Originally posted by @Grisu on Mar 25, 2007:
Guardian #2: Tamara, MFing Meteorb sorceress
...not a tournament character this time, but a character built to gain some wealth again after my restart (I included links to screenshots - they might take some time to load --> although they are reduced in quality and in GIF-format, they still are around 280 KB each).
Guardian Tamara (Lv 82 sorceress)
Stats (without/with gear)
Str: 84 (125)
Dex: 156 (194)
Vit: 225 (247)
Ene: 35 (35)
Life: 851
Mana: 293
Def: 1369
Chance to Block: 50%
Resists: 58/75/75/56 (Fire/Cold/Lightning/Poison)
Skills
Fire: Meteor 20, Fireball 20, Fire Mastery 12, Warmth, Fire Bolt, Inferno, Blaze, Fire Wall 1
Fire Ball Damage: 2191-2461
Meteor Damage: 5178-5477
Cold: Frozen Orb 20, Cold Mastery 8, Ice Bolt, Ice Blast, Frost Nova, Glacial Spike, Blizzard 1
Frozen Orb Damage: 295-311
Lightning: Static Field, Telekinesis, Teleport 1
Gear
Primary Switch:
Spirit
Crystal Sword
'TalThulOrtAmn'
One-Hand Damage: 5 to 15
Durability: 20 of 20
Required Strength: 43
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 47
Fingerprint: 0x25d76ebf
+22 to Vitality
+97 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
35% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)
The Ward
Gothic Shield
Defense: 112
Chance to Block: 46%
Durability: 38 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe99f394a
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +36
Secondary Switch:
Gull, Milabrega's Orb
Might Mercenary:
Tal's Mask, Skin of the Flayed One,
Beast Spike
Hyperion Spear
Two-Hand Damage: 140 to 486
Durability: 23 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 48
Spear Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x7bc3083c
+20 to Mana
+301% Enhanced Damage
+13 to Attack Rating
+9 to Maximum Damage
6% Life stolen per hit
Level 3 Stun (24/27 Charges)
versus Bosses I exchanged Tal's and the Spear for Guillaume's Face and Kelpie Snare.
Further Equipment:
MF Equipment:
Chance Guards (40%)
Tancred's Skull+Weird (78%)
War Traveler (42%)
Fortuitous Ring of Fortune (30%)
Nagelring (24%)
with Gull and Milabrega's Orb mentioned above that's a total of 334% MF
Here's the story:
Did Normal and NM on p8 while stopping a bit at NM Andy and Meph for MFing. Among other things I got a HoZ from NM Mephisto (sweeeeet
).
After leveling to around level72 with Baal runs in NM I progressed to Hell. I rushed through Hell at p1 completing all quests, but leaving most of non-boss-packs behind. I spent some time running Mephisto, who seemed to drop worse than in NM, and so I rushed to Diablo, who was much easier to kill than Mephisto. He also did drop way better...(Verdungo's with 14% damage reduction). Act V would have been annoying if I hadn't just teleported right through to the Ancients.
The first roll was already a good one: After a few FOs and some hits from my merc Talic went down, killing my merc with the explosion he caused. Then I seperated Madawc from Korlic and took him down with Fireballs and Meteors. Only annoying thing was that Korlic had Mana Burn and was Cold Immune, so after my merc died I had to run around the plateau and time my Meteors really good. But I managed to bring him down after a couple of minutes.
For Baal's minion waves 4 and 5 I came up with a kind of new strategy: Instead of teleporting around and shooting one Orb after the other, I let my merc stand his ground while switching between my level 3 Glacial Spike and level 22 Frozen Orb. That way he could leech without being hit too often (Glacial Spike at level3 doesn't freeze that long in Hell...
)
Worked out just fine. Baal wasn't a problem, either (at p3), since Kelpie Snare+Guillaume's Face on my might merc proved to be a viable combo. Only useful drop was a Nightsmoke, though.
Oh, and Hellforge Drops were pretty sweet, too:
NM dropped an Um, Hell a Pul.
Conclusion:
Since I've been playing Meteorb builds for quite a long time now, I never really got in danger except for Hell Act V while teleporting through the Act like mad. I used up maybe 50 Full Rejuvs just for teleporting...I think I should improve my tele skills
At first I wasn't sure whether to go max block or vita, but I think I'll stick to max block with this build and give up on the Spirit Monarch I made...maybe an upped Visceratuant or Moser's will suit me well.
And yeah, I was in desperate need of resistances and life, hence the "The Ward" and "Haemosu's" and all those poor charms...
Although I thought that Meteorbs were a very versatile build, I noticed that there were by far more Cold/Fire Immunes as were Lightning/Cold Immunes...so my next sorc might be a CL/FO (after I got my Blizzard sorc through Hell...).
Well, thanks for reading!
Guardian #2: Tamara, MFing Meteorb sorceress
...not a tournament character this time, but a character built to gain some wealth again after my restart (I included links to screenshots - they might take some time to load --> although they are reduced in quality and in GIF-format, they still are around 280 KB each).
Guardian Tamara (Lv 82 sorceress)
Stats (without/with gear)
Str: 84 (125)
Dex: 156 (194)
Vit: 225 (247)
Ene: 35 (35)
Life: 851
Mana: 293
Def: 1369
Chance to Block: 50%
Resists: 58/75/75/56 (Fire/Cold/Lightning/Poison)
Skills
Fire: Meteor 20, Fireball 20, Fire Mastery 12, Warmth, Fire Bolt, Inferno, Blaze, Fire Wall 1
Fire Ball Damage: 2191-2461
Meteor Damage: 5178-5477
Cold: Frozen Orb 20, Cold Mastery 8, Ice Bolt, Ice Blast, Frost Nova, Glacial Spike, Blizzard 1
Frozen Orb Damage: 295-311
Lightning: Static Field, Telekinesis, Teleport 1
Gear
Primary Switch:
Spirit
Crystal Sword
'TalThulOrtAmn'
One-Hand Damage: 5 to 15
Durability: 20 of 20
Required Strength: 43
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 47
Fingerprint: 0x25d76ebf
+22 to Vitality
+97 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
35% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)
The Ward
Gothic Shield
Defense: 112
Chance to Block: 46%
Durability: 38 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe99f394a
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +36
Secondary Switch:
Gull, Milabrega's Orb
Might Mercenary:
Tal's Mask, Skin of the Flayed One,
Beast Spike
Hyperion Spear
Two-Hand Damage: 140 to 486
Durability: 23 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 48
Spear Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x7bc3083c
+20 to Mana
+301% Enhanced Damage
+13 to Attack Rating
+9 to Maximum Damage
6% Life stolen per hit
Level 3 Stun (24/27 Charges)
versus Bosses I exchanged Tal's and the Spear for Guillaume's Face and Kelpie Snare.
Further Equipment:
Rich (BB code):
Haemosu's Adamant
Cuirass
Defense: 699
Durability: 50 of 50
Required Strength: 52
Required Level: 44
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0xa6cffad
+75 to Life
+500 Defense
+35 Defense vs. Missile
+40 Defense vs. Melee
Requirements -20%
Credendum
Mithril Coil
Defense: 109
Durability: 16 of 16
Required Strength: 106
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xaae9cb3e
+10 to Strength
+10 to Dexterity
+50 Defense
All Resistances +15
Magefist
Light Gauntlets
Defense: 24
Durability: 17 of 18
Required Strength: 45
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 34
Fingerprint: 0xda0d7f50
+22% Enhanced Defense
Regenerate Mana 25%
+10 Defense
Adds 1-6 fire damage
20% Faster Cast Rate
+1 to Fire Skills
Natalya's Soul
Mesh Boots
Defense: 160
Durability: 66 of 66
Required Strength: 65
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x576ba41f
+117 Defense
Lightning Resist +18%
Cold Resist +23%
+50 Maximum Durability
40% Faster Run/Walk
Heal Stamina Plus 20% (Based on Character Level)
Natalya's Totem
Grim Helm
Defense: 217
Durability: 39 of 40
Required Strength: 58
Required Level: 59
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xa9c24d46
+19 to Strength
+28 to Dexterity
+155 Defense
Magic Damage Reduced by 3
All Resistances +18
Chromatic Amulet of Thawing
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xc22a0410
All Resistances +27
Half Freeze Duration
Beast Knot
Ring
Required Level: 48
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x8e81f30a
+5 to Life
+41 to Attack Rating
Damage Reduced by 1
All Resistances +9
8% Better Chance of Getting Magic Items
Scintillating Ring
Required Level: 59
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x5f7b218d
All Resistances +12
Amber Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x42d27e63
+18 to Life
Lightning Resist +15%
Large Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 50
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x29d2ba3
+29 to Life
Large Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 50
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x7429dbda
+30 to Life
Fiery Large Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x121c9237
+34 to Life
Adds 1-3 fire damage
Ocher Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xf7404108
+7 to Life
Lightning Resist +7%
Jade Small Charm of Greed
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 43
Fingerprint: 0x25ba79a4
Poison Resist +9%
6% Extra Gold from Monsters
Crimson Small Charm
Keep in Inventory to Gain Bonus
Item Version: 1.10+ Expansion
Item Level: 13
Fingerprint: 0xfaba493f
Fire Resist +4%
Azure Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 16
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x4ac3b018
+2 to Strength
Cold Resist +4%
Cobalt Small Charm
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xce26fc77
Cold Resist +9%
Russet Small Charm
Keep in Inventory to Gain Bonus
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 31
Fingerprint: 0xea0fd6f1
Fire Resist +7%
MF Equipment:
Chance Guards (40%)
Tancred's Skull+Weird (78%)
War Traveler (42%)
Fortuitous Ring of Fortune (30%)
Nagelring (24%)
with Gull and Milabrega's Orb mentioned above that's a total of 334% MF
Here's the story:
Did Normal and NM on p8 while stopping a bit at NM Andy and Meph for MFing. Among other things I got a HoZ from NM Mephisto (sweeeeet

After leveling to around level72 with Baal runs in NM I progressed to Hell. I rushed through Hell at p1 completing all quests, but leaving most of non-boss-packs behind. I spent some time running Mephisto, who seemed to drop worse than in NM, and so I rushed to Diablo, who was much easier to kill than Mephisto. He also did drop way better...(Verdungo's with 14% damage reduction). Act V would have been annoying if I hadn't just teleported right through to the Ancients.
The first roll was already a good one: After a few FOs and some hits from my merc Talic went down, killing my merc with the explosion he caused. Then I seperated Madawc from Korlic and took him down with Fireballs and Meteors. Only annoying thing was that Korlic had Mana Burn and was Cold Immune, so after my merc died I had to run around the plateau and time my Meteors really good. But I managed to bring him down after a couple of minutes.
For Baal's minion waves 4 and 5 I came up with a kind of new strategy: Instead of teleporting around and shooting one Orb after the other, I let my merc stand his ground while switching between my level 3 Glacial Spike and level 22 Frozen Orb. That way he could leech without being hit too often (Glacial Spike at level3 doesn't freeze that long in Hell...

Worked out just fine. Baal wasn't a problem, either (at p3), since Kelpie Snare+Guillaume's Face on my might merc proved to be a viable combo. Only useful drop was a Nightsmoke, though.
Oh, and Hellforge Drops were pretty sweet, too:
NM dropped an Um, Hell a Pul.
Conclusion:
Since I've been playing Meteorb builds for quite a long time now, I never really got in danger except for Hell Act V while teleporting through the Act like mad. I used up maybe 50 Full Rejuvs just for teleporting...I think I should improve my tele skills

At first I wasn't sure whether to go max block or vita, but I think I'll stick to max block with this build and give up on the Spirit Monarch I made...maybe an upped Visceratuant or Moser's will suit me well.
And yeah, I was in desperate need of resistances and life, hence the "The Ward" and "Haemosu's" and all those poor charms...
Although I thought that Meteorbs were a very versatile build, I noticed that there were by far more Cold/Fire Immunes as were Lightning/Cold Immunes...so my next sorc might be a CL/FO (after I got my Blizzard sorc through Hell...).
Well, thanks for reading!
