothic Plate
(I have no other armour with high +allres bonus... well, low defence wasn't a factor with no Holy Shield and Defiance Aura anyway.)
- Tal-Rasha's Horadric Crest
(10%ll, 15%allres? yes, please~)
- Angelic Wings
- Angelic Halo
(again, nothing special - +10 dex and a ton of AR)
- Yew Wand of Life Tap
(this one was one of the most important and useful items in the equipment ^.^)

(note on a side: ho CBF was a pain quite often, but I have no spare Duriel's Shell yet)


Alt-Eisen's Storm Reaver
Glorious Axe
'Amn'
Two-Hand Damage: 262 to 541
Durability: 50 of 50
Required Dexterity: 55
Required Strength: 164
Required Level: 66
Axe Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0xb58a481e
+5 to Strength
+16 to Mana
+337% Enhanced Damage
+224 to Attack Rating
7% Life stolen per hit
Required Level +12
30% Increased Attack Speed
Socketed (1: 1 used)
(the most incredible rare weapon I've ever put my hands on!!)

Plague Turn
Ring
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xc73ff565
+5 to Energy
Fire Resist +19%
Lightning Resist +30%
Cold Resist +21%
7% Life stolen per hit
35% Extra Gold from Monsters
(an outstanding ring for a meleer, I must say)

charms summary

fire res +35%
cold res +14%
lit res +36%
hp +181
str +7
AR +105
dmg 1-8
cold dmg 3-7
fire dmg 2-4

-=mercenary=-
Ashab, lvl 79 Might Paladin
- Rockstopper
- Iron Pelt
- Hone Sundan
- Woestafe (against act bosses and ancients)
(actually I was too lazy to find better equip for him in my stashes...)

-=gameplay=-
Well... This one is a very powerful character. Sacri is an excellent skill *cough* especially with LT wand on swap *cough*. Starting From clvl 29 (Steeldriver), I ripped everything apart with only a few hits. then I used Bloodtree Stump (the damage was ok, but the weapon itself was slowish). and then my lvl 87 assassin gambled from hell Anya a very good rare giant axe that had everything I needed - high aspd, high dmg, moderate requirements. I ended up double-upping it, see the equip section. From the very moment I equipped it (it was exeptional back then) I became an unstoppable maniac.

Sanctuary was very helpful against PI Undead monsters. And Vigor was really good against non-Undead PI's :))

Chaos Sanctuary: at all three difficulties i got IM'd by every Oblivion Knight I met, and thus this area made A-IV quite challenging.

Hell Ancients: I kept rerolling them till two of three spawned Mana Burn (^___^). Korlic and Madawk were killed quite quickly. Talic, however, ate my merc alive in two bites and seriously injured me, so I ran away into a corner to have a rest.
...Have you ever tried to replehish a 1.4k life pool with the help of slvl 1 Prayer when you run out of potions? -_-
I healed my wounds and landed a few hits onto Talic before he grinded about 90% of my hp in one Whirlwind, so I ran away once again.
I had to repeat this several times before I killed the barbarian. It took about half an hour.

-=Finds=-
Hell Hellforge: Gul! Not too bad, huh? My second Gul BTW (the first one was a HF gift, too).
Except for this, I had no descent finds.

-=conclusion=-
An interesting character, strong and challenging at the same time. If your playing style is both accurate and agressive, no build fits you better than a 2h full power martyr.
 
Originally posted by @jiansonz on Apr 28, 2012:

Guardian Flea, Conversion + Concentration merc helper and Conviction Polearm Avenger

The Random Tournament 2012 is the latest of a series of similar tourneys. This was the first time I entered one of them.

Here is the gist of it:
The player chooses a class and picks two main weapon types (with one of them picked twice). The player can choose to leave these things (one or both) to randomness also, but I didn't. I chose Paladin, javelin x1 and polearm x2.

The character now gets rolled
- specific item types of the weapons picked
- a specific armor type for each of the armor slots (but body armor types were grouped together into light/medium/heavy)
- one specific class-only item type
(Exceptional/Elite versions of the above can also be used. Another important note: if you do not have a rolled weapon type that your current merc can use, (s)he can use whatever weapon they want. So for me, only Act II mercs had any weapon restrictions)
- 3 Forever Skills (these can always be used)
- 5 skills specific to each of the difficulties. The skills for the next difficulty were rolled as we approached that stage in the game.
Respecs were used at the start of NM and Hell to adhere to the newly rolled skills for that difficulty.

Before starting, the player gets a chance to reroll one weapon type, one armor type and one Forever Skill.
Before starting Normal or Nightmare, the player had the option to lock one of the difficulty-specific skills and make it a Forever Skill. This could only be done once, and it also had the consequence that only 4 skills for the next difficulty/difficulties would be rolled.

Passive skills that are prereqs for rolled skills were OK, but we were not allowed to wear any +skills items that boosted them. Oskills are not allowed for use. All charges and ctc skills were allowed.

My rolls:
Forever Skills:
- Conviction
- Conversion
- Defiance -> rerolled to Concentration

Skills for Normal:
- Prayer
- Blessed Aim
- Holy Bolt
- Sanctuary
- Vengeance

Skills for Nightmare:
- Smite
- Resist Cold
- Holy Shield
- Holy Fire
- Cleansing

Skills for Hell:
- Redemption
- Vigor
- Smite
- Vengeance
- Might

Weapons:
- Halberd
- Poleaxe
- Glaive -> rerolled to Javelin

Armors:
- Great Helm
- Light armor
- Gothic Shield
- Leather Gloves
- Plated Belt
- Greaves

Class-only:
- Aerin Shield

I liked my polearm rolls. Rerolling Glaive was a no-brainer as they suck. Small stacks, high STR reqs and slow. Anything else would be an improvement. The armor rolls were all fine. I saw a possible Sigon's 3-combo, and was hoping for Guillaume's Face. Or with extreme luck, HoZ...

I was not happy with Defiance. Since I already had a very useful aura secured, I rerolled Defiance and got Concentration, which turned out to be my main aura through the game. :)


The progress can be followed in the tourney thread, but here follows a summary:

Normal was uneventful. It was just a matter of reaching the Horadric Cube, cube a Savage Poleaxe/Halberd for a Prayer merc, provide Concentration for him and off to Destroyerhood we go.

The early start was a bit tricky, since I had to go through most of Act I with very little clothing. Most of my armor items have rather high qlvl, so it took a while until I was high enough level to gamble any.


I found an ethereal Soulflay (unique Claymore with good damage and life steal) in late Normal. I upgraded it and switched to an Act V mercenary. He stayed with me through the first four acts in Nightmare. He ate early NM for breakfast since he was boosted by maxed Concentration. Smite and Holy Shield were useful in this difficulty. With a 'Rhyme' Gothic Shield, I had maxed blocking near the end of Nightmare (once HS had a good enough level).

For the early half of Act V NM (actually everything but the Nihlathak sidebranch, the Summit and beyond), I switched to an Act I merc in order to cope with the many strong ranged attackers. Smite and Conversion do provide good crowd control, but not from a distance. This merc was using a rare +215% ED Large Siege Bow with some minimal (but useful) poison damage. She averaged about 660 damage per hit.

A Barbarian companion was hired for the abovementioned areas, and I got lucky with Larzuk twice: finding a high-end Cruel Executioner Sword for sale and got 2 sockets in it! -> AmnShael for the merc sword.


Getting into Hell, I got a near perfect skill roll. I mean, just wow, what luck! Vengeance, Smite, Redemption! Even Vigor is useful...
(I should really have locked Vengeance as Forever Skill already, but I did not realize I had to do this before starting off...)

Respec, and I maxed my 3 Forever Skills, got 1 point Redemption and Smite but kept the rest of the skill points unassigned. I took just enough STR (75) to hold my gear, enough DEX for 50% blocking, saved enough points for the most demanding elite polearm and stuffed the rest into Vita. Switched from MF gear to +life armor and helm.

Act I Hell was a lot about great item finds - our two most important weapons and some other great stuff. First, a magical Great Poleaxe dropped early on. In Crypt, I think. Around the middle of the act (clvl 77-78), I started to gamble for other elite weapons to reroll: Crusader Bow and Champion Sword. I didn't score a bow but I did get a sword. Now followed some excessive chippie rerolling. After burning less than half my chippies, I scored a +230% ED Cruel Champion Sword with 2 sockets. AmnShael in this one, too.

With a good merc weapon secured, I rerolled that Great Poleaxe as well and ended up with a very similar result after burning through the rest of my chippies and about half of my mid-sized gems. ShaelShael in this, and now I invested enough stat points so I could equip this big hurty stick.

Then Laying of Hands dropped and I was pretty much set for the rest of the game. I gambled a really fast javelin. Maxed Conversion and 60% IAS usually lets me quickly Convert the first incoming melee monster before we get mobbed. This was often important. My barb merc is very strong 1 vs 1 (because his attack is fast and he uses Bash + Stun) but he is bad in a larger crowd. Conviction + Vengeance was of course crucial whenever something PI would show up. I got this setup done just in time - Tower Cellars with those PI Ghosts. Without help, my merc would get killed quickly, but with Conversion help, he and the Convert held the defense line and I could take down the rest of the pack with Vengeance. The mighty long range of a GPA was great in these situations.

The rest of Hell was about improving gear, and escaping the few traps the game set for me. A green Spired Helm dropped. I had no idea what set it was from and what it did. Can you imagine my excitement IDing this?! Turned out to be Ondal's Almighty. Very nice item, with FHR, STR/DEX bonuses and ctc Weaken.

Vengeance got maxed about halfway through Act III when I reached level 85.

Hellforge gave me a Lem rune, which meant my merc could finally get a great armor - Treachery.

Both Treachery and Ondal's were great merc items*, both for the archer lady and the sword dude. I pulled the same switch as I did in Nightmare, with the Act I merc in the early part of Act V. There was the matter of getting her a good bow, though. I had found a magical Crusader Bow earlier, but rerolling with gems hadn't produced anything good. I burned two imbues on Shadow Bows, and the second came out great. For once, Charsi got a lot of love from me. :givelove:

(* with both Weaken and Fade on (which happens all the time) the merc suffers only 57% of the physical damage compared to a standard situation)

Stats:
Name: Flea
Class: Paladin
Level: 87
STR 173+6, DEX 148+3, VIT 194, ENE 15+9
Blocking: 56%
Life: 1305
Mana: 157
Resists (javelin + shield): 75/75/75/-5
Resists (polearm): 41/47/43/-51

Skills:
Concentration 20
Conviction 20
Conversion 20
Vengeance 20
Smite 5
Redemption, Vigor, Prereqs 1

Damage numbers:
Vengeance: 1254-3486 (enemy Defense reduced by 90%, and resistances vs. the elemental part of the damage is reduced by 125%-units.)
Hrothgar's listed damage (with Concentration): 2017-2364*, usually with level 15 Venom damage on top.
(* And that's just his Attack damage. When he uses Bash or Stun, there is a significant damage bonus)

Primary Gear:
* Gemmed Great Helm (3x Perfect Ruby)
* Rainbow (10) Amulet of the Squid (74)
* Rare War Javelin with 40% IAS and minor bonuses
* Gemmed Dusk Shroud (4x Perfect Ruby)
* 'Rhyme' Aerin Shield with 21% Resist All automod
* Laying of Hands
* Rare Ring with +74AR, +9ENE, Replenish life +4, Resist Lightning 27, Resist Cold 21
* Russet (13) Plated Belt of the Whale (92)
* Rare Ring with +5 STR, 4% Mana Steal, Half Freeze, Resist Lightning 27, Resist Cold 18, Resist Poison 9
* Sigon's Sabot

Vengeance/Conviction switch:
* +230% ED Cruel Great Poleaxe 'ShaelShael'


* Gheed's Fortune (+30% MF)
* Sapphire (28) Grand Charm of Venom
* Ruby (26) Grand Charm of Life (9)

* Coral (12) Large Charm

* Russet (7) Small Charm of Dexterity (1)
* Crimson (5) Small Charm of Shock
* Ocher (7) Small Charm of Strength (1)
* Ocher (7) Small Charm of Frost
* Ocher (7) Small Charm
* Ocher (6) Small Charm of Frost
* Tangerine (5) Small Charm of Life (5)
* Tangerine (5) Small Charm of Dexterity (1)
* Small Charm of Vita (19)
* Small Charm of Vita (17)
* Small Charm of Vita (16)
* Small Charm of Sustenance (13)


Hrothgar of Harrogath:
* Ondal's Almighty
* +230% ED Cruel Champion Sword of Gore (9), 'AmnShael'
* 'Treachery' Wyrmhide

Assorted items that were useful in various situations:
* Glowing Gladius of Pestilence (merc sword against certain dangerous bosses (PI or nearly so) I had to Smite lock to keep the merc alive against)
* 'Strength' Cutlass (merc sword against some act bosses (mostly useful in NM)).
* 'Nadir' Great Helm (one CoS charge used in Hell Pindle's garden until I could get a Conversion chain going)
* Amulet of Life Everlasting (DR by 25; used on Hell Halls of Vaught - Tomb Vipers there!)
* Fire Rogue Klaudia's weapon, used in first half of Act V Hell:
Stone Fletch
Shadow Bow

'Shael'
Two-Hand Damage: 75 to 233
Required Dexterity: 188
Required Strength: 52
Required Level: 68
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 89
Fingerprint: 0x33c002f7
+6 to Dexterity
+267% Enhanced Damage
+98 to Attack Rating
+20 to Minimum Damage
+17 to Maximum Damage
20% Increased Attack Speed
Socketed (1: 1 used)


[Rune find rant]
Man, was I ever unlucky with runes for this character! I had envisioned running around swinging an 'Obedience' elite polearm, or at least a 'Crescent Moon'. Maybe having an Act II merc with eth. version of these elite runwords. Or maybe something like an ethereal elite 'Oath' sword for my merc...of that became nothing...

Here are all my rune finds Hel and above:

- Sur (sure, it's 3 steps higher than any rune I had seen before, but for a non-twinker, it's useless on its own!)
- Lem (from Hell Hellforge. Sure, Treachery was absolutely kickass, but I only got to enjoy it for one act)
- Lum x4
- Io x4
- Hel x7

The whole of NM full-cleared on players 8, and nearly all of Hell full-cleared on players 3 and not an Obedience or CM in sight...
[/Rune find rant]
 
Originally posted by LprMan on Feb 24, 2007:

Guardian #6, Theoden the Avenger

Hi 👋

I haven't played D2 in a while, and now in back, at least partially. I was trying to beat the game with an Avenger pally couple (few? I have no idea) months ago, but I got distracted by MFing and after that, I took a break from the game. As a result, Theoden was left sitting at River of Flame wp, waiting patiently for someone to guide his way through the legions of hell...today his wait was over, as I finally decided to try if I could make it with this char.

This thread is not going to be a detailed one, because honestly, I don't remember anything I did with this guy in earlier parts of the game back then...


The stuff:

Stats
Combat skills
Offensive auras
Defensive auras

Gear:

Andariel's Visage (sock with 29% Fres/15% IAS jewel)
Crescent Moon ammy
262% 'Oath' Small Crescent
Upped Skin of the Vipermagi (sock with +8 str/13% allres jewel)
HoZ (Pdia)
Wraith Fist
Tgods
Natalya's Soul
Raven Frost
Blood Whorl

+3 Redemption scepter and 2x Pdia Moser's on switch

Grand charms
Large charms
Small charms


Jabari, act 3 cold merc

Harly Crest (P amethyst)
'Spirit' Long Sword
Skin of the Vipermagi
Ethereal 'Spirit' Monarch

(yes, I like pictures 👅 )


Umm...I'll try to say few things now. Pretty much the first thing I had to do was to clear CS and kill Diablo. For that purpose, I muled on Gimmershred and made Theoden a thrower pally temporarily to avoid IM. CS wasn't that hard, only slow to clear. Couple of times LR + missiles from multiple OK made Theodens hp drop bit too fast to my liking but that's it.

The worst thing in act 5 were all those ranged attacks and especially those damn charge-using zombies and vipers... Always hitting (?), super fast attacks with high dmg = no good. Looks like they don't care about 75% block either, or maybe I just imagine it. Either way, I don't want to fight those guys with a melee paladin anytime soon again...the only "crowd-control skill" Theoden has is Conversion and I never really learned to use it. Dunno how much it would have helped anyway...

I even killed Nihlathak, it was stupidly easy as there was no buged vipers, my merc could help me to shatter most corpses and Redemption took care of the rest.

Ancients required a good while of rerolling (20+ tries) before I could get a combo which I could handle without too much hassle. They also caused one NDE while I was rerolling. I activated the altar and tried to check their mods...first couple of throwing axes hit me, dealing hefty amount of dmg and cursing me, the next thing I saw was extra fast (and extra strong?) Talic whirling through me. I panicked, quickly hit full rejuv and tried to run away, only to get WW'ed by Talic again. Then I finally understoof to make a tp to get rid of them.

There wasn't anything risky in WSK, no souls, no OK's, no dolls...well, ok, there was one pack of knights in Throne but that doesn't count. Baal's minions went down without much problem, and so did Baal. Too bad the Thunder Maul wasn't unique...

The Iron Wolf merc worked just fine with this build IMHO, Conviction really helps. The freezing effect was useful every time there was need to get rid of the corpses, and many lower hp enemies would die to 2-4 casts. Unfortunately, without Conviction the case would be very different :undecided:

In the end I'm quite happy with this guy. I've been MPing a bit with a old friend of mine, and coupling this pally with some elemental dmg char of his would naturally work very well.

Next Guardian will (hopefully) be a Dtalon/DS/Venom assasin, who is also going to be my next MF character.

Any questions? Ideas?

(I'll answer them sometime tomorrow...I always post these threads when it is the most unconvenient time for me 👅 )
 
Originally posted by newco on Mar 23, 2008:

Guardian Turgon holy knight of Westmarch

Guardian Turgon holy knight of Westmarch

First of all I want to thank OldSoldier and roninDOG for hosting the very interesting "Knights of Westmarch Paladin Tournament" 👍.
https://diabloii.net/forums/threads/634324
A paladin tournament with single pass, untwinked and individual restrictions.

Turgon is a Templar (FoH) with the following restrictions:
- No equipment shopping or gambling. You can buy potions and scrolls, but nothing else, and you can't sell anything.
- No buying scrolls, either ID or TP. Manage those Town Portals wisely. A purist would not even buy tomes, relying instead on finding them, but buying one each is OK.

So basically an untwinked "use what you find" character.

Stats:
Str: 72 (70)
Dex: 179 (176) max block with level 7 holy shield
Vita: 299 (249)
Mana: 22 (20) hmm, 5 misspent points

Life: 1496 (953)
Mana: 470 (147)

Resistance: 75/67/75/52

Main Skills:
FoH 26 (20): 2364-2484 lightning damage + 1370-1405 holy bolt damage
Holy bolt 23 (17): 2737-3082 holy bolt damage + 51-108 HP healed
Holy shield 7 (1)
Conviction 26 (20)
Redemption 7 (1)
Cleansing 7 (1)

Mercenary: holy freeze desert mercenary (INSIGHT or "Hone Sundan" against Baal)

Items: SPIRIT sword + SPIRIT shield + Harlequin Crest + PDR stuff

Play observation:
This is a solid character. Not a cookie cutter, but versatile and flexible enough to solo Hell as long as you use a holy freeze merc.

- Is this character a good SC character? NO! This character will bore you to death! Not as boring as the plain vanilla necro summoner, but close to.
- Is this character a good twinked HC character? NO! Same as SC.
- Is this character a good untwinked HC character? Yup! A solid choice, maybe a little boring, but save and very cheap. Comparable to a windy druid (OK maybe the paladin has a slower kill-factor)

The only tricky part was Hell "Brem Sparkfist" (LI + holy freeze + cursed), a hell moonlord boss pack (I used a teleport amulet in both cases to bypass them) and hell ancients. It took me 12 rolls until I had ancients without a LI mod. But even then there was a lot of screaming and running around in circles. Not a suitable behaviour for a paladin 😁, but it did the trick and after running ~ 15 times around the summit I was finally able to separate them. Afterward it was quite easy. Hell Baal took a while due to a lot of clones and tentacles distracting my merc.

Notable finds:

An IST from hellforge

Turgon's Harlequin Crest
Shako
'Sol'
Defense: 131
Durability: 12 of 12
Required Strength: 50
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 74
Fingerprint: 0xfa26678d
+2 to Strength
+2 to Energy
+2 to Dexterity
+2 to Vitality
Damage Reduced by 7
Damage Reduced by 10%
50% Better Chance of Getting Magic Items
+2 to All Skill Levels
+126 to Life (Based on Character Level)
+126 to Mana (Based on Character Level)
Socketed (1: 1 used)

This one was quit useful against Baal:
Hone Sundan
Yari
'ShaelAmnShael'
Two-Hand Damage: 138 to 282
Durability: 15 of 15
Required Strength: 91
Required Level: 37
Spear Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xd38a18a3
+175% Enhanced Damage
+20 to Minimum Damage
+40 to Maximum Damage
7% Life stolen per hit
40% Increased Attack Speed
45% Chance of Crushing Blow
Repairs 1 durability in 10 seconds
Ethereal (Cannot be Repaired), Socketed (3: 3 used)

Not useful on a caster, but IMHO still remarkable:
Sharp Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xc66aaf1a
+39 to Life
+54 to Attack Rating
+10 to Maximum Damage
 
Originally posted by Nightfish on Jun 17, 2005:

#14 / 49

From the Chronicles of Gengis, Paladin:

"I don't fancy the odds, boss" Azrael said, and I couldn't help but agree with him. We had just entered the strange portal we found in the palace cellar and already I was wishing I had never heard of Lut Gohlein. This was not the first time we faced the undead, but I doubted there had ever been that many of them before. "Take heart, my friend. That rabble shall never be able to prevail against our divine might!", I said, trying to keep my voice steady. It would not do for a holy warrior to show any sign of fear or anxiety. Silently, I cursed myself for defying my brothers' teachings and chosing to arm myself with a staff instead of a lighter weapon and a sturdy shield to hide behind. For the final time before the battle I took measure of our opponents.

There had to be close to a hundred of them, it was difficult to count them as they passed through each other and flickered in and out of sight. If I remembered the old scrolls right they were Specters. Similar to the ghosts we had fought in the rogue's monastary but more powerful. We both realised the danger of these flying, non-corporeal foes: They would not block each other on the narrow path - unlike the goatmen whose blood was still dripping into the void. Four or five of the ghostly figures glowed with unholy auras, presumably fallen brothers of mine. I made a mental note to try and redeem their souls after this was over. If there was anybody left to redeem anything, of course.

Only moments had passed since Azrael had made his fatalistic comment but it seemed ages to me. I could feel a bead of sweat dripping from my bow and I had to force myself to relax the grip on my weapon somewhat. "Prepare yourself" I ordered Azrael calmly and did the same. I judged all that I saw and found them lacking. The righteous wrath that lent strength to my vengeance and my conviction marked the line between this horde and the innocent townsfolk above. Roaring something suitably heroic I charged. "This is it" flashed through my mind, "Do or die".



We did. But barely. Panting with exhaustion we leaned on our weapons. Nothing bespoke the fierce battle that had raged here moments earlier except for heaps of dust that had been vicious undead seconds ago. I went to one knee, getting a firm grip on the scepter that had been clipped to my belt and prayed for their souls' redemption while I let the battle flow by me one last time.

That rickety old crown that buxom blonde with the bow had given to me had proven to be our salvation. A delirium crown she had called it. I don't know what it did, but it seemed to have strange effects on my enemies - and my allies, I thought, looking at the midget skeleton that I knew to be Azrael. He shot me an accusing look. Well, at least that's the way I interpreted his skinless grin. "Oh, boss, look what you did now! What a mess... This just ain't right! How the heck am I going to explain this to Baile? She likes her men tall and chubby. Not short and bony." Baile? Ah, yes, the rogue scout that seemed to have taken his fancy while we were helping out Akara. "Oh, don't worry my son", I reassured him. "I am certain this is but a temporary change". I hoped that sounded educated and like I knew what I was talking about. The fact that paladins had a reputation of being honest probably helped me get the lie across. In truth I had no clue as to my ally's condition. Silently I prayed that I had guessed correctly. I certainly didn't want to explain to Baile why I had changed her beau into a 2 foot tall walking pile of bones. She had quite the temper, that one. "Well, the sooner we get this done, the sooner we'll have you back in your old body" I told my hired help. "Come on, this way, that's where the maniacal laughter seems to come from". And with that I strode purposefully into the darkness, leaving my tiny companion with little choice but to hurry along with me, muttering a string of complaints as he went...




Well, seems like I've done it yet again, this time - obviously - with a paladin. Couple moments ago, Gengis the 2h avenger made guardian. As usual, here's some stats & skills and all that good stuff:


Stats:
Gengis_-_Stats.jpg



Skills:
Gengis_-_Skills.jpg



Gear:
Weapon: Ribcracker 325% ED
Rings: Rares with leech,resis and stuff
Belt: SoE
Helm: Darksight Helm (Ort)
Armour: Fortitude Boneweave
Boots: Wartravs
Ammy: Highlord's

Merc: Azrael the Mighty:
He used a reaper's toll, delirium crown and shaftstop for most of the game. Swapped out for vamp gaze and crescent moon at the ancients and left it that way until the end.


Random Thoughts:

In case you don't realise the name, this char is a tribute to gengis_chuck who was to my knowledge the first one to upgrade a ribcracker and play a fully synergised 2h avenger in the beta. (in SC, though;)) Might have been the first time I noticed the ribcracker which sparked my addiction but I can't say that for sure.

Avengers do a ****load of damage. Seriously o_O 6-10k with most of that doubled due to conviction. Teh shizzle.

Shieldless pallies have a hard time vs the ancients if they're cursed and extra strong. Otherwise it's not so bad.

Single Target characters are no fun. Well, okay, he does a ****load of damage and can kill pretty much everything in one swipe on p1 but targeting with the left mouse button sucks big time.

Iron Maiden is no fun. The chaos sanctuary in NM and Hell was cleared by azrael and corpse explosion from helhel bonehew. Tedious buisness but we live to tell the tale. When I got bored and only a few OKs were left I even did the russian roulette and got lucky... :D

Darksight Helm is probably the strongest item in the game. Not only can I cast CoS when I'm in trouble, the 6% chance to cast DV shut up most ranged attackers. CBF and mana leech as an added bonus. I can't believe nobody uses this.

Fighting 100 ghosts at the same time is great fun. I wasn't exaggerating with the story, I did manage to anger about 5 boss packs at the same time, a couple champs and a few random ghosts on top of that. I couldn't see anything on the screen anymore, so many ghosts were there. Goes to show how strong delirium is.

I definetly won't play a melee single target char again anytime soon. I'm thinking about my bladefury sin now.

Thanks to corpsie for trading me the fortitude, it really pwns, even though he made it in the wrong armour ;)

He found a ****load of uniques and sets, despite wearing only 34% MF. None of them were good, though. But at least there were a lot of them.

I like ribcrackers but I'm not playing another ribcracker paladin. 2 is enough.

Well, this concludes my random thoughts, thanks for reading. This one gets me 2/7 of the way to my 49 guardians, I guess. :) Stay tuned for more guardians sometime in the next months. Fisheh out.
 
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