Matriarch/Patriarch/Guardian Archive Thread

Originally posted by Grape on Jul 18, 2016:

Patriarch Germanicus - 3 FPA Wolfbarb with elemental damage

Some forewords

Somewhere in the middle of endless Travi runs I picked up yet another SC with some lightning dmg on it. "The hell I keep these for anyway", I thought to myself. Stashed it away, anyway, but started to wonder what could I possibly build around those. Soon enough I was gathering the best of my elemental dmg charms, putting them aside to an one mule char. "Not a bad collection, would be fun to use these even once"

Having some experience with Wolfbarbs way back from Bnet years, I know how powerful and durable melee chars those can be. When I remembered that these can achieve ridiculous speed with Gris Caddy, I thought that could be a fun way to carry out that elemental damage to its fullest potential. I did little bit checking around if anyone at SPF had done that before, and it looked like at least the ones in the Mat/Pat/Guardian collection were built more like ordinary melee chars.

That was the last incentive I needed to start building a such char. I wanted to go even further and decided that every gear slot possible was to be used to get some elemental damage. Would be cool to use some less used items for a change.

So, how it looks like?

LCS:
1585441641656.png

Not too shabby I guess, considering how fast this puppy slams!

Items I slashed away with:

Code:
Weapon: Griswold's Redemption with 4 x Shaels
Shield: Tiamat's Rebuke
Armor: Spirit Forge
Helm: Wolfhowl
Amulet: The Rising Sun
Gloves: Lava Gout
Belt: Snowclash
Boots: Infernostride
Rings: Raven Frost/Rare with AR/Mana Leech/Dex/little lightning damage
Switch: +3 BO CtA/HotO

All available sockets filled with Jewels giving more elemental damage
Whole inventory filled with different elemental damage charms + Cube

Might mercenary with:
'Infinity' in an eth 1.07 GPA
'Fortitude' in an eth bug Scrab Husk
Regular Vampire Gaze

GoMule dumps:

Dividing this with one part being the inventory (as these charms kind of inspired the whole character), and then the rest

Charms:
Code:
Glowing Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x33946b55
Item Level: 85
Version: Expansion 1.10+
Adds 2 - 38 Lightning Damage

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0x72b01634
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 41 Lightning Damage

Fine Small Charm of the Glacier
Small Charm
Required Level: 25
Fingerprint: 0xb68bb3b4
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+10 to Attack Rating
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)

Arcing Small Charm of Vita
Small Charm
Required Level: 57
Fingerprint: 0xbb6cae6e
Item Level: 86
Version: Expansion 1.10+
Adds 1 - 26 Lightning Damage
+17 to Life

Fine Small Charm of Winter
Small Charm
Required Level: 38
Fingerprint: 0x6df802b3
Item Level: 62
Version: Expansion 1.10+
+1 to Maximum Damage
+20 to Attack Rating
Adds 4 - 9 Cold Damage Over 1 Secs (25 Frames)

Fine Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x97aadde9
Item Level: 85
Version: Expansion 1.10+
+2 to Maximum Damage
+15 to Attack Rating
Adds 1 - 27 Lightning Damage

Glowing Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x2377b3ad
Item Level: 79
Version: Expansion 1.10+
Adds 2 - 46 Lightning Damage

Shivering Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x66e5cac2
Item Level: 85
Version: Expansion 1.10+
Adds 3 - 7 Cold Damage Over 1 Secs (25 Frames)
+19 to Life

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0xc79016b2
Item Level: 88
Version: Expansion 1.10+
Adds 1 - 40 Lightning Damage

Fine Small Charm of the Glacier
Small Charm
Required Level: 25
Fingerprint: 0x9f66f765
Item Level: 88
Version: Expansion 1.10+
+3 to Maximum Damage
+14 to Attack Rating
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)

Boreal Small Charm of Flame
Small Charm
Required Level: 58
Fingerprint: 0x5421dfa0
Item Level: 83
Version: Expansion 1.10+
Adds 1 - 2 Fire Damage
Adds 6 - 12 Cold Damage Over 1 Secs (25 Frames)

Boreal Small Charm of Dexterity
Small Charm
Required Level: 58
Fingerprint: 0x5f1ebd9c
Item Level: 85
Version: Expansion 1.10+
Adds 6 - 14 Cold Damage Over 1 Secs (25 Frames)
+1 to Dexterity

Boreal Small Charm of Inertia
Small Charm
Required Level: 58
Fingerprint: 0x423799ed
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
Adds 7 - 13 Cold Damage Over 1 Secs (25 Frames)

Boreal Small Charm of Inertia
Small Charm
Required Level: 58
Fingerprint: 0x4325fd61
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
Adds 7 - 9 Cold Damage Over 1 Secs (25 Frames)

Arcing Small Charm of Fortune
Small Charm
Required Level: 57
Fingerprint: 0x3bda3707
Item Level: 88
Version: Expansion 1.10+
Adds 1 - 40 Lightning Damage
5% Better Chance of Getting Magic Items

Boreal Small Charm of Storms
Small Charm
Required Level: 58
Fingerprint: 0x8baaef1
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 22 Lightning Damage
Adds 7 - 12 Cold Damage Over 1 Secs (25 Frames)

Shocking Large Charm
Large Charm
Required Level: 60
Fingerprint: 0x7b6a2820
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 89 Lightning Damage

Shivering Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x881bc668
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 28 Lightning Damage
Adds 3 - 8 Cold Damage Over 1 Secs (25 Frames)

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0x9b60069b
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 40 Lightning Damage

Fine Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xa6f64602
Item Level: 85
Version: Expansion 1.10+
+2 to Maximum Damage
+12 to Attack Rating
Adds 1 - 28 Lightning Damage

Smoking Small Charm of Vita
Small Charm
Required Level: 56
Fingerprint: 0xdb860649
Item Level: 80
Version: Expansion 1.10+
Adds 6 - 16 Fire Damage
+20 to Life

Boreal Small Charm of Vita
Small Charm
Required Level: 58
Fingerprint: 0x52dafc4d
Item Level: 80
Version: Expansion 1.10+
Adds 7 - 9 Cold Damage Over 1 Secs (25 Frames)
+19 to Life

Arcing Small Charm of Storms
Small Charm
Required Level: 57
Fingerprint: 0x329dd933
Item Level: 85
Version: Expansion 1.10+
Adds 2 - 60 Lightning Damage

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0xfc26f36a
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 39 Lightning Damage

Arcing Small Charm of Shock
Small Charm
Required Level: 57
Fingerprint: 0xf0eea239
Item Level: 79
Version: Expansion 1.10+
Adds 2 - 45 Lightning Damage

Sapphire Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x9268211
Item Level: 88
Version: Expansion 1.10+
Adds 1 - 28 Lightning Damage
Cold Resist +11%

Lapis Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0x6daa1c14
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 28 Lightning Damage
Cold Resist +6%

Fine Small Charm of the Icicle
Small Charm
Required Level: 21
Fingerprint: 0xda24c520
Item Level: 85
Version: Expansion 1.10+
+2 to Maximum Damage
+19 to Attack Rating
Adds 2 - 3 Cold Damage Over 1 Secs (25 Frames)

Arcing Small Charm
Small Charm
Required Level: 57
Fingerprint: 0xbf6cedef
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 38 Lightning Damage

Arcing Small Charm of Good Luck
Small Charm
Required Level: 57
Fingerprint: 0xcc07b8cd
Item Level: 88
Version: Expansion 1.10+
Adds 1 - 40 Lightning Damage
6% Better Chance of Getting Magic Items

Coral Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xb135830d
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 20 Lightning Damage
Lightning Resist +9%

Shocking Large Charm of Greed
Large Charm
Required Level: 60
Fingerprint: 0xed299eaa
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 84 Lightning Damage
6% Extra Gold from Monsters

Arcing Small Charm of Vita
Small Charm
Required Level: 57
Fingerprint: 0xb789d079
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 30 Lightning Damage
+20 to Life

Horadric Cube
Fingerprint: 0x7558920a
Item Level: 13
Version: Expansion 1.10+

Smoking Small Charm of Storms
Small Charm
Required Level: 56
Fingerprint: 0x55f97bb2
Item Level: 85
Version: Expansion 1.10+
Adds 7 - 11 Fire Damage
Adds 1 - 24 Lightning Damage


The rest:
Code:
Name:       Germanicus
Class:      Barbarian
Experience: 981340340
Level:      84

            Naked/Gear
Strength:   95/120
Dexterity:  20/67
Vitality:   385/400
Energy:     10/10
HP:         1721/1921
Mana:       93/133
Stamina:    535/535
Defense:    5/1316
AR:         85/724

Fire:       137/97/37
Cold:       103/63/3
Lightning:  136/96/36
Poison:     78/38/-22

MF:         11       Block:      13
GF:         59
FR/W:       26
FHR:        0
IAS:        140
FCR:        0

Bash: 0/0
Leap: 0/0
Double Swing: 0/0
Stun: 0/0
Double Throw: 0/0
Leap Attack: 0/0
Concentrate: 0/0
Frenzy: 0/0
Whirlwind: 0/0
Berserk: 0/0

Sword Mastery: 0/0
Axe Mastery: 0/0
Mace Mastery: 20/20
Pole Arm Mastery: 0/0
Throwing Mastery: 0/0
Spear Mastery: 0/0
Increased Stamina: 1/1
Iron Skin: 6/6
Increased Speed: 12/12
Natural Resistance: 12/12

Howl: 1/4
Find Potion: 0/0
Taunt: 0/0
Shout: 20/23
Find Item: 0/0
Battle Cry: 0/0
Battle Orders: 20/23
Grim Ward: 0/0
War Cry: 0/0
Battle Command: 1/4

Wolfhowl
Fury Visor
Defense: 345
Durability: 35 of 35
Required Level: 79
Required Strength: 110
Fingerprint: 0x6c57e9fd
Item Level: 94
Version: Expansion 1.10+
+3 to Warcry Skills (Barbarian Only)
Adds 1 - 69 Lightning Damage
+6 to Feral Rage
+5 to Lycanthropy
+6 to Werewolf
+129% Enhanced Defense
+10 to Strength
+14 to Dexterity
+15 to Vitality
Lightning Resist +25%
Level 15 Summon Dire Wolf (18/18 Charges)
Requirements -15%
1 Sockets (1 used)
Socketed: Doom Eye

Doom Eye
Jewel
Required Level: 49
Fingerprint: 0xde99bd2c
Item Level: 86
Version: Expansion 1.10+
Adds 1 - 69 Lightning Damage
+2 to Dexterity
Lightning Resist +25%
Requirements -15%

The Rising Sun
Amulet
Required Level: 65
Fingerprint: 0x9d3c8e20
Item Level: 94
Version: Expansion 1.10+
2% Chance to cast level 18 Meteor when struck
+2 to Fire Skills
Adds 24 - 48 Fire Damage
Replenish Life +10
+63 Absorbs Fire Damage (Based on Character Level)
+4 to Light Radius

Spirit Forge
Linked Mail
Defense: 442
Durability: 26 of 26
Required Level: 49
Required Strength: 74
Fingerprint: 0xd5d6f106
Item Level: 88
Version: Expansion 1.10+
Adds 20 - 65 Fire Damage
Adds 2 - 173 Lightning Damage
+156% Enhanced Defense
+15 to Strength
+105 to Life (Based on Character Level)
All Resistances +13
Lightning Resist +24%
Fire Resist +5%
+4 to Light Radius
2 Sockets (2 used)
Socketed: Ambergris Jewel of Thunder
Socketed: Scintillating Jewel of Thunder

Ambergris Jewel of Thunder
Jewel
Required Level: 49
Fingerprint: 0x7988e984
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 87 Lightning Damage
Lightning Resist +24%

Scintillating Jewel of Thunder
Jewel
Required Level: 49
Fingerprint: 0x1cc9978
Item Level: 85
Version: Expansion 1.10+
Adds 1 - 86 Lightning Damage
Cold Resist +13%
Lightning Resist +13%
Fire Resist +13%
Poison Resist +13%

Infernostride
Demonhide Boots
Defense: 105
Durability: 12 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0x7c6f5fd6
Item Level: 88
Version: Expansion 1.10+
5% Chance to cast level 8 Blaze when struck
+20% Faster Run/Walk
Adds 12 - 33 Fire Damage
+150% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
53% Extra Gold from Monsters
+2 to Light Radius

Lava Gout
Battle Gauntlets
Defense: 141
Durability: 38 of 38
Required Level: 42
Required Strength: 88
Fingerprint: 0x7e7a2ec1
Item Level: 87
Version: Expansion 1.10+
2% Chance to cast level 10 Enchant on striking
+20% Increased Attack Speed
Adds 13 - 46 Fire Damage
+195% Enhanced Defense
Fire Resist +24%
Half Freeze Duration
+20 Maximum Durability

Snowclash
Battle Belt
Defense: 104
Durability: 18 of 18
Required Level: 42
Required Strength: 88
Fingerprint: 0x2d38de02
Item Level: 88
Version: Expansion 1.10+
5% Chance to cast level 17 Blizzard when struck
Adds 13 - 21 Cold Damage Over 3 Secs (75 Frames)
+2 to Chilling Armor (Sorceress Only)
+2 to Blizzard (Sorceress Only)
+3 to Glacial Spike (Sorceress Only)
+142% Enhanced Defense
+15% to Maximum Cold Resist
+15 Cold Absorb


Raven Frost
Ring
Required Level: 45
Fingerprint: 0xbb9186a8
Item Level: 88
Version: Expansion 1.10+
+231 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

Eagle Gyre
Ring
Required Level: 48
Fingerprint: 0x10524ae0
Item Level: 80
Version: Expansion 1.10+
+83 to Attack Rating
Adds 1 - 11 Lightning Damage
3% Mana stolen per hit
+12 to Dexterity
Cold Resist +8%


Call to Arms
Crystal Sword
AmnRalMalIstOhm
One Hand Damage: 18 - 55
Durability: 20 of 20
Required Level: 57
Required Strength: 43
Fingerprint: 0x9d9b0087
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
271% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+6 to Battle Command
+4 to Battle Orders
+4 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

Heart of the Oak
Flail
KoVexPulThul
One Hand Damage: 1 - 24
Durability: 30 of 30
Required Level: 55
Required Strength: 41
Required Dexterity: 35
Fingerprint: 0x81d4e4f6
Item Level: 85
Version: Expansion 1.10+
+3 to All Skills
+40% Faster Cast Rate
+75% Damage to Demons
+100 to Attack Rating against Demons
+150% Damage to Undead
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
7% Mana stolen per hit
+10 to Dexterity
Replenish Life +20
Increase Maximum Mana 15%
All Resistances +36
Level 4 Oak Sage (25/25 Charges)
Level 14 Raven (60/60 Charges)
4 Sockets (4 used)
Socketed: Ko Rune
Socketed: Vex Rune
Socketed: Pul Rune
Socketed: Thul Rune

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

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

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

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

Griswold's Redemption
Caduceus
One Hand Damage: 392 - 457
Durability: 65 of 70
Required Level: 66
Required Strength: 63
Required Dexterity: 45
Fingerprint: 0x76a388fc
Item Level: 86
Version: Expansion 1.10+
+120% Increased Attack Speed
227% Enhanced Damage
+350% Damage to Undead
Requirements -20%
Set (2 items): +2 to Combat Skills (Paladin Only)
Set (3 items): Adds 10 - 20 Damage
Set (4 items): Adds 10 - 20 Damage
4 Sockets (4 used)
Socketed: Shael Rune
Socketed: Shael Rune
Socketed: Shael Rune
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

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

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

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

Tiamat's Rebuke
Dragon Shield
Defense: 163
Chance to Block: 0
Durability: 116 of 116
Required Level: 58
Required Strength: 91
Fingerprint: 0x419cee5b
Item Level: 85
Version: Expansion 1.10+
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
38% Enhanced Damage
Adds 35 - 95 Fire Damage
Adds 2 - 209 Lightning Damage
Adds 27 - 53 Cold Damage Over 6 Secs (150 Frames)
+140% Enhanced Defense
All Resistances +35
+40 Maximum Durability
1 Sockets (1 used)
Socketed: Ruby Jewel of Thunder

Ruby Jewel of Thunder
Jewel
Required Level: 58
Fingerprint: 0x3dcaa5c0
Item Level: 80
Version: Expansion 1.10+
38% Enhanced Damage
Adds 1 - 89 Lightning Damage

Mercenary:

Name:       Haseen
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 72002728
Level:      84
Dead?:      false

            Naked/Gear
Strength:   184/184
Dexterity:  148/148
HP:         1727/1821
Defense:    1274/4703
AR:         1898/1898

Fire:       174/134/74
Cold:       174/134/74
Lightning:  174/134/74
Poison:    174/134/74

Vampire Gaze
Grim Helm
Defense: 252
Durability: 25 of 40
Required Level: 41
Required Strength: 58
Fingerprint: 0xc267103f
Item Level: 94
Version: Expansion 1.10+
Adds 6 - 22 Cold Damage Over 4 Secs (100 Frames)
8% Mana stolen per hit
7% Life stolen per hit
+100% Enhanced Defense
15% Slower Stamina Drain
Damage Reduced by 19%
Magic Damage Reduced by 15


Fortitude
Scarab Husk
ElSolDolLo
Defense: 3177
Durability: 15 of 15
Required Level: 59
Required Strength: 85
Fingerprint: 0xbd9cf828
Item Level: 81
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
+94 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
Ethereal
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
Great Poleaxe
BerMalBerIst
Two Hand Damage: 311 - 858
Durability: 28 of 28
Required Level: 63
Required Strength: 169
Required Dexterity: 89
Fingerprint: 0x3babb97c
Item Level: 87
Version: Expansion
50% Chance to cast level 20 Chain Lightning when you Kill an Enemy
Level 12 Conviction Aura When Equipped
+35% Faster Run/Walk
352% Enhanced Damage
-48% 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

I haven't calculated my elemental damages, but it was enough to cruise trough the Hell with pretty much no problems.

Game play:

I don't remember my exact twinking in the norm anymore, so it must've been something pretty ordinary. After level 31 I equipped Ribcracker. And then later the upped version. I played as a WW/Zerk Barb until Wolfhowl became available. Level 79 was reached after some NM Baals and a few Hell Pit runs. Until that I used some normal melee charms. WW/Zerk Barb with upped Ribcracker and some normal melee gear is a very strong character, btw.

I broke my speed record with NM (apart maybe some sorcs may have done it faster, don't know). Not that I usually clock my casual questing, but this time it was obvious. I muled bunch of amulets and circlet with teleport charges. Put some fcr gear on switch (I think it was dual Spirit swords, at least. Enough money for repairing a lot, Insight on merc. I did the whole NM in under one hour. Could've been probably faster but I occasionally killed some boss packs.

Hell was done with /players 3, apart from Act 4, which was down to /players 1.

Screenshots:
1585441540988.png
Homelands and my Barbarian brothers. What a gang!

1585441526576.png
First shot after equipping the final gear. Realized I have quite a lots of different chance to cast effects to keep me amused. Especially Blaze was funny to play with as I ran quite fast with Feral Rage charged-up and I even put quite some points into Increased Speed.

1585441504621.png
Yeah. :D

1585441490578.png
Probably the first fight that I had to be a little bit more careful. Councils were really really easy. The room next to us had a Boss pack and dolls were charging in all the time. And maulers seem to have quite a lots of hit points, or have good resistances, maybe both.

1585441480303.png
Hey c'mon, do you think that is a fair way to fight? Act 4 was pretty uneventful. I also cruised through the Act 5 also to this point with quite the ease. Sirens can keep you on your toes though, keeping you amplified and all.

1585441471378.png
Ancients were easy too. I used maybe couple of juvs, just to get little bit re-fill, nothing dangerous. They could pack a bunch if I tried to take them all at the same time, but with my running speed it was easy to make some little separation now and then.

1585441461992.png
Welcome to the Throne of Destruction! For a while I thought these were going to kill me. I even managed to get trapped in the corner while running around these. In the end I survived with half the belt of full rejuvs gone.

1585441440445.png
This was the fight I was little afraid of. I had no means of proper crowd control, and my leech was not that huge thanks to not that bigh of a physical damage. They turned out to be not that bad. Just a little bit of running around and hits in between took care of them. Survived without deaths, then. Dying would've been a little bit of embarrassing with that high life and not that high players settings...

Afterwords

It was funny to do something little bit extraordinary for a while. Especially amusing were all the ctc effects with really out of hands attacking speed. I also enjoy characters that can move fast. It was also nice that there was nothing immune to you, or no need to rely on amp/decrep to trigger or use some weaker back-up attack.

Not that it was a huge downside, especially cause questing with this character was pretty fast, but Wolfbarbs in general are quite single dimensional. Not a lot to do until you want to re-shift to human-form. Now it's click and hold, or click click click... Single trick really. Apart from maybe re-positioning yourself now and then when the situation calls for that. But all in all this was still pretty decent fun!

I also liked the idea of using some items I think I had never even used before. I'm definitely going to look for some unused options for some of my future characters as well.

Thanks for reading! Comments and questions are welcome!
 
Originally posted by Jason Maher on Aug 6, 2010:

Patriarch Kyne: 'Ice' Sept #1 - Bowbarian

The story: in order to convince Smips to send me his lovely 'Ice' Diamond Bow in his goodbye giveaway, I said I would make a sept with it. And here is the firts of my 7 bow-wielding toons. I decided to start with the tough ones first, and the Barbarian is the toughest: no skills that directly enhance the bow damage, and no summons. Surprisingly, even on Hell difficulty, this character rocked and had very little difficulty and killed things reasonably quickly. Admittedly I was only on p1, but I expected to have a hard time killing anything in Hell A5, and that didn't eventuate.

So, first off, here is the beauty that made it all possible (with a very big THANK YOU to smips, if he's stil lurking around):

Code:
Ice
Superior Diamond Bow
'AmnShaelJahLo'
Two-Hand Damage: 102 to 124
Required Dexterity: 132
Required Strength: 89
Required Level: 65
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xfcd919d4
+200% Enhanced Damage
+12% Enhanced Damage
+1 to Attack Rating
7% Life stolen per hit
20% Increased Attack Speed
Ignore Target Defense
20% Deadly Strike
Level 18 Holy Freeze Aura When Equipped
25% Chance to cast Level 22 Frost Nova on striking
100% Chance to cast Level 40 Blizzard When You Level Up
259% Extra Gold (Based on Character Level)
+30% to Cold Skill Damage
-20% to Enemy Cold Resistance
Socketed (4: 4 used)
I used a 1.09 Raven Claw until level 65 (which was reached by re-running normal Baal many, many times).

I had a stack of fun playing this character, and was pleasantly surprised to find that a Bowbarian can actually be viable in Hell. And given that the other character classes have extra strings to their bow (oh yes, I did) that the Barb doesn't (i.e they all have skills that can enhance bow damage), I think I'm going to enjoy finishing off this sept.

Now for the nitty gritty:

Kyne
Level 83

Damage: 920-1601 @11 frames
AR: 1795
Life: 1039/2057
Mana: /261
Defense: /12051

Strength: 89/115
Dexterity: 206/248
Vitality: 205
Energy: 10

Resists (F/C/L/P): 58/75/75/58 (with 15% fire absorb and 20% cold absorb)

Skills:

1(3) - Increased Stamina
8(10) - Increased Speed <- rest here
20(22) - Iron Skin
20(22) - Natural Resistance

1(3) - Howl
1(3) - Taunt
1(3) - Battle Command
1(3) - War Cry
20(22) - Shout
20(22) - Battle Orders
1(3) - Battle Command

I basically went for maxing all the safety skills, as there wasn't much else to do. I wonder has anyone maxed Iron Skin and Natural Resistance before?

Gear:

- Guillaumes Face 'Um'
- 'Ice' Diamond Bow
- 'Harmony' Diamond Bow (switch)
- 'Duress' Dusk Shroud
- Highlord's Wrath
- Dracul's Grasp
- Razortail
- Gore Rider
- Dwarf Star
- Raven Frost
- bunch of +Max Damage/+AR charms and resist charms

Moron - Might
- The Reaper's Toll
- Guillaume's Face
- 'Treachery' Mage Plate

This gave me a total of 65% CB, 43% OW, and 61% DS. This was deliberate design on my part. These mods (along with the 33% pierce from Razortail) are what made the character viable in hell. I know ranged CB only does 12.5% damage, but it still makes a big difference. The moron also had 35% CB and 48% DS.

I actually switched the armours (Treachery and Duress) between my character and moron a few times. In the end I decided he got more benefit from the resists and DR from Fade, and I only shot 1 frame slower using Duress, while benefiting greatly from its (very) tasty mods. Plus, if I was going to bother pumping Iron Skin and Shout, I may as well use a 1k+ base armour.

Pumping Natural Resistance allowed me to use a lot of damage/AR charms instead of having to stack the backpack full of resist charms.

Readouts:
Code:
Gore Rider
War Boots
Defense: 157
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xfdf7a49e
+20 to Maximum Stamina
+192% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Shimmering Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8cd3e4c9
All Resistances +15

Sharp Grand Charm of Frost
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xa9e73f5b
+65 to Attack Rating
+8 to Maximum Damage
Adds 1-2 cold damage over 1 seconds

Sharp Grand Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 38
Fingerprint: 0x24fe62b0
+5 to Dexterity
+59 to Attack Rating
+7 to Maximum Damage

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xe56fedc2
+12 to Attack Rating
+3 to Maximum Damage

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 43
Fingerprint: 0xd8428522
+14 to Attack Rating
+3 to Maximum Damage

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x94e362ab
+16 to Attack Rating
+3 to Maximum Damage

Razortail
Sharkskin Belt
Defense: 100
Durability: 14 of 14
Required Strength: 20
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x633a4b6d
+15 to Dexterity
+131% Enhanced Defense
+10 to Maximum Damage
+15 Defense
Piercing Attack [33]
Attacker Takes Damage of 83 (Based on Character Level)

Sharp Grand Charm of Craftmanship
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 36
Fingerprint: 0xc3b4f610
+64 to Attack Rating
+10 to Maximum Damage

Amber Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xa78981c7
+2 to Dexterity
Lightning Resist +10%

Dracul's Grasp
Vampirebone Gloves
Defense: 141
Durability: 14 of 14
Required Strength: 50
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x490c3b6a
+11 to Strength
+114% Enhanced Defense
10% Life stolen per hit
+8 Life after each Kill
25% Chance of Open Wounds
5% Chance to cast Level 10 Life Tap on striking

Duress
Dusk Shroud
'ShaelUmThul'
Defense: 1177
Durability: 20 of 20
Required Strength: 77
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x80998933
+175% Enhanced Defense
+18% Enhanced Damage
Fire Resist +15%
Lightning Resist +15%
Cold Resist +45%
Poison Resist +15%
Adds 37-133 cold damage over 2 seconds
40% Faster Hit Recovery
33% Chance of Open Wounds
15% Chance of Crushing Blow
-20% Slower Stamina Drain
Socketed (3: 3 used)

Shael Rune
Inserted into a Dusk Shroud

20% Faster Hit Recovery

Required Level: 29
Item Version: 1.10+ Expansion

Um Rune
Inserted into a Dusk Shroud

All Resistances +15

Required Level: 47
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Dusk Shroud

Cold Resist +30%

Required Level: 23
Item Version: 1.10+ Expansion

Highlord's Wrath
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xa818965a
Lightning Resist +35%
Adds 1-30 lightning damage
20% Increased Attack Speed
+1 to All Skill Levels
Attacker Takes Lightning Damage of 15
31% Deadly Strike (Based on Character Level)

Guillaume's Face
Winged Helm
'Um'
Defense: 217
Durability: 40 of 40
Required Strength: 115
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x18eae8ea
+15 to Strength
+120% Enhanced Defense
All Resistances +15
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
Socketed (1: 1 used)

Um Rune
Inserted into a Winged Helm

All Resistances +15

Required Level: 47
Item Version: 1.10+ Expansion

Dwarf Star
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xe323454d
+40 to Life
+40 to Maximum Stamina
Heal Stamina Plus 15%
Magic Damage Reduced by 15
100% Extra Gold from Monsters
15% Fire Absorb

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 73
Fingerprint: 0x9a9a1ba1
+20 to Dexterity
+40 to Mana
+218 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Sharp Large Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa3f4b3d6
+45 to Attack Rating
+4 to Maximum Damage
Adds 1-36 lightning damage

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x24058d35
+19 to Attack Rating
+3 to Maximum Damage

Shimmering Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x32467b1
All Resistances +15

Harmony
Superior Diamond Bow
'TirIthSolKo'
Two-Hand Damage: 123 to 148
Required Dexterity: 132
Required Strength: 89
Required Level: 54
Bow Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x52432fb5
+10 to Dexterity
+233% Enhanced Damage
+15% Enhanced Damage
+3 to Attack Rating
+9 to Minimum Damage
+9 to Maximum Damage
Regenerate Mana 20%
Adds 55-160 fire damage
Adds 55-160 lightning damage
Adds 55-160 cold damage over 4 seconds
+2 to Light Radius
+6 to Valkyrie
+2 to Mana After Each Kill
Level 10 Vigor Aura When Equipped
Level 20 Revive (25/25 Charges)
Socketed (4: 4 used)

Tir Rune
Inserted into a Diamond Bow

+2 to Mana After Each Kill

Required Level: 13
Item Version: 1.10+ Expansion

Ith Rune
Inserted into a Diamond Bow

+9 to Maximum Damage

Required Level: 15
Item Version: 1.10+ Expansion

Sol Rune
Inserted into a Diamond Bow

+9 to Minimum Damage

Required Level: 27
Item Version: 1.10+ Expansion

Ko Rune
Inserted into a Diamond Bow

+10 to Dexterity

Required Level: 39
Item Version: 1.10+ Expansion

Sharp Grand Charm of Flame
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x82dadb
+57 to Attack Rating
+7 to Maximum Damage
Adds 1-2 fire damage

Ice
Superior Diamond Bow
'AmnShaelJahLo'
Two-Hand Damage: 102 to 124
Required Dexterity: 132
Required Strength: 89
Required Level: 65
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xfcd919d4
+200% Enhanced Damage
+12% Enhanced Damage
+1 to Attack Rating
7% Life stolen per hit
20% Increased Attack Speed
Ignore Target Defense
20% Deadly Strike
Level 18 Holy Freeze Aura When Equipped
25% Chance to cast Level 22 Frost Nova on striking
100% Chance to cast Level 40 Blizzard When You Level Up
259% Extra Gold (Based on Character Level)
+30% to Cold Skill Damage
-20% to Enemy Cold Resistance
Socketed (4: 4 used)

Amn Rune
Inserted into a Diamond Bow

7% Life stolen per hit

Required Level: 25
Item Version: 1.10+ Expansion

Shael Rune
Inserted into a Diamond Bow

20% Increased Attack Speed

Required Level: 29
Item Version: 1.10+ Expansion

Jah Rune
Inserted into a Diamond Bow

Ignore Target Defense

Required Level: 65
Item Version: 1.10+ Expansion

Lo Rune
Inserted into a Diamond Bow

20% Deadly Strike

Required Level: 59
Item Version: 1.10+ Expansion

Mercenary Items : 

Treachery
Mage Plate
'ShaelThulLem'
Defense: 225
Durability: 59 of 60
Required Strength: 55
Required Level: 43
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd46b410
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)

Shael Rune
Inserted into a Mage Plate

20% Faster Hit Recovery

Required Level: 29
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Mage Plate

Cold Resist +30%

Required Level: 23
Item Version: 1.10+ Expansion

Lem Rune
Inserted into a Mage Plate

50% Extra Gold from Monsters

Required Level: 43
Item Version: 1.10+ Expansion

Guillaume's Face
Winged Helm
Defense: 217
Durability: 21 of 40
Required Strength: 115
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xe20409ef
+15 to Strength
+120% Enhanced Defense
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike

The Reaper's Toll
Thresher
Two-Hand Damage: 40 to 475
Durability: 36 of 65
Required Dexterity: 89
Required Strength: 114
Required Level: 75
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x4808a922
+237% Enhanced Damage
Adds 4-44 cold damage over 2 seconds
15% Life stolen per hit
Requirements -25%
Ignore Target Defense
33% Deadly Strike
33% Chance to cast Level 1 Decrepify on striking
 
Originally posted by Kedali on Aug 1, 2006:

Patriarch TheKingOfClubs

Name: TheKingOfClubs
Class: Barbarian
Level: 80

Stats:

Str: 440/485
Dex: 20/70
Vit: 25 :shocked:

Life: 704/1499
Mana: 141/300

Resists:
Cold: 69
Fire: 75
Light: 75
Pois: 75

Skills:

20 - BO, Mace Mastery, Whirlwind
10 - War cry, shout (rest go into this)
1 point in all masteries, all weapon skills besides the double/throw line, and all war cries besides the find potion line

Damage:
Whirlwind: 3024 - 5178
Concentrate: 3368 - 5696
Berserk: 3449 - 5818

Gear:

Full IK set
Angelic amulet/ring
20/249 raven
Dual heartcarver on switch

Charms: 1 Masteries/life, 1 war cries, gheeds, of vita small charms, steel large/grand charms

Notable finds - Pul from nm hellforge, Um from hell hellforge, elemental/goldfind gc

This character was a blast to play. I decided to go the titan route since IK barbs are usually extremely safe and somewhat boring. In normal I mostly just ran around dual wielding and using either normal attack or concentrate. It was pretty bad until I hit lvl 31. Then, it was whirlwind with my big hurty staff. Nightmare went by really quickly. He was able to kill rather fast. After baal was dead, I did eldritch runs until it was time to do baal runs and switched to my upped perf ribby. At that point, he really just tore up nm at p8 and I quickly got to 76. Once I completed the IK set, my barb got stronger than I could have imagined. I used to think IK set was very mediocre and it was only used by noobs (sorry to you IK barbs, I'm from bnet, don't shoot me), but actually using it myself, I realized that it would take extremely good uniques and rares to even equal the set let alone surpass it. It's just a shame the set forces you into a fairly predetermined build (although I'm sure you can have some variations in skills, you have to use the maul which really limits the builds). Hell didn't go too badly. It went pretty quickly actually. Act5 was a bit tougher, of course. I had to go slower and be more careful.

Unfortunately, there were a lot of deaths. I expected this however because of my 25 vit and was not dismayed at all. I think going titan was the right choice. The extra strength obviously didn't do terribly much for my damage, but it did make the build a lot more enjoyable.

I decided to put a little bit of magic find on him just to see if he could find anything, and he has about 160% mf total. Obviously that isn't very much, but he did find a very fair amount of uniques/sets, although none of them were good. I had quite a bit of fun dual weilding the heartcarvers and horking any unique I killed. Getting double drops is always nice and entertaining.

I don't know if I'll keep playing him or not. I wasn't expecting to enjoy the character very much, let alone to the degree that I did. He's fun, but he obviously doesn't compare to my more typical mf chars and as such it is a bit hard for me to use him.

Next step for me is probably another barb. I don't know what type, but I really love what barbs bring to the table. High excitement, decent killing speed, huge amounts of strategy in the warcries, and just cool looking. I already have a frenzy barb, so may just give him some decent gear and level him up, or make a new one altogether. If not a barb, I'll keep on magic finding and try to finally find the HOZ that's been eluding me so I can continue my tesladin.

Think that's about it, thanks to all those that I mp'ed with, it makes playing a lot more fun.
 
Originally posted by lionheartthebrave on Nov 19, 2008:

Introducing Patriarch Mutation

After reading about poops' Wrong Turn, I decided to create a wolfbarb. After realising all that life is unneeded, I decided to go titan, and use fortitude for extra pain. I was thinking of a titan version of AJK's Spot, but then I saw crg's Awwrrooooo, and decided on an upped ribcracker.

Mutation

Str: 495
Dex: 88
Vit: 42
Nrg: 15

Life: 2087
Mana: 414
AR: 10163 (a bit too low)
Defense: 21056

Damage: 4467-7003, 65% CB, 15% OW, 1/3 chance to double damage

Res: 75/46/80/46 (with 40% cold absorb)

Gear

Weapon
: upped Shaeled Ribby (283 ED)
Head: Wolfhowl, with 38 ED/7 life jewel
Armour: Fortitude
Gloves: Rune fist (thanks buraz)
Belt: Stone Fringe (thanks bobthewarrior)
Boots: Gore Riders
Amulet: 27 Maras
Rings: 17/248 and 18/181 Ravenfrosts
(Hoto and beta CtA on switch)

Readouts:
Code:
Wolfhowl
Fury Visor
Defense: 360
Durability: 33 of 35
Required Level: 79
Required Strength: 129
Fingerprint: 0xe537ce13
Item Level: 87
Version: Expansion 1.10+
Properties:
+15 to Strength
+13 to Dexterity
+12 to Vitality
139% Enhanced Defense
+5 to Werewolf
+6 to Lycanthropy
+6 to Feral Rage
+3 to Warcry Skills (Barbarian Only)
Level 15 Summon Dire Wolf (18/18 Charges)
+7 to Life
38% Enhanced Damage
1 Sockets (1 used)
Socketed: Ruby Jewel of Spirit

Ruby Jewel of Spirit
Jewel
Required Level: 58
Fingerprint: 0xc998933d
Item Level: 85
Version: Expansion 1.10+
Properties:
+7 to Life
38% Enhanced Damage

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x8375d4bf
Item Level: 87
Version: Expansion 1.10+
Properties:
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
Fire Resist +27%
Lightning Resist +27%
Cold Resist +27%
Poison Resist +27%
+2 to All Skills

Fortitude
Archon Plate
Defense: 1521
Durability: 52 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0x7de6032f
Item Level: 85
Version: Expansion 1.10+
Properties:
All Resistances +28
200% Enhanced Defense
300% Enhanced Damage
25% Faster Cast Rate
+12 Damage Taken Goes To Mana
20% Chance to cast level 15 Chilling Armor when struck
96 to Life (Based on Char Lvl)
+1 to Light Radius
+15 Defense
Damage Reduced by 7
Replenish Life 7
5% to Maximum Lightning Resist
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x45fe0f65
Item Level: 75
Version: Expansion 1.10+
Properties:
+17 to Dexterity
+40 to Mana
+248 to Attack Rating
+15 - 45 cold damage with 4 sec Duration
20% Cold Absorb
Cannot Be Frozen

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xa19285f
Item Level: 83
Version: Expansion 1.10+
Properties:
+18 to Dexterity
+40 to Mana
+181 to Attack Rating
+15 - 45 cold damage with 4 sec Duration
20% Cold Absorb
Cannot Be Frozen

Stone Fringe
Plated Belt
Defense: 13
Durability: 22 of 24
Required Level: 22
Required Strength: 60
Fingerprint: 0x6bbd25c8
Item Level: 86
Version: Expansion 1.10+
Properties:
+56 to Life
10% Enhanced Defense
Fire Resist +25%
Lightning Resist +19%
Attacker Takes Damage of 6
24% Faster Hit Recovery

Gore Rider
War Boots
Defense: 159
Durability: 31 of 34
Required Level: 47
Required Strength: 93
Fingerprint: 0xa7f786f1
Item Level: 87
Version: Expansion 1.10+
Properties:
+20 Maximum Stamina
195% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Rune Fist
Heavy Gloves
Defense: 7
Durability: 12 of 14
Required Level: 27
Fingerprint: 0x5f908a20
Item Level: 61
Version: Expansion 1.10+
Properties:
11% Enhanced Defense
Fire Resist +10%
Lightning Resist +14%
3% Mana stolen per hit
10% Increased Attack Speed

Heart of the Oak
Flail
One Hand Damage: 1 - 24
Durability: 30 of 30
Required Level: 55
Required Strength: 41
Required Dexterity: 35
Fingerprint: 0xac4d7a15
Item Level: 86
Version: Expansion 1.10+
Properties:
150% Damage to Undead
All Resistances +39
Replenish Life 20
15% Increase Maximum Mana
40% Faster Cast Rate
+3 to All Skills
Level 14 Raven (60/60 Charges)
Level 4 Oak Sage (25/25 Charges)
+10 to Dexterity
7% Mana stolen per hit
+100 to Attack Rating against Demons
75% Damage to Demons
+3 - 14 cold damage with 3 sec Duration
4 Sockets (4 used)
Socketed: Ko Rune
Socketed: Vex Rune
Socketed: Pul Rune
Socketed: Thul Rune

Call to Arms
War Scepter
One Hand Damage: 37 - 63
Durability: 70 of 70
Required Level: 57
Required Strength: 55
Fingerprint: 0x159aeb6
GUID: 0x6dc26f86 0x4332bbe 0x0
Item Level: 87
Version: Expansion
Properties:
+2 to Vigor (Paladin Only)
+2 to Holy Shield (Paladin Only)
+1 to Holy Shock (Paladin Only)
150% Damage to Undead
274% Enhanced Damage
Replenish Life 12
40% Increased Attack Speed
+12 to Battle Cry
+12 to Battle Orders
+11 to Battle Command
+2 to All Skills
7% Life stolen per hit
+5 - 30 Fire Damage
Prevent Monster Heal
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


Ribcracker
Stalagmite
Two Hand Damage: 319 - 478
Durability: 69 of 30
Required Level: 31
Required Strength: 63
Required Dexterity: 35
Fingerprint: 0x7aa071b
Item Level: 87
Version: Expansion 1.10+
Properties:
+15 to Dexterity
100% Enhanced Defense
286% Enhanced Damage
+30 to Minimum Damage
+65 to Maximum Damage
+100 Defense
+100 Maximum Durability
Required Lvl +7
50% Faster Hit Recovery
50% Chance of Crushing Blow
70% Increased Attack Speed
1 Sockets (1 used)
Socketed: Shael Rune

Charms:
Code:
Sharp Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0x3688857b
Item Level: 85
Version: Expansion 1.10+
Properties:
+29 to Life
+25 to Attack Rating
+6 to Maximum Damage

Steel Grand Charm of Strength
Grand Charm
Required Level: 41
Fingerprint: 0xdcd08e34
Item Level: 80
Version: Expansion 1.10+
Properties:
+5 to Strength
+121 to Attack Rating

Steel Grand Charm of Sustenance
Grand Charm
Required Level: 35
Fingerprint: 0xbc513e7
Item Level: 85
Version: Expansion 1.10+
Properties:
+24 to Life
+116 to Attack Rating

Steel Small Charm of Sustenance
Small Charm
Required Level: 49
Fingerprint: 0xf8376aec
Item Level: 82
Version: Expansion 1.10+
Properties:
+12 to Life
+36 to Attack Rating

Steel Small Charm of Sustenance
Small Charm
Required Level: 49
Fingerprint: 0xcf8570e1
Item Level: 86
Version: Expansion 1.10+
Properties:
+13 to Life
+32 to Attack Rating

Steel Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x1e3f44de
Item Level: 80
Version: Expansion 1.10+
Properties:
+37 to Life
+129 to Attack Rating

Steel Small Charm of Vita
Small Charm
Required Level: 49
Fingerprint: 0x4d6d42b2
Item Level: 80
Version: Expansion 1.10+
Properties:
+16 to Life
+25 to Attack Rating

Steel Small Charm of Sustenance
Small Charm
Required Level: 49
Fingerprint: 0x28942bd
Item Level: 85
Version: Expansion 1.10+
Properties:
+12 to Life
+27 to Attack Rating

Sharp Grand Charm of Life
Grand Charm
Required Level: 21
Fingerprint: 0x4969356b
Item Level: 80
Version: Expansion 1.10+
Properties:
+17 to Life
+65 to Attack Rating
+7 to Maximum Damage

Coral Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x577f0b6a
Item Level: 81
Version: Expansion 1.10+
Properties:
+17 to Life
Lightning Resist +9%

Steel Grand Charm of Balance
Grand Charm
Required Level: 41
Fingerprint: 0x3095d214
Item Level: 82
Version: Expansion 1.10+
Properties:
+127 to Attack Rating
12% Faster Hit Recovery

Sharp Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0x831febae
Item Level: 86
Version: Expansion 1.10+
Properties:
+34 to Life
+46 to Attack Rating
+6 to Maximum Damage

Skills

20 in BO, Shout, Iron Skin, Mace mastery +prereqs
11 in natural resistance
1 in leap, increased speed, increased stamina, find potion (at lvl86)

Mercenary

Might enhanced, Reaper's Toll, Duriel's Shell, Andy's visage (30 str, 10ll, 30FR/IAS j00l)

Timeline

He was great fun, but a bit slow in later acts of Hell

Normal:
Gemmed Maul --> bugged Ravenclaw --> Steeldriver --> Upped Steeldriver (shael). Normal passed quickly.

Nightmare:
Got the upped ribby at 56, destroyed everything with normal attack (with some steel charms), entered Hell at 75 (Reapers on merc).

Hell:
Quested at p5 until I got to the Pits (~lvl75.5), and then did 3 p8 Pit runs to get to 79 (a pleasent surprise, I thought it would be more) Once I became a wolf, and started hitting at 9fpa, instead of 13, and 4-44 LL, not 6, the game became easy, and I went to p8 for the rest of the act.

Act2:
Easy, p8 all the way, even with Itches in the Maggot Lair( except in the Tomb, where Ghosts appeared)

Act3:
Jungle fun was hilarious, p8 through the jungle, even through a Gloam invested dead-end Great Marsh. Dropped to p1 for the locusts, then p8 for the rest, dolls were no problem, I outleeched their death explosions:tongue:

Act4:
Ow, it's harder, dropped to p3. Hephasto spawned HF ES cursed, but couldn't hit me (cue the 👅 smiley again). OKs were the usual pain in the @#$%, and Diablo's lightning breath hurt a lot, but I made it.

Act5:
PI Frenzytaurs slowed me down to p1, as did the Gloam type monsters guarding Anya (who did 200 damage each hit on a fully resistant build). Ancients were done at p3, and swept aside, with easy mods like two sets of EF cursed. PI Hell Temptresses slowed my way to the Throne, filled with infidels, vampires, and black souls.

Wave 5 killed me twice, as Lister spawned ES CI, and so the chilling armour didn't work. Baal was slowed by cold/decrep, and my low AR made it a dull, safe battle

Comments:

Having 40%LL is amazing, allowing me to leech whatever is hitting me; combining that with 21K defense, so that not much hits me, is a good recipe for success. I went for the 86 FHR breakpoint, and I never got recover locked, so I guess it worked.

Deaths:

NM WSK1: ran into large pack of bloodstars while cursed
Hell RoF: an OK at the entrance saw me approaching, no prizes for guessing what went next
Hell CS x4: Iron Maiden
Hell Lister: ES pack hurts, especially they smite iirc, and ignore defence

Finds:
I had 0 MF
NM forge: Io, Hell forge Ist
Hellslayer
This collection of dolls (EF boss +champs)

tldr, gieb Summary

Build wolfbarb, they are fun

My thanks go to:
sirpoopsalot: for Wrongturn/wolfbarb levelling threads
buraz: for trading the gloves
bobthewarrior: for trading the belt
anon: for discovering the power of an upped ribby
 
Last edited:
Originally posted by Liquid_Evil on Jan 13, 2006:

Patriarch ColdBlood

I rarely post Pat/Mat threads, but I wanted to share this guy I just finished.

But before the stats and build here's a little back story. I wanted a damaging melee PvP'er (preferably with an uninterruptable attack) that could put a dent in the army of Smiters around here as well as having enough footspeed to catch the quick teleporters. I knew I couldn't build a pure WW barbarian that could keep up with kabal's rune-heavy, extremely expensive setup, so I had to go about things a little differently. I then realized that my 1.10 dueler, Achmel the Fury/Rabies wolf was pretty much a lost cause in 1.11 (as I was a synergy abuser). So, I wanted to make use of his gear (charms, CoA, and the Reaver of death). I had also built a pure wolfbarb before and although the life was extremely impressive, he fell short of being a godly, pwntacular dueler so I stripped him of his gear as well and with that, I then had enough itamz to design this unholy creation.

Enter the hybrid wolfbarb/whirlwinder (whirlwolf?). I tried to keep the stats of kabal's "TUB" and CRG's "Razor" in mind while working on this guy. He is far from finished and not quite ready for PvP but this is how he is progressing at the moment. With no block but weilding a range 4 weapon, this should be a new experience for me. Everything looks good in my mind, but I don't know how he will actually stack up to the competition. Even if he doesn't turn out well in the ring, he was a fun leveler.

ColdBlood lvl 84, Barbarian

Gear

Tomb Reaver
Cryptic Axe
'Zod'
Two-Hand Damage: 225 to 1035
Required Dexterity: 103
Required Strength: 165
Required Level: 84
Polearm Class - Fastest Attack Speed
Indestructible
Item Version: 1.10 Expansion
Item Level: 86
Fingerprint: 0xb3424e07
+360% Enhanced Damage
All Resistances +43
67% Better Chance of Getting Magic Items
+12 Life after each Kill
+4 to Light Radius
90% Increased Attack Speed
193% Damage to Undead
+317 to Attack Rating against Undead
Indestructible
10% Reanimate As: Returned
Ethereal (Cannot be Repaired), Socketed (3: 3 used)

Helm: Crown of Ages s/x2 %ED+str jewels, Wolfhowl s/P.Ruby
Armor: Upp'd Shaftstop s/P.Ruby, Duress, 4-Ort armor, 4-Thul armor
Gloves: Dracul's
Jewelry: Highlords Wrath, dual Ravenfrosts
Belt: Hsarus' Iron Stay
Boots: Hsarus' Iron Heel
(don't point out that Arreat's Face, Gore Riders, and Verdungo's would have probably been better...I have my reasons for gear selections :wink3: )

Stats
Wolf-Form

--6 Frame Feral Rage hits make him a fast runner ideal for chasing down pesky casters. The high Open Wounds should whittle away at their life even if I can only manage a few hits.
58% Open Wounds
15% Crushing Blow
31% Deadly Strike
21% Critical Strike
Life: 8,162
Feral Dmg: 1517-5931
Defense: 12.5K
Feral AR: 19.3K

Whirlwind-Form
--This is the setup I will use to take on melee opponents. I've sacrafied block for more damage, longer range, and more life. Hopefully the gamble pays off.
45% PDR
25% Open Wounds
31% Deadly Strike
21% Critical Strike
Life: 5,347
WW Dmg: 1727-6941
Defense: 13.7K
WW AR: 13K

I believe all resists are maxed in Nightmare, I still have some work to do on them in Hell (especially in the caster setup) but this a Hell pic comparing both forms. Like I said, he's not quite ready to take on the Blood Moor crowd yet (I want to get him into the 90's) but soon he will make an appearance.

http ://img69.imageshack.us/my.php?image=coldbloodstats1xx.jpg
 
Last edited:
Originally posted by @maareek on Dec 10, 2008:

My First Patriarch! ... is a Wolfbarb?

When I think of werewolves, one song immediately pops into my head. I named the char after the writer/performer of the song so anytime I start him up the song starts going in my head and a good time is had by all (except those on the receiving end of his big hurty stick).

This is my first patriarch, despite having another barb at pindle and a necro at level 91. This guy was parked for a bit, himself, in the Pits while I scratched an LK, a Baal, and then an AT itch, but he was too compelling to leave for long.

Wolfbarbs have always interested me, but I had forgotten about them until I saw sirpoopsalot's WrongTurn. However, seeing how rough the leveling was for him I decided against going for a similar approach (didn't hurt that I don't have a tomb reaver or a fortitude either...:whistling:), but then lionheartthebrave patted his titan wolf wielding an upped ribby. Having had a 287% ribby drop in the area level 85 MF tourney shortly before hand, I realized this was quite possible, and gave me a very logical progression on how to achieve 79 without going out of my skull.

Stats:

Character name: Warren_Zevon
Character type: Barbarian
Character level: 88

Strength : 405
Energy : 10
Dexterity : 20
Vitality : 100
Stat Points Rem : 0
Skill Points Rem: 0

Life : 2318 / 589
Mana : 285 / 97

Gear:

Code:
Warren_Zevon's Wolfhowl
Fury Visor
Defense: 377
Durability: 35 of 35
(Barbarian Only)
Required Strength: 129
Required Level: 79
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x59762312
+13 to Strength
+14 to Dexterity
+11 to Vitality
+150% Enhanced Defense
+9% Enhanced Damage
+15 to Attack Rating
Fire Resist +20%
+4 to Lycanthropy
+4 to Werewolf
+5 to Feral Rage
+3 to Warcry Skills (Barbarian Only)
Level 15 Summon Dire Wolf (18/18 Charges)
Socketed (1: 1 used)

Skull Eye
Jewel
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8213c452
+5 to Dexterity
+9% Enhanced Damage
+15 to Attack Rating
Fire Resist +20%

Ribcracker
Stalagmite
'Shael'
Two-Hand Damage: 320 to 479
Durability: 96 of 130
Required Dexterity: 35
Required Strength: 63
Required Level: 56
Staff Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xb0300f16
+15 to Dexterity
+100% Enhanced Defense
+287% Enhanced Damage
+30 to Minimum Damage
+65 to Maximum Damage
+100 Defense
+100 Maximum Durability
Required Level +7
70% Increased Attack Speed
50% Faster Hit Recovery
150% Damage to Undead
50% Chance of Crushing Blow
Socketed (1: 1 used)

Highlord's Wrath
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x985e18e0
Lightning Resist +35%
Adds 1-30 lightning damage
20% Increased Attack Speed
+1 to All Skill Levels
Attacker Takes Lightning Damage of 15
33% Deadly Strike (Based on Character Level)

Duress
Chaos Armor
'ShaelUmThul'
Defense: 991
Durability: 66 of 70
Required Strength: 140
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe4bdecde
+190% Enhanced Defense
+15% Enhanced Damage
Fire Resist +15%
Lightning Resist +15%
Cold Resist +45%
Poison Resist +15%
Adds 37-133 cold damage over 2 seconds
40% Faster Hit Recovery
33% Chance of Open Wounds
15% Chance of Crushing Blow
-20% Slower Stamina Drain
Socketed (3: 3 used)

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xb8b79fd2
+17 to Dexterity
+40 to Mana
+234 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x7672ccb4
+20 to Dexterity
+40 to Mana
+249 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Immortal King's Detail
War Belt
Defense: 142
Durability: 21 of 24
Required Strength: 110
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xe4a3158a
+25 to Strength
+36 Defense
Fire Resist +28%
Lightning Resist +31%

***Partial Set Item Bonuses***
+105 Defense
25% Faster Hit Recovery
+100% Enhanced Defense
Damage Reduced by 20%
+2 to Masteries Skills (Barbarian Only)
***Partial Set Item Bonuses***


Gore Rider
War Boots
Defense: 156
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xa0a321b9
+20 to Maximum Stamina
+189% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Shadow Finger
Sharkskin Gloves
Defense: 50
Durability: 12 of 14
Required Strength: 20
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x5e674556
+2 to Strength
+27% Enhanced Defense
Fire Resist +10%
Lightning Resist +13%
3% Life stolen per hit
3% Mana stolen per hit

Spirit (on switch)
Long Sword
'TalThulOrtAmn'
One-Hand Damage: 3 to 19
Durability: 44 of 44
Required Dexterity: 39
Required Strength: 55
Required Level: 25
Sword Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 47
Fingerprint: 0xfb58a493
+22 to Vitality
+96 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
32% Faster Cast Rate
+2 to All Skill Levels
+6 Magic Absorb
Socketed (4: 4 used)

Spirit (on switch)
Monarch
'TalThulOrtAmn'
Defense: 147
Chance to Block:  47%
Durability: 86 of 86
Required Strength: 156
Required Level: 54
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x9f0912fc
+22 to Vitality
+98 to Mana
+250 Defense vs. Missile
Lightning Resist +35%
Cold Resist +35%
Poison Resist +35%
Attacker Takes Damage of 14
55% Faster Hit Recovery
30% Faster Cast Rate
+2 to All Skill Levels
+5 Magic Absorb
Socketed (4: 4 used)

Charms:

Code:
Sharp Grand Charm of Greed
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x26cd1604
+61 to Attack Rating
+10 to Maximum Damage
26% Extra Gold from Monsters

Sharp Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xc557b5cd
+13 to Life
+62 to Attack Rating
+10 to Maximum Damage

Sharp Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x70cd3513
+22 to Life
+58 to Attack Rating
+8 to Maximum Damage

Steel Small Charm
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x2884f344
+35 to Attack Rating

Steel Small Charm of Good Luck
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x117aa9e2
+34 to Attack Rating
6% Better Chance of Getting Magic Items

Steel Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd5854faa
+38 to Life
+114 to Attack Rating

Steel Small Charm
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xaf83fa62
+34 to Attack Rating

Fanatic Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x138dc43f
+5 to Strength
+1 to Masteries Skills (Barbarian Only)

Shimmering Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x35d55041
All Resistances +5
Adds 1-20 lightning damage

Shimmering Small Charm of Good Luck
Keep in Inventory to Gain Bonus
Required Level: 33
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x90d35ed0
All Resistances +4
6% Better Chance of Getting Magic Items

Sharp Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa2602520
+6 to Life
+63 to Attack Rating
+10 to Maximum Damage

Steel Small Charm
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xf0f3fe33
+33 to Attack Rating

Steel Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xac5a1299
+35 to Attack Rating
5% Faster Hit Recovery

Iron Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x4ea06632
+19 to Life
+20 to Attack Rating

Sharp Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1fb84863
+15 to Life
+70 to Attack Rating
+8 to Maximum Damage

Fine Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x44cbb0a6
+19 to Attack Rating
+2 to Maximum Damage
3% Faster Run/Walk

Steel Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xa1a1be8c
+34 to Life
+124 to Attack Rating

Ilzan, Might Merc, level 88:

Code:
Duriel's Shell
Cuirass
Defense: 714
Durability: 45 of 150
Required Strength: 65
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x80c2b5dd
+15 to Strength
+198% Enhanced Defense
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+110 to Defense (Based on Character Level)
+** to Life (Based on Character Level)

Andariel's Visage
Demonhead
'Ral'
Defense: 327
Durability: 20 of 20
Required Strength: 102
Required Level: 83
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xf9e86d95
+25 to Strength
+111% Enhanced Defense
Fire Resist +0%
Poison Resist +70%
+10% to Maximum Poison Resist
9% Life stolen per hit
20% Increased Attack Speed
+2 to All Skill Levels
15% Chance to cast Level 15 Poison Nova when struck
Level 3 Venom (20/20 Charges)
Socketed (1: 1 used)

The Reaper's Toll
Thresher
'Shael'
Two-Hand Damage: 38 to 449
Durability: 65 of 65
Required Dexterity: 89
Required Strength: 114
Required Level: 75
Polearm Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8b36d443
+219% Enhanced Damage
Adds 4-44 cold damage over 1 seconds
12% Life stolen per hit
Requirements -25%
20% Increased Attack Speed
Ignore Target Defense
33% Deadly Strike
33% Chance to cast Level 1 Decrepify on striking
Socketed (1: 1 used)

I wish you could rename items in the game, cause I'd change that Ribcracker to "The Big Thwack, Thwack." Bashed in heads just fine from the time I equipped it, even with just the regular attack. I used the gloves because I knew I'd want mana leech since I've never felt like drinking a potion in the midst of a mana burn pack works out well enough for me. Having LL, strength and res didn't hurt much, either.

Damage:

Normal attack, with might: 3115-5290
Feral Rage, with might: 3371-5711
Add to that 80% Crushing Blow, 43% Open Wounds (and a 100% chance to start OW if it rolls, with 2 separate types of elemental damage), 48% Deadly Strike, and 21% Critical Strike and you end up with a furry killing machine.

Skills:

20 BO
20 Shout
20 Mace Mastery
17 Iron Skin
13 Natural Resistance
4 Increased Speed

1 in Battle Commands, Increased Stamina, Howl, Taunt, and Battle Cry (BCry was for before I became a wolf; it's a big time skill, I love it). Nothing in the combat tree, none left over.

Got Natural Res and Increased Speed up to a point where the diminishing returns weren't worth adding anything (next point in NR would net me a whole 0 res all; IS: 1% FR/W) then dumped in Iron Skin since there really wasn't a better option (not going to deshift just to hork with 12MF).

Playing Experience:

Normal:

Mostly a breeze, save for a couple deaths. Envy hat + maul stuffed with jewels of ire got me to 15, then 1.09 Ravenclaw got me to upped Bonesnap, upped Bonesnap to Upped Steeldriver, Upped Steeldriver to Upped Ribby (actually came in mid NM, but meh). Very nice progression, as each slowed down in killing speed the next became available.

Nightmare:

Moved to NM at 50, and it was a breeze, as well, save for IM deaths. Wore arreats, upped steeldriver until 56, duress, crescent moon until highlord's, IK belt, IK boots, and IK gloves (for the massive AR) and raven frosts. Pul from the forge was cool since it meant he had paid for himself completely. Died to FE explosion from last ancient (grrrrrrr), didn't have waypoint for the area right outside the summit, so I had a longggg walk to recover the corpse. I let the merc pop him the next time. Stayed in NM until 76.

Hell:

Act 1: p8 all the way (had been there up til now anyway). Got to the pits and started running for 79. Didn't take long, but things got dicey on the run where I achieved 79. Had just hit that point when I went down to the second level, where a stairtrap of devilkin, champ archers, and cursed archers swarmed me at the choke. Managed to bottleneck them a bit, but died anyway. Managed to reclaim my corpse, traded out the arreat's for wolfhowl (all my other gear was endgame at this point, save for some charms) and dove back in. Cleared the area without a death, though I did use all of my healing potions. The wolf love was on. Leveled to 85.5 in the pits, then moved on. Andy dropped set boots, woot.

Act 2: p8 except for Maggot Lair and Duriel. First time I went in the maggot lair I took it on at p8 and ran into an unbreakable PI maggot on the second floor that couldn't be bypassed. Not wanting to wait for OW to take him out, I S&Eed, came back at p3 and the same stinking maggot was PI, but this time he also had teleport and was kind enough to port out of the way. I thanked him by letting him live. The holiday spirit was upon me! Oddly, when I killed Fangskin, he dropped nothing. Zip, zilch, nada. Very strange. No problems from there, dropped to p5 for Duriel, but shouldn't have as he went down in no time flat.

Act 3: I hate the jungle, so I stayed at p5. Things die in a hurry to this guy at p5. Upped to p8 in Kurast, kept it there til Durance 3, where I went back to p5. Council members with stone skin + fanaticism blood lords forced a short retreat, but fell quickly after a regroup. Mephisto dropped like a wounded goat.

Act 4: p5. Things still died fast, especially Izual. Monkey boy went down in no time - I was actually disappointed. Hephasto didn't disappoint at all, though. Breakable PI, but just barely. Had bumped up to p8 at the start of the RoF, so he took forever, but he finally fell. Got an Um for my trouble. Dropped back to p5 after that. One death in the Chaos Sanctuary, still on p5. Took big D on at p5, as well, and almost had to use a potion.

Act 5: Still p5. Still could have gone higher. In the outside areas I kept putting in the command because I thought it was on p1. Kept it there, though, because I didn't want to run into witches or frenzytaurs at p8 underground. Gloams + vipers + bone mages in the crystalline river, but only 1 NDE that I remember. Anya saved fairly easily.

Nihlathak's level was complete with PI ghosts, PI witches, and vipers. Walked through viper's poison cloud twice, lost about half a bulb each time. Nihlathak was on third branch I checked, and had a group of ~10 witches in the corner to his right. I charged in and swatted him down to 1/4 life, but he ran into the middle of the witches and I had to retreat. Proved unable to dislodge the witches, so I finally offered up the merc to them while I flanked and took down the necrobarb. Luckily he didn't drop anything worth picking up.

Was about 12 million exp away from 88when I found the way up to the arreat summit, so I went ahead and leveled up with a RoF then a Pit run, since I was somewhat worried about dying to the Ancients (even though the FE explosion is nerfed in Hell, I was still worried about an ESFE explosion or a cursed/fana set of ancients). Needn't have been, they were a cakewalk at p1. Took em on later at p5 just to see and they still posed no threat.

Two deaths in the WSK, both from being stupid. Minions were no problem (didn't even notice Lister's stats), and Baal went down quickly and quietly after decrep went off. Which, of course, didn't happen until he was halfway dead because he threw up a huge field of appendages around us just outside the bridge then he'd hoarfrost and teleport away anytime we'd get close. Fortunately the appendages let me leech back my mana and keep my speed up until we were finally able to corner and subdue him.

Finds:

- NM HF: Pul
- Hell HF: Um
- Ko Rune in the NM Flayer Dungeon
- Ko Rune in the Pits
- Messerschmidt's Reaver in the Pits
- 39% Ruby Jewel in the Pits
- Natural Grand Charm of Vita (39) in the Pits
- Tancred's Hobnails from Hell Andy
- Lots of twinking jewels
- Lots of crafting runes (much more than I'm accustomed to)

Deaths:

Several. Maybe 8-10, which is quite high for me. In my defense, though, having no combat skill whatsoever until 79 isn't the easiest thing in the world. Almost all happened before he became a wolf. This char was the first time I ever died to IM in Normal, and that cursed curse caused considerable corpses throughout. Most embarrassing death, though, occurred in Normal Jail, got surrounded by a bosspack of goatmen in a corner with no leech. Minor healing potions didn't cut it.

After becoming a wolf, he had 3 deaths, all of them from user stupidity. First was in the Chaos Sanctuary. I thought I was awesome enough to snipe out an OK when there were 3 others on screen. I wasn't. Other two were just sad. I got past the ancients and needed to take a muling break so I tried to hurry through the WSK to the waypoint. Well, on the second floor I ran into a bosspack of gloams with more gloams playing backup. I separated the bosspack and took them out, then ran like a crazed man past the others, but ended up getting caught in a corner against a bosspack of vipers with fanatacism ... that I still tried to run past. Do I get my Darwin, yet? Last one was right after that death, I was on tilt right after the S&E to recover my corpse and went charging right into a bosspack of witches surrounded by prowling dead. Apparently I like the sound of my head hitting brick. :crazyeyes:

Future:

For this guy? Probably retirement. Very fun to play, and I'd recommend making one to anybody, but I can't really see any replay value in him, other than having a good time. And the sound effects, which I really got a kick out of, especially when the furball would be fighting in the middle of a firewall of something. I might pull him out from time to time to run the pits for socketables, but probably not.

As for other D2 interests, this char will have a definite impact on the Ineedrunes line of sorcs. He accomplished what they could not, he got me to the point I can cube a Vex ... though just barely. Considering how long it's taken me to get to this point, and the fact that a HotO isn't really that much better than an occy (or other options), I'll be waiting for a bit before I decide whether to make it. After all, CtA is only another Vex away. :rolleyes:

Sparky has been putting her new Griffon's to good use running Baal, which will probably continue, and I need to get Blizzy in shape for the upcoming MFO (still debating whether I should have Sparky and her 199 MF participate vs Baal as well), but I think I should be able to finish up another char before then. It'll most likely either be a rebuild of my blizzballer or a FO/Nova sorc, but if it's the later I foresee many expletives being hurled at the occy and a HotO being made out of disgust.

I really hope everybody tries out a wolfbarb at some point, because I think they're quite fun. And if you've been scared off by the steep leveling required, I wholeheartedly suggest you give an upped ribby some thought, since it eases that burden considerably. Sure it's a one target at a time attack, but if it KO's that target in 1-2 hits it's not really that noticeable.
 
Last edited:
Originally posted by @maxicek on Jul 8, 2008:

The History of The Runestaff - Three Themed Patriarchs

In all the subdued lands few hoped. Of those, few dared express their hope – and among those few hardly a single soul possessed the courage to murmur the name symbolising that hope.
The name was Castle Brass.
Those who spoke the name understood it’s implications, for Castle Brass was the only stronghold that remained unvanquished by the warlords of Granbretan and Castle Brass housed heroes; men who had fought the Dark Empire, whose names were loathed and hated by the brooding Baron Meliadus, Grand Constable of the Order of the Wolf, Commander of the Army of Conquest, for it was known that Baron Meliadus fought a private vendetta with those heroes, particularly the legendary Dorian Hawkmoon von Köln who was married to the woman Meliadus desired, Yisselda, daughter of Count Brass of Castle Brass. - The History of The Runestaff


Presenting a trio of Patriarchs based upon The History of The Runestaff by Michael Moorcock. The book is a compilation of four novels that tell of a far future, post apocalyptic Europe where the Dark Empire of Granbretan (what was Great Britain) is trying to conquer the continent. A fantasy classic if you haven't read it before. The wiki link has a plot summary of each book.



Hawkmoon
Dorian Hawkmoon, Duke von Köln.
Hawkmoon lead the resistance of his people against The Dark Empire, but was captured. The sorcerer scientists of Granbretan, under the direction of Baron Meliadus, implant a Black Jewel in his skull and send him to spy on their enemies. If he refuses, the jewel will eat his brain. Count Brass realises the true nature of the jewel and manages to temporarily block it's full power. Hawkmoon fights back against Granbretan and Baron Meliadus whilst trying to find a way to remove the jewel permanently. For more have a read of the Wikipedia entry.

Stats
Name: Hawkmoon
Class: Paladin
Experience: 853967393
Level: 82

Naked/Gear
Strength: 114/141
Dexterity: 60/92
Vitality: 316/321
Energy: 15/23
HP: 294400/1418
Mana: 34944/188
Stamina: 118016/466
Defense: 15/732
AR: 285/285

Fire: 137/97/37
Cold: 108/68/8
Lightning: 127/87/27
Poison: 100/60/0
Resists are without fade active

Skills
Sacrifice: 20/22
Holy Bolt: 20/22
Zeal: 6/8
Vengeance: 1/3
Blessed Hammer: 1/3
Conversion: 1/3
Fist of the Heavens: 20/22

Might : 1/3
Blessed Aim : 1/3
Concentration : 1/3
Fanaticism : 20/22

Salvation : 1/3

Where the next lot of skill points go is still undecided. My AR is low, so maybe some more points into Zeal, pump Holy Bolt Synergies or put hard points into Vigor and Redemption.

Equipment
Weapon: Doombringer 'Hel'
In the book Hawkmoon wields The Sword Of The Dawn. This sword allows the wielder to summon an army of barbaric warriors to fight alongside him. When each warrior dies, he is replaced by a new one. Well, no army of barbaric warriors with this sword, but at least it is the correct colour.

Switch Weapon: Hand of Blessed Light. May swap to The Redeemer though.
Switch Shield: Spirit

Helm: Guillaume's Face 'Ort'
Armour: 'Treachery' Sharktooth Armour.
Belt: String of Ears
Boots: Tearhaunch. I had no investment in the Defensive auras, so the +2 Vigor saved me a lot of points.
Gloves: Laying of Hands.

Hawkmoon wears The Mad God's Amulet which increases his strength and skill. So Mara's fits the theme perfectly.
Amulet: Mara's
Ring1: Ravenfrost
Ring2: Rare with mana leech

Inventory: Steel & Resistance charms, both tomes & the cube, 2x4 space spare.

Equipment Readouts:
Code:
Doombringer
Champion Sword
One Hand Damage: 109 - 278
Two Hand Damage: 265 - 374
Indestructible
Required Level: 69
Required Strength: 130
Required Dexterity: 82
Fingerprint: 0x23b76c1e
Item Level: 86
Version: Expansion 1.10+
Properties:
231% Enhanced Damage
+30 to Minimum Damage
+100 to Maximum Damage
6% Life stolen per hit
Increase Maximum Life 20%
40% Bonus to Attack Rating
Indestructible
8% Chance to cast level 3 Weaken on striking
Requirements -20%
1 Sockets (1 used)
Socketed: Hel Rune

Guillaume's Face
Winged Helm
Defense: 217
Durability: 40 of 40
Required Level: 34
Required Strength: 115
Fingerprint: 0x4a9fd86a
Item Level: 87
Version: Expansion 1.10+
Properties:
+15 to Strength
120% Enhanced Defense
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
Lightning Resist +30%
1 Sockets (1 used)
Socketed: Ort Rune

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x3e396d1c
Item Level: 85
Version: Expansion 1.10+
Properties:
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
Fire Resist +23%
Lightning Resist +23%
Cold Resist +23%
Poison Resist +23%
+2 to All Skills

Treachery
Sharktooth Armor
Defense: 245
Durability: 48 of 48
Required Level: 43
Required Strength: 103
Fingerprint: 0xc6077c62
Item Level: 80
Version: Expansion 1.10+
Properties:
+2 to Assassin Skill Levels
45% Increased Attack Speed
25% Chance to cast level 15 Venom on striking
5% Chance to cast level 15 Fade when struck
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

Stone Whorl
Ring
Required Level: 34
Fingerprint: 0xb90664da
Item Level: 86
Version: Expansion 1.10+
Properties:
+3 to Energy
+83 to Attack Rating
+4 to Maximum Damage
Lightning Resist +16%
Poison Resist +17%
3% Mana stolen per hit

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x60ad47fa
Item Level: 87
Version: Expansion 1.10+
Properties:
+16 to Dexterity
+40 to Mana
+208 to Attack Rating
+15 - 45 cold damage with 4 sec Duration
20% Cold Absorb
Cannot Be Frozen

String of Ears
Demonhide Sash
Defense: 104
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x4010ba87
Item Level: 80
Version: Expansion 1.10+
Properties:
155% Enhanced Defense
+15 Defense
Magic Damage Reduced by 15
Damage Reduced by 12%
7% Life stolen per hit
+10 Maximum Durability

Tearhaunch
Greaves
Defense: 60
Durability: 23 of 24
Required Level: 29
Required Strength: 70
Fingerprint: 0x1e0a5ce5
Item Level: 87
Version: Expansion 1.10+
Properties:
+5 to Strength
+5 to Dexterity
61% Enhanced Defense
+35 Defense
20% Faster Run/Walk
+2 to Vigor (Paladin Only)
All Resistances +10

Laying of Hands
Bramble Mitts
Defense: 83
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x5d0386e9
Item Level: 86
Version: Expansion 1.10+
Properties:
+25 Defense
Fire Resist +50%
20% Increased Attack Speed
350% Damage to Demons
10% Chance to cast level 3 Holy Bolt on striking

Hand of Blessed Light
Divine Scepter
One Hand Damage: 60 - 140
Durability: 70 of 70
Required Level: 42
Required Strength: 103
Fingerprint: 0x328dc003
Item Level: 87
Version: Expansion 1.10+
Properties:
151% Enhanced Damage
+20 to Minimum Damage
+45 to Maximum Damage
15% Regenerate Mana
+50 Defense
+2 to Paladin Skill Levels
+4 to Light Radius
+4 to Holy Bolt (Paladin Only)
+2 to Fist of the Heavens (Paladin Only)
100% Bonus to Attack Rating
5% Chance to cast level 4 Fist of the Heavens on striking
150% Damage to Undead

Spirit
Heraldic Shield
Defense: 23
Chance to Block: 20
Durability: 40 of 40
Required Level: 25
Required Strength: 40
Fingerprint: 0xdc8d4cf7
Item Level: 61
Version: Expansion 1.10+
Properties:
All Resistances +34
+22 to Vitality
+106 to Mana
+250 Defense vs. Missile
55% Faster Hit Recovery
32% Faster Cast Rate
+2 to All Skills
+6 Magic Absorb
Poison Resist +35%
Cold Resist +35%
Lightning Resist +35%
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Tangerine Small Charm of Frost
Small Charm
Required Level: 10
Fingerprint: 0x5713cc64
Item Level: 33
Version: Expansion 1.10+
Properties:
Lightning Resist +5%
+1 - 2 cold damage with 1 sec Duration

Steel Grand Charm of the Icicle
Grand Charm
Required Level: 35
Fingerprint: 0x6b4c11a7
Item Level: 50
Version: Expansion 1.10+
Properties:
+104 to Attack Rating
+2 - 4 cold damage with 1 sec Duration

Steel Grand Charm of Storms
Grand Charm
Required Level: 29
Fingerprint: 0xdd28903e
Item Level: 86
Version: Expansion 1.10+
Properties:
+95 to Attack Rating
+1 - 33 Lightning Damage

Steel Grand Charm
Grand Charm
Required Level: 35
Fingerprint: 0xe4f4733d
Item Level: 52
Version: Expansion 1.10+
Properties:
+116 to Attack Rating

Steel Grand Charm
Grand Charm
Required Level: 35
Fingerprint: 0xa1b0ef2d
Item Level: 50
Version: Expansion 1.10+
Properties:
+106 to Attack Rating

Sapphire Large Charm
Large Charm
Required Level: 27
Fingerprint: 0x73c9ba20
Item Level: 86
Version: Expansion 1.10+
Properties:
Cold Resist +15%

Ruby Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0xbd39cb77
Item Level: 79
Version: Expansion 1.10+
Properties:
+27 to Life
Fire Resist +15%

Jade Small Charm of Strength
Small Charm
Required Level: 20
Fingerprint: 0x618609e5
Item Level: 48
Version: Expansion 1.10+
Properties:
+2 to Strength
Poison Resist +9%

Jade Large Charm of Dexterity
Large Charm
Required Level: 18
Fingerprint: 0x6bbf3d97
Item Level: 87
Version: Expansion 1.10+
Properties:
+2 to Dexterity
Poison Resist +11%

Garnet Small Charm of Greed
Small Charm
Required Level: 20
Fingerprint: 0x8ca05c32
Item Level: 85
Version: Expansion 1.10+
Properties:
Fire Resist +9%
6% Extra Gold from Monsters

Amber Large Charm of Dexterity
Large Charm
Required Level: 27
Fingerprint: 0x4c37af58
Item Level: 48
Version: Expansion 1.10+
Properties:
+4 to Dexterity
Lightning Resist +13%


Mercenary Equipment
Ajheed, A3 Cold Wolf
Helm: Ethereal Harlequin Crest
Armour: Skin of the Vipermagi
Weapon: Spirit Sword / Lidless Wall

When I was planning this character I was considering making a conviction Zealot and using a Lightning Wolf. In the end I decided to play as a Fanatic Zealot, but stuck with the idea of using an A3 merc, but this time a Cold Wolf. This is my first time playing through the entire game with an A3 merc, and he did pretty well really, providing decent freeze for anything not CI. By A5 Hell he was only really providing decoration though. The biggest problem with his is when I died. The trouble is he has trouble killing anything on his own, even at /p1. This means body retrival is at best extremely difficult, and normally only achievably by a save & exit.

I may change to a Barbarian later (fits nicely with the Sword Of The Dawn theme) or more likely an A2 Holy Freeze merc if I get serious about Baaling.


Finds
Hellforge: Fal NM, Io Hell. I hate Ios even more than Hels, once you have a few 'White' wands, Io is basically useless.
I ran Pindle as a pure FoH Paladin (more on that below) to level and had some decent finds - Wizardspike, Guardian Angel, Leviathan (17%DR), Harlequin Crest, Thunderstroke, Shimmering (15%) GC of Greed, Acrobatic GC of Vita (36 life), Sazabi's Cobalt Redeemer, Infernostride.
I also found this very nice charm whilst questing, I can't remember where, but from the ilvl I suspect it was the Maggot Lair:

Sharp Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x2b50db25
Item Level: 86
Version: Expansion 1.10+
Properties:
+39 to Life
+50 to Attack Rating
+10 to Maximum Damage

Pictures
A3 Mercs aren't useless
Bad resists against Hell Diablo
Die Baal, die!
Battle on the edge of the Arreat Summit

Random Thoughts
Yes, yet another character with a two handed sword. My addiction is not cured, I still think 2h swords are the coolest weapon class in the game. The character in the book is blonde haired and blue eyed, which the Paladin clearly isn't. So I wanted to go with a fully armoured look. After a trying on a few armours to see how they looked, I decided that Sharktooth armour was the way to go. Guillaumes face is a fantastic melee helm and fitted the look I wanted nicely too.

Hawkmoon is designed as a melee Baal runner. Dolls, Gloams and Oblivion Knights are the bane of any melee character. If you have ever been in one of Thyiad's Baal run MP games, you normally see all three together. Every run. So this is where the Fist of the Heavens comes in as all these monsters are obviously undead. I can run down to Baal on /players1, whack the undead with a few FoH / Holy Bolts and wade in on anything left alive with a 2 handed sword. Just the kind of play style I like.

I have a 1.07 colossus sword sitting in my stash (thanks to Jae) the plan is to turn that into a 'Death' eventually and juggle the equipment around for Baaling. 'Fortitude' would be ideal for melee Baaling, but that seems quite a distant wish at the moment. That would also allow me to use Dracul's for the Life Tap if needed.

Doombringer is a seriously underrated weapon. For questing, I love it. Life boost, decent damage, leech, AR boost, indestructible all make it very nice. For a 2h Zealot the ctc Weaken was ideal. I had about 30% damage reduction with SoE and Fade activated from Treachery. Weaken hugely reduced physical damage from my opponents, and went off a lot. Very nice indeed. It would be nice for a frenzy barb too.

As I have already said, I ran Pindle to level a bit before the Ancients. I was wondering if this character would make a decent Pindle runner. Well he is OK, but not as good as a Blizz sorc by a long shot. Normally it takes about 2-3 FoHs to take out the pack on /players 1. I had trouble taking out the whole pack before they charged me on higher players settings, so I was a bit disappointed by the power of FoH here. Add in the fact that you don't have teleport without a Naj's Puzzler on switch, and you soon realise you are much better off with a blizz sorc. Maybe he would work better focusing on Holy Bolt and loading up on 125FCR, but this leaves little room for MF.


I am John Daker, the victim of the whole world's dreams. I am Erekose, Champion of Humanity, who slew the human race. I am Hawkmoon. I am Corum. I am Illian. I am Aubec. I am Elric. I am Asquiol. I am Ulysses. I am Cornelius. I am many more.
 
Originally posted by @maxicek on Jul 8, 2008:

The History of The Runestaff - Three Themed Patriarchs

Count_Brass
Count Brass

The sky was a light grey, carrying rain, and from it shone sunlight of watery gold, touching the Count’s armour of burnished brass and making it glow like flame. The Count wore a huge broadsword at his hip, and a plain helmet, also of brass, was on his head. His whole body was sheathed in heavy brass, and even his gloves and boots were of brass links sewn upon leather. The Count’s body was broad sturdy and tall, and he had a great strong head on his shoulders, with a tanned face that might also have been moulded of brass. His heavy moustache was red, as was his hair. In the Kamarg, as well as beyond it, it was not unusual to hear the legend that the Count was, in fact, not a true man at all but a living statue in brass, a Titan, invincible, indestructible, immortal. - The History of The Runestaff

Count Brass is an experienced warrior who has fought in most of the major battles of his generation. He is also a talented tactician, both politically and in warfare. When the books start he is in semi-retirement as Guardian of the Kamarg (Camargue), trying to stay neutral as warfare engulfs the rest of Europe.


Stats
Name: Count_Brass
Class: Barbarian
Experience: 823167157
Level: 82

Naked/Gear
Strength: 181/206
Dexterity: 111/140
Vitality: 203/203
Energy: 10/20
HP: 989/989
Mana: 91/207
Stamina: 351/351
Defense: 27/1282
AR: 540/540

Fire: 138/98/38
Cold: 94/54/-6
Lightning: 141/101/41
Poison: 88/48/-12


Skills
Bash: 1/3
Double Swing: 10/12
Double Throw: 1/3
Frenzy: 20/22

Sword Mastery : 10/12
Increased Stamina : 1/3
Iron Skin : 1/3
Increased Speed : 1/3
Natural Resistance : 3/5

Howl : 1/3
Find Potion : 1/3
Taunt : 15/17
Shout : 1/3
Find Item : 15/17
Battle Orders : 10/12
Battle Command : 1/3


Equipment
Weapon1: 'Oath' 1.07 Balrog Blade
Weapon2: 'Oath' Balrog Blade / 'Lawbringer' Balrog Blade depending on the situation.

Switch Weapon: Blade of Ali Baba 'Lem Lem'
Switch Shield: Blade of Ali Baba (run out of Lems for now)

Helm: Guillaume's Face 'Ort' (Crown of Thieves for GF)
Armour: Goldskin Ornate Plate
Belt: String of Ears (Goldwrap for GF)
Boots: Goblin Toe (Rares for GF)
Gloves: Laying of Hands

Amulet: Rare +2 Skills, resists, mana leech and GF. Thanks to maxgerin for this.
Ring1: Ravenfrost (Dwarfstar for GF)
Ring2: (Dwarfstar for GF)

Inventory: Gheed’s Fortune, 5x Steel GCs of Greed (thanks again to maxgerin), tomes & the cube.

Equipment Readouts:
Code:
Oath
Balrog Blade
One Hand Damage: 86 - 437
Two Hand Damage: 320 - 692
Durability: 26 of 26
Required Level: 53
Required Strength: 175
Required Dexterity: 77
Fingerprint: 0x3b145028
Item Level: 87
Version: Expansion
Properties: 
291% Enhanced Damage
50% Increased Attack Speed
+14 Magic Absorb
Indestructible
30% Chance to cast level 20 Bone Spirit on striking
Level 17 Iron Golem (14/14 Charges)
Level 16 Heart of Wolverine (20/20 Charges)
Ethereal
+100 to Attack Rating against Demons
75% Damage to Demons
Prevent Monster Heal
+10 to Energy
4 Sockets (4 used)
Socketed: Shael Rune
Socketed: Pul Rune
Socketed: Mal Rune
Socketed: Lum Rune

Lawbringer
Balrog Blade
One Hand Damage: 15 - 75
Two Hand Damage: 55 - 118
Durability: 23 of 50
Required Level: 53
Required Strength: 185
Required Dexterity: 87
Fingerprint: 0xabf1d2ce
Item Level: 86
Version: Expansion 1.10+
Properties: 
+233 Defense vs. Missile
+150 - 210 Fire Damage
+130 - 180 cold damage with 6 sec Duration
Slain Monsters Rest in Peace
50% Target Defense
Level 16 Sanctuary Aura When Equipped
20% Chance to cast level 15 Decrepify on striking
7% Life stolen per hit
75% Extra Gold from Monsters
+10 to Dexterity
3 Sockets (3 used)
Socketed: Amn Rune
Socketed: Lem Rune
Socketed: Ko Rune

Goldskin
Chaos Armor
Defense: 806
Durability: 62 of 70
Required Level: 28
Required Strength: 140
Fingerprint: 0x5e92226a
Item Level: 87
Version: Expansion 1.10+
Properties: 
143% Enhanced Defense
Attacker Takes Damage of 10
+2 to Light Radius
Required Lvl +5
All Resistances +35
+4 to Strength
Lightning Resist +12%
+20 poison damage over 2 seconds
125% Extra Gold from Monsters
1 Sockets (1 used)
Socketed: Dread Eye

Laying of Hands
Bramble Mitts
Defense: 85
Durability: 10 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x1af20c23
Item Level: 87
Version: Expansion 1.10+
Properties: 
+25 Defense
Fire Resist +50%
20% Increased Attack Speed
350% Damage to Demons
10% Chance to cast level 3 Holy Bolt on striking

Blade of Ali Baba
Tulwar
One Hand Damage: 34 - 74
Durability: 32 of 32
Required Level: 43
Required Strength: 70
Required Dexterity: 42
Fingerprint: 0x932cf905
Item Level: 87
Version: Expansion 1.10+
Properties: 
+10 to Dexterity
+15 to Mana
114% Enhanced Damage
205% Extra Gold from Monsters (Based on Char Lvl)
81% Better Chance of Getting Magic Items
150% Extra Gold from Monsters
2 Sockets (2 used)
Socketed: Lem Rune
Socketed: Lem Rune

Blade of Ali Baba
Tulwar
One Hand Damage: 31 - 68
Durability: 32 of 32
Required Level: 35
Required Strength: 70
Required Dexterity: 42
Fingerprint: 0x286547e5
Item Level: 87
Version: Expansion 1.10+
Properties: 
+7 to Dexterity
+15 to Mana
96% Enhanced Damage
205% Extra Gold from Monsters (Based on Char Lvl)
81% Better Chance of Getting Magic Items
2 Sockets (0 used)

Guillaume's Face
Winged Helm
Defense: 217
Durability: 36 of 40
Required Level: 34
Required Strength: 115
Fingerprint: 0x165bb3fa
Item Level: 87
Version: Expansion 1.10+
Properties: 
+15 to Strength
120% Enhanced Defense
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
Lightning Resist +30%
1 Sockets (1 used)
Socketed: Ort Rune

Oath
Balrog Blade
One Hand Damage: 76 - 389
Two Hand Damage: 285 - 615
Indestructible
Required Level: 53
Required Strength: 175
Required Dexterity: 77
Fingerprint: 0x620bdd69
Item Level: 81
Version: Expansion 1.10+
Properties: 
248% Enhanced Damage
50% Increased Attack Speed
+10 Magic Absorb
Indestructible
30% Chance to cast level 20 Bone Spirit on striking
Level 17 Iron Golem (14/14 Charges)
Level 16 Heart of Wolverine (19/20 Charges)
Ethereal
+100 to Attack Rating against Demons
75% Damage to Demons
Prevent Monster Heal
+10 to Energy
4 Sockets (4 used)
Socketed: Shael Rune
Socketed: Pul Rune
Socketed: Mal Rune
Socketed: Lum Rune

Goblin Toe
Light Plated Boots
Defense: 34
Durability: 13 of 18
Required Level: 22
Required Strength: 50
Fingerprint: 0xb279d62e
Item Level: 87
Version: Expansion 1.10+
Properties: 
59% Enhanced Defense
+15 Defense
Damage Reduced by 1
Magic Damage Reduced by 1
-1 to Light Radius
25% Chance of Crushing Blow

String of Ears
Demonhide Sash
Defense: 105
Durability: 19 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0xcb36564d
Item Level: 87
Version: Expansion 1.10+
Properties: 
159% Enhanced Defense
+15 Defense
Magic Damage Reduced by 15
Damage Reduced by 12%
7% Life stolen per hit
+10 Maximum Durability

Storm Gorget
Amulet
Required Level: 67
Fingerprint: 0xd04a8969
Item Level: 94
Version: Expansion 1.10+
Properties: 
Magic Damage Reduced by 1
Cold Resist +6%
5% Mana stolen per hit
25% Extra Gold from Monsters
+2 to Barbarian Skill Levels
All Resistances +15

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x312fb210
Item Level: 86
Version: Expansion 1.10+
Properties: 
+19 to Dexterity
+40 to Mana
+213 to Attack Rating
+15 - 45 cold damage with 4 sec Duration
20% Cold Absorb
Cannot Be Frozen

Corruption Eye
Ring
Required Level: 48
Fingerprint: 0x13cd98f3
Item Level: 86
Version: Expansion 1.10+
Properties: 
+6 to Strength
+66 to Mana
+72 to Attack Rating
Damage Reduced by 1
All Resistances +8

Steel Grand Charm of Greed
Grand Charm
Required Level: 35
Fingerprint: 0x376dca3
Item Level: 86
Version: Expansion 1.10+
Properties: 
+117 to Attack Rating
18% Extra Gold from Monsters

Steel Grand Charm of Greed
Grand Charm
Required Level: 41
Fingerprint: 0x53cec35d
Item Level: 86
Version: Expansion 1.10+
Properties: 
+119 to Attack Rating
29% Extra Gold from Monsters

Steel Grand Charm of Greed
Grand Charm
Required Level: 41
Fingerprint: 0x1b486ee
Item Level: 60
Version: Expansion 1.10+
Properties: 
+128 to Attack Rating
26% Extra Gold from Monsters

Steel Grand Charm of Greed
Grand Charm
Required Level: 41
Fingerprint: 0x47f9bfea
Item Level: 86
Version: Expansion 1.10+
Properties: 
+130 to Attack Rating
26% Extra Gold from Monsters

Steel Grand Charm of Greed
Grand Charm
Required Level: 41
Fingerprint: 0xc176dee9
Item Level: 63
Version: Expansion 1.10+
Properties: 
+131 to Attack Rating
27% Extra Gold from Monsters

Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0xc8a2790f
Item Level: 49
Version: Expansion 1.10+
Properties: 
3% Faster Run/Walk

Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0x38e82df3
Item Level: 60
Version: Expansion 1.10+
Properties: 
3% Faster Run/Walk

Small Charm of Greed
Small Charm
Required Level: 15
Fingerprint: 0x3642a373
Item Level: 43
Version: Expansion 1.10+
Properties: 
9% Extra Gold from Monsters

Small Charm of Greed
Small Charm
Required Level: 15
Fingerprint: 0x8c89d925
Item Level: 87
Version: Expansion 1.10+
Properties: 
10% Extra Gold from Monsters

Amber Small Charm of Fortune
Small Charm
Required Level: 32
Fingerprint: 0xe73d0d88
Item Level: 57
Version: Expansion 1.10+
Properties: 
Lightning Resist +11%
3% Better Chance of Getting Magic Items

Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x8492e343
Item Level: 94
Version: Expansion 1.10+
Properties: 
132% Extra Gold from Monsters
21% Better Chance of Getting Magic Items
Reduces all Vendor Prices 12%

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xe82e453d
Item Level: 85
Version: Expansion 1.10+
Properties: 
+15 to Life

Mercenary Equipment
Azrael, A2 Might merc:
Helm: Crown of Thieves
Armour: Goldskin Ornate Plate
Weapon: The Reaper's Toll - Probably a Kelpie Snare for GF duties, the cold damage on on Reaper's can shatter bodies.


Finds
Hellforge: Can't remember NM, Mal Hell.
The Mal went straight into a 1.07 Balrog Blade to make another 'Oath' - I didn't get a great roll though, so it may get re-socketed when I have more runes.
I found a Duriel's Shell whilst questing, which I am always happy to see as it allows me to keep all my mercs fully equipped. Baal dropped M'avina's Embrace and a Grand Charm, so I had better get around to re-rolling some soon.

Pictures
Count_Brass fighting Ventar
In action against Baal
On the Arreat Summit

Random Thoughts
In case you didn't realise already, Count_Brass is my themed gold finder. But he doesn't use a two handed sword - he uses two two-handed swords. It doesn't get any better than this. I am using Goldwrap as the armour as it fits the theme better than a 'Wealth' Archon. As a result the piles of gold aren't quite as large as they could be, but they will do. From the descriptions in the book, I think this one fits the theme very nicely.

I don't think Frenzy is the best skill to use for a Gold Finder, but as both my Barbarian Patriarchs to date have been WW, plus an IK WW barb in normal, a change was in order. In case you are wondering why his dext is so high, this is in case I decide I want to use my Grief Phase Blade with him at a later date.

Good fun to play and now I have all the gold I need to fund my gambling habit.
 
Originally posted by @maxicek on Jul 8, 2008:

The History of The Runestaff - Three Themed Patriarchs

Meliadus
Baron Meliadus of Kroiden, Grand Constable of The Order Of The Wolf

The baron was almost as tall as Count Brass. He was dressed all in gleaming black and dark blue. Even his jewelled animal mask, which covered the whole of his head like a helmet, was of some strange black metal with sapphires for eyes. The mask was cast in the form of a snarling wolf, with needle sharp teeth and in the open jaws. Standing in the shadows of the hall, his black cloak covering much of his black armour, Baron Meliadus might have been one of the mythical beast gods that were still worshipped in the lands beyond the middle sea. - The History of The Runestaff


Meliadus is head of the Order of the Wolf and sworn enemy of Hawkmoon and Count Brass. OK, I admit it, the theme is pretty weak on this character really, I liked the name and shoe-horned him in with the other two. He looks the part in the human form, but Meliadus never actually changes into a werewolf in the book. There is no way I was going to play through the whole game just using normal attack, even with a Grief Phase Blade. In case you didn't already guess, Meliadus is a PvP Fury / Rabies wolf. He is the Druid in my PvP sept.

Stats
Name: Meliadus
Class: Druid
Experience: 966945603
Level: 84

Naked/Gear
Strength: 136/211
Dexterity: 178/218
Vitality: 176/196
Energy: 20/50
HP: 541/631
Mana: 186/330
Stamina: 318/358
Defense: 44/1537
AR: 860/860

Fire: 174/134/74
Cold: 187/147/87
Lightning: 183/143/83
Poison: 133/93/33


Skills
Raven: 1/4
Poison Creeper: 20/23
Oak Sage: 11/14
Summon Spirit Wolf: 1/4
Werewolf : 1/11
Lycanthropy : 20/30
Feral Rage : 1/11
Rabies : 20/30
Fury : 20/30


Equipment
Weapon: 'Grief' Phase Blade
Shield: Stormshield 'Eld'

Switch Weapon: Plague Bearer
Switch Shield: Spirit

Helm: Jalal's Mane socketed with 13% Shimmering Jewel of Envy
Armour: Lionheart (Duress PvP)
Belt: String of Ears (Verdungo's PvP)
Boots: Gore Riders
Gloves: Laying of Hands (Trang's Claws PvP)

Amulet: Highlords Wrath
Ring1: Ravenfrost
Ring2: Rare dual leech PvM. Probably a second Ravenfrost PvP.

Inventory: 6x Spiritual GCs, both tomes & the cube. 2x4 slot empty.

Equipment Readouts:
Code:
Grief
Phase Blade
One Hand Damage: 31 - 35
Indestructible
Required Level: 59
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0x36c1662c
Item Level: 86
Version: Expansion 1.10+
Properties: 
+13 Life after each Kill
36% Increased Attack Speed
Damage +359
Ignore Target's Defense
35% Chance to cast level 15 Venom on striking
142 Damage to Demons (Based on Char Lvl)
-21% to Enemy Poison Resistance
25% Target Defense
+2 to Mana after each Kill
20% Deadly Strike
Prevent Monster Heal
+5 - 30 Fire Damage
5 Sockets (5 used)
Socketed: Eth Rune
Socketed: Tir Rune
Socketed: Lo Rune
Socketed: Mal Rune
Socketed: Ral Rune

Stormshield
Monarch
Defense: 463
Chance to Block: 54
Durability: 56 of 86
Required Level: 73
Required Strength: 156
Fingerprint: 0x5efc1ccc
Item Level: 87
Version: Expansion 1.10+
Properties: 
+30 to Strength
Damage Reduced by 35%
Lightning Resist +25%
Cold Resist +60%
35% Faster Block Rate
+10 Attacker Takes Lightning Damage of
Indestructible
315 Defense (Based on Char Lvl)
32% Increased Chance of Blocking
1 Sockets (1 used)
Socketed: Eld Rune

Jalal's Mane
Totemic Mask
Defense: 279
Durability: 20 of 20
Required Level: 42
Required Strength: 65
Fingerprint: 0xaa101b1e
Item Level: 87
Version: Expansion 1.10+
Properties: 
+20 to Strength
+20 to Energy
182% Enhanced Defense
+2 to Druid Skill Levels
30% Faster Hit Recovery
20% Bonus to Attack Rating
+5 to Mana after each Kill
+2 to Shape-Shifting Skills (Druid Only)
All Resistances +43
+20 poison damage over 2 seconds
1 Sockets (1 used)
Socketed: Scintillating Jewel of Envy

Highlord's Wrath
Amulet
Required Level: 65
Fingerprint: 0xe4ab3648
Item Level: 86
Version: Expansion 1.10+
Properties: 
Lightning Resist +35%
+1 - 30 Lightning Damage
20% Increased Attack Speed
+1 to All Skills
+15 Attacker Takes Lightning Damage of
3% Deadly Strike

Lionheart
Archon Plate
Defense: 412
Durability: 60 of 60
Required Level: 63
Required Strength: 87
Fingerprint: 0x5955dd6c
Item Level: 85
Version: Expansion 1.10+
Properties: 
All Resistances +30
All Stats +10
+15 to Strength
+5 to Dexterity
+10 to Vitality
+50 to Life
20% Enhanced Damage
Requirements -15%
3 Sockets (3 used)
Socketed: Hel Rune
Socketed: Lum Rune
Socketed: Fal Rune


Skull Coil
Ring
Required Level: 74
Fingerprint: 0xe4f612ee
Item Level: 88
Version: Expansion 1.10+
Properties: 
+5 to Dexterity
+44 to Mana
+84 to Attack Rating
Poison Resist +15%
5% Life stolen per hit
6% Mana stolen per hit

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x2b982103
Item Level: 87
Version: Expansion 1.10+
Properties: 
+20 to Dexterity
+40 to Mana
+232 to Attack Rating
+15 - 45 cold damage with 4 sec Duration
20% Cold Absorb
Cannot Be Frozen

String of Ears
Demonhide Sash
Defense: 106
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x8b1d843c
Item Level: 86
Version: Expansion 1.10+
Properties: 
161% Enhanced Defense
+15 Defense
Magic Damage Reduced by 12
Damage Reduced by 14%
7% Life stolen per hit
+10 Maximum Durability

Gore Rider
War Boots
Defense: 142
Durability: 34 of 34
Required Level: 47
Required Strength: 93
Fingerprint: 0x7d4dbc14
Item Level: 87
Version: Expansion 1.10+
Properties: 
+20 Maximum Stamina
164% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Laying of Hands
Bramble Mitts
Defense: 81
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x57c9d428
Item Level: 86
Version: Expansion 1.10+
Properties: 
+25 Defense
Fire Resist +50%
20% Increased Attack Speed
350% Damage to Demons
10% Chance to cast level 3 Holy Bolt on striking

Plague Bearer
Rune Sword
One Hand Damage: 35 - 150
Durability: 44 of 44
Required Level: 41
Required Strength: 103
Required Dexterity: 79
Fingerprint: 0xa7d45e73
Item Level: 87
Version: Expansion 1.10+
Properties: 
150% Enhanced Damage
+10 to Minimum Damage
+45 to Maximum Damage
Poison Resist +45%
+300 poison damage over 8 seconds
+5 to Rabies (Druid Only)
5% Chance to cast level 4 Poison Nova on striking

Spirit
Monarch
Defense: 133
Chance to Block: 22
Durability: 86 of 86
Required Level: 54
Required Strength: 156
Fingerprint: 0x6041a4e4
Item Level: 88
Version: Expansion 1.10+
Properties: 
+22 to Vitality
+96 to Mana
+250 Defense vs. Missile
55% Faster Hit Recovery
26% Faster Cast Rate
+2 to All Skills
+3 Magic Absorb
Poison Resist +35%
Cold Resist +35%
Lightning Resist +35%
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Tangerine Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x282587c4
Item Level: 22
Version: Expansion 1.10+
Properties: 
Lightning Resist +5%

Spiritual Grand Charm of Frost
Grand Charm
Required Level: 42
Fingerprint: 0x74671426
Item Level: 80
Version: Expansion 1.10+
Properties: 
+1 - 2 cold damage with 1 sec Duration
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xdd535544
Item Level: 80
Version: Expansion 1.10+
Properties: 
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x64cf357d
Item Level: 86
Version: Expansion 1.10+
Properties: 
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xbb0af2b1
Item Level: 80
Version: Expansion 1.10+
Properties: 
+1 to Shape-Shifting Skills (Druid Only)

Russet Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x9f69b612
Item Level: 20
Version: Expansion 1.10+
Properties: 
Fire Resist +6%

Spiritual Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x37aa3389
Item Level: 88
Version: Expansion 1.10+
Properties: 
+1 to Shape-Shifting Skills (Druid Only)

Shimmering Grand Charm of Greed
Grand Charm
Required Level: 27
Fingerprint: 0x25a8759b
Item Level: 86
Version: Expansion 1.10+
Properties: 
Fire Resist +15%
Lightning Resist +15%
Cold Resist +15%
Poison Resist +15%
12% Extra Gold from Monsters

Cobalt Small Charm
Small Charm
Required Level: 20
Fingerprint: 0xe42fb115
Item Level: 49
Version: Expansion 1.10+
Properties: 
Cold Resist +9%

Mercenary Equipment
Gulzar, A2 Might merc:
Helm: Tal Rasha's Horadric Crest
Armour: Duriel's Shell
Weapon: The Reaper's Toll
I started questing with Bonehew, but by A2 Hell the merc was dying at every boss pack. So I swapped in my more usual Reapers Toll. This underlined just how good Decrepify is for melee builds. Not only does it slow all the monsters down and reduce their damage, hugely increasing your survivability, but you get an increase in damage to. It's like a 3-in-1 curse.


Finds
Hellforge: Um NM, Fal Hell.
I found a Gul in one of the areas that doesn't lead to the Barracks from the Outer Cloister. My best rune drop to date whilst questing. Also found some Gore Riders from a boss pack in the Far Oasis and Bul-Kathos' Wedding Band from the sparkly chest in The Great Marsh.

Random Thoughts
There isn't really much to say about this build as it is a standard cookie cutter. Grief and Stormshield is a fantastic combination, I played Hell at /players3 fairly comfortably.

Rabies wasn't just used to kill PI (just bite and then run away for a bit), I used it throughout the game to soften up packs. Bite, switch to Plague Bearer & Spirit, switch back and wade in with Feral Rage and Fury. I found that Scarabs were particularly easy with rabies. They run around infecting each other and one bite was enough to kill them on /P3.

He was good fun PvM, I think it will be a while before he gets into a PvP game though. GM duels maybe, but I can't see him having much of a chance BM. At least not with my (lack of) playing skills.



So what's next?
Some consolidation of existing characters I think. I have several PvP characters that need some levelling. When I enter a PvP game and everyone else is in the mid 90s and my character is only 87, I get the message. I also want to do some more MFing and start running LK in earnest. I still have about four characters in A1 Hell so they will be next, and the rest of my PvP sept to finish. Not much then.
 
Originally posted by Neksja on Jul 14, 2008:

Patriarch Roman, my last pat/mat

Meet Patriarch Roman, thrower Barbarian.

Character name : Roman
Character type : Barbarian
Character level : 79

Strength : 101 (126)
Energy : 10
Dexterity : 112 (169)
Vitality : 267

Life : 2263 / 1239
Mana : 261 / 88
Stamina : 1317 / 412

Resists: 75/75/80/69

Skills:

20 Battle Orders
20 Double Swing
20 Throw Mastery
19 Double Throw
1 in prereqs and wonders

Damage:

700-8757 / 2674-7294 (with might merc and after BC)

Gear:

Helm: Arreats (socketed with damage/light res/-req jewel)
Amulet: Highlord's Wrath
Weapon1: Lacerator
Weapon2: Warshrike
Switch1: Lacerator
Switch2: Warshrike
Armor: Fortitude
Gloves: Crafted 20ias/KB
Ring1: Ravenfrost
Ring2: Rare all res/mana leech
Belt: Razortail
Boots: Goreriders

Readouts:
Code:
Arreat's Face
Slayer Guard
Defense: 350
Durability: 55 of 55
(Barbarian Only)
Required Strength: 100
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x71567ec7
+20 to Strength
+20 to Dexterity
+190% Enhanced Defense
+26% Enhanced Damage
Fire Resist +30%
Lightning Resist +37%
Cold Resist +30%
Poison Resist +30%
4% Life stolen per hit
+2 to Barbarian Skill Levels
Requirements -15%
30% Faster Hit Recovery
20% Bonus to Attack Rating
+2 to Combat Skills (Barbarian Only)
Socketed (1: 1 used)

Skull Scarab
Jewel
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x4c58f76
+26% Enhanced Damage
Lightning Resist +7%
Requirements -15%

Highlord's Wrath
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xcb364ea0
Lightning Resist +35%
Adds 1-30 lightning damage
20% Increased Attack Speed
+1 to All Skill Levels
Attacker Takes Lightning Damage of 15
29% Deadly Strike (Based on Character Level)

Lacerator
Winged Axe
Throw Damage: 20 to 175
One-Hand Damage: 32 to 164
Quantity: 49
Required Dexterity: 122
Required Strength: 96
Required Level: 68
Axe Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x1055dcbb
+193% Enhanced Damage
30% Increased Attack Speed
Hit Causes Monster to Flee 50%
Prevent Monster Heal
33% Chance of Open Wounds
33% Chance to cast Level 3 Amplify Damage on striking
Replenishes Quantity

Warshrike
Winged Knife
Throw Damage: 78 to 132
One-Hand Damage: 91 to 119
Quantity: 77
Required Dexterity: 142
Required Strength: 45
Required Level: 75
Dagger Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xb611c97b
+240% Enhanced Damage
30% Increased Attack Speed
50% Deadly Strike
Piercing Attack [50]
25% Chance to cast Level 9 Nova on striking
Replenishes Quantity

Lacerator
Winged Axe
Throw Damage: 18 to 159
One-Hand Damage: 29 to 148
Quantity: 105
Required Dexterity: 122
Required Strength: 96
Required Level: 68
Axe Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x88a2745f
+166% Enhanced Damage
30% Increased Attack Speed
Hit Causes Monster to Flee 50%
Prevent Monster Heal
33% Chance of Open Wounds
33% Chance to cast Level 3 Amplify Damage on striking
Replenishes Quantity

Warshrike
Winged Knife
Throw Damage: 74 to 127
One-Hand Damage: ** to 114
Quantity: 127
Required Dexterity: 142
Required Strength: 45
Required Level: 75
Dagger Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x8e4012c3
+226% Enhanced Damage
30% Increased Attack Speed
50% Deadly Strike
Piercing Attack [50]
25% Chance to cast Level 9 Nova on striking
Replenishes Quantity

Fortitude
Archon Plate
'ElSolDolLo'
Defense: 1587
Durability: 60 of 60
Required Strength: 103
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x3bebbbe2
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +28%
Lightning Resist +28%
+5% to Maximum Lightning Resist
Cold Resist +28%
Poison Resist +28%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+79 to Life (Based on Character Level)
Socketed (4: 4 used)

Storm Fist
Chain Gloves
Defense: 8
Durability: 16 of 16
Required Strength: 25
Required Level: 57
Item Version: 1.10+ Expansion
Item Level: 92
Fingerprint: 0x320217ae
Fire Resist +30%
Attacker Takes Damage of 7
20% Better Chance of Getting Magic Items
Knockback
20% Increased Attack Speed
12% Chance to cast Level 4 Nova when struck
5% Chance to cast Level 4 Frost Nova when struck

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xcaa28ad3
+20 to Dexterity
+40 to Mana
+234 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Death Touch
Ring
Required Level: 48
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x139162ee
+16 to Maximum Stamina
+1 to Maximum Damage
Fire Resist +11%
Lightning Resist +11%
Cold Resist +21%
Poison Resist +11%
5% Mana stolen per hit

Razortail
Sharkskin Belt
Defense: 100
Durability: 14 of 14
Required Strength: 20
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x32837d41
+15 to Dexterity
+132% Enhanced Defense
+10 to Maximum Damage
+15 Defense
Piercing Attack [33]
Attacker Takes Damage of 79 (Based on Character Level)

Gore Rider
War Boots
Defense: 145
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xdfe06043
+20 to Maximum Stamina
+169% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Charms:
Code:
Sharp Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 34
Fingerprint: 0x1527f05
+61 to Attack Rating
+9 to Maximum Damage

Fine Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 54
Fingerprint: 0xd07b9aa4
+1 to Dexterity
+12 to Attack Rating
+3 to Maximum Damage

Sharp Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0x36d7c4e1
+5 to Strength
+55 to Attack Rating
+10 to Maximum Damage

Sharp Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x6cd9025a
+72 to Attack Rating
+10 to Maximum Damage

Shimmering Grand Charm of Shock
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x83771893
All Resistances +15
Adds 1-3 lightning damage

Fine Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x30ef9342
+15 to Attack Rating
+3 to Maximum Damage
5% Faster Hit Recovery

Fine Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe80db633
+10 to Life
+10 to Attack Rating
+3 to Maximum Damage

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xaf2e989b
+20 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xf97f7429
+1 to Dexterity
+13 to Attack Rating
+3 to Maximum Damage

Sharp Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0xf00de94
+51 to Attack Rating
+10 to Maximum Damage

Shimmering Grand Charm of Fire
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xb60febbd
All Resistances +15
Adds 1-3 fire damage

Fine Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x79d83075
+10 to Attack Rating
+3 to Maximum Damage
Adds 1-20 lightning damage

Sharp Grand Charm of Quality
Keep in Inventory to Gain Bonus
Required Level: 33
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x370d8dc6
+67 to Attack Rating
+11 to Maximum Damage

Merc, Act2 Might Merc:
Code:
Vampire Gaze
Grim Helm
Defense: 378
Durability: 21 of 21
Required Strength: 48
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8f63da3d
+100% Enhanced Defense
+1 to Minimum Damage
Magic Damage Reduced by 14
Damage Reduced by 20%
Adds 6-22 cold damage over 4 seconds
8% Life stolen per hit
8% Mana stolen per hit
15% Increased Attack Speed
15% Slower Stamina Drain
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Scarlet Jewel of Fervor
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x1efa4ce3
+1 to Minimum Damage
15% Increased Attack Speed

Duriel's Shell
Cuirass
Defense: 964
Durability: 126 of 126
Required Strength: 55
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x643b1775
+23 to Strength
+185% Enhanced Defense
+29% Enhanced Damage
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+98 to Defense (Based on Character Level)
+79 to Life (Based on Character Level)
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Realgar Jewel of Virility
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x411d958b
+8 to Strength
+29% Enhanced Damage

Insight
Cryptic Axe
'RalTirTalSol'
Two-Hand Damage: 172 to 749
Durability: 33 of 33
Required Dexterity: 93
Required Strength: 155
Required Level: 59
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x88a8c9dc
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
+233% Enhanced Damage
+9 to Minimum Damage
Adds 5-30 fire damage
+75 poison damage over 5 seconds
23% Better Chance of Getting Magic Items
+3 to Critical Strike
35% Faster Cast Rate
210% Bonus to Attack Rating
+2 to Mana After Each Kill
Level 17 Meditation Aura When Equipped
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Best Finds:

Lem NM HF, Gul Hell HF, 197ed Guardian Angel, 3max/12ar/1dex small charm.

Gameplay:

Roman used Gemmed War Axe (full of max damage jewels) until he was lvl24 and then he used perfect Bonesnap until lvl 31 and Ribcracker. Then he meleed until he was lvl44 and got the throwing weapons in use for the first time, dual Deathbits. After that, throw throw throw your knives!

Replenish Quantity. Completely BS, may I say. I really suffered that I didn't have extra pair of Deathbits, but it got a little easier, when I got to to NM and level 57, so I could equip dual Scalpers. After that, I had all the time both switchs in use. So, I decided I'm not going to use BO-sticks in the end, but I'll use two Lacerator/Warshrike switches, which was not a bad idea at all. Through Hell act5, I had to visit approx 10 times to "repair" my weapons and I ran through the act, I did kill as few monsters I could.

Lacerator, the beauty and the beast of this build. Don't you love when you're doing physical damage and the monsters are Amped? But don't love even more, if you meet a PI monster and you break his immunity with the Amp? Then what? You'll throw the next axe and the monsters gets "Howl'd" and runs away and the amp is removed :rant: I cursed these situations quite many times. In the end, I got bored to it, so all PI's were just stunned and passed.

Hell Ancients, the place I thought I'd be in trouble. First note, no PI's! 2nd note, amp triggered immediately. 3rd note, Malawc and Korlic are dead and Talic is almost dead. Geez, I've never killed them as fast I did this time, no juvies needed, not even for merc. Maybe I was very lucky, but they were very easy, I stood in middle of them.

Baal and co. Breeeeeeze. Merc died once, I was a little lazy not to feed juvie for him while he stood in the middle of Hydras. But Lister Gang was very easy, spawned CI/FI, so no problem there. Baal was a little slow to kill, prolly because my CB was very low (15 from Gores), but he wasn't scary or anything.

In the end, quite effective, fast and safe character, thanks to 1 point in War Cry, again. That very little time of stunned monsters, gave me enough time to back off and start throwing axes/knives behind my merc.

End of an Era

Roman was my last D2 character and therefore, this is the last Pat/Mat thread from me. After this post, I'll uninstall D2. Why?

One reason is, that I don't enjoy playing much anymore. Been kind of burned out, but that's not the main issue I'm having. The biggest issue is, that this community kept me playing all the time since I started SP. But now, I don't enjoying hanging around these forums as much as I used to. Also, I've been thinking about quitting for some time and when I noticed that I'm not enjoying the forums lately, the desire of quitting got stronger and stronger. So, I decided last night, that it's best for me to quit after I'm done with Roman.

Don't know if I'll keep my stashes, but it seems the best to just delete everything so I don't have any temptations to come back. Yup, that's propably what I'm going to do.

Thanks to the whole community and special thanks to Thyiad and friedbanananazzzz, both of you made me very welcome here :flowers: Everyone have a nice time with D2 and even better times with D3 (in the year 2015 :rolleyes:) 👋

Cheers,
Neksja
 
Originally posted by purplelocust on Nov 1, 2010:

Patriarchs Otsoa and Skoll, base vit Wolfbarb and Fury Wolf

Story:
These two kind of go together, as before I did a long-languishing wolfbarb project I figured I should play a regular wolf to remind myself of the wolf basics. I'm still in 1.12 so the first 78 levels of the wolfbarb were a long-ago rush and level project. Both of them used a fair amount of the same gear many of my other physical-damage centered characters, notably Siarnaq .

I've put the Wolfbarb writeup first even though I finished him second as that one is more interesting.

Summary: With great gear on proven builds, both of these were strong builds that had no problems with Hell. Both were physical damage builds whose PI solution was pretty much wait for Amp to trigger to break the PI.


Otsoa, 1.12 base vit wolfbarb

This wolfbarb had the tedious part of levelling to 79 accomplished by the method of "be rushed through NM and then stand around self-MP NM Baal runs" many times to make it so that he was finally ready to don the Wolfhowl he needed. (This is 1.12, so that tedious aspect of Wolfbarbs is gone for people who've moved to the current version with respecification.) That was several years ago and he sat for a long time before I got back to him. In the meantime I found multiple good Ribcrackers, including a 300%ED one that ended up serving him well.

I didn't set out to have a base vitality barb and in fact was doing my usual careful method of only allocating the bare minimum of stat points for gear and comfortable play when I realized that I hadn't put anything in vitality yet, so why not keep it that way? In theory, he is a titan wolf since he has only put points into strength but he was skimping on strength so much that isn't very fair to say. He ended up with 384 unallocated stat points, so he could now change to become a genuine titan or to have a big life pool if desired. One possibility, ala Sanguine would be to just hit shift-click and allocate all 384 remaining stat points in one go, but I couldn't bring myself to do that.

One downside is that compared to a normal barb, he hado no real crowd control- mobs could be problematic and ranged attackers were annoying. Taunt wasn't possible in wolf form and I did even contemplate using Myth for its ctc Taunt which I assume works in wolf form, but I didn't try that. Instead, his crowd control was pretty much just killing things quickly.

In general, he was very hard-hitting and his life was constantly yoyo-ing up and down. Between the leech from his gloves, that 1.07 blood crafted ring with 33% leech, Feral Rage and Life Tap, his (decent but not particularly large, with base vit) red bulb was instantly refilled. Unleechables were no problem if they were mixed in with something with some flesh so he could switch targets to refill his life, or if they were by themselves it was red potions or just taking greater care if Life Tap hadn't gone off.

Originally I just muled the Enigma on to postpone having to think about how much strength I needed. So I was swapping it back and forth with the merc Treachery/Enigma, and I grew quite accustomed to the FRW on Enigma and of course the +2 all helps with the wolf skills. Wolf + Increased Speed + Enigma = very nice fast running. Swapping the Treachery with the merc was an ordeal for much of Hell as I needed to swap belt and gloves for enough strength, and then I finally gave up and just invested a few more stat points in strength. And then not too long after that, I pretty much wore the Engima all the time as the Fade wasn't going off much.

I was concerned about AR somewhat and wore a 1.07 prismatic Angelic amulet and 1.07 fire resist Angelic ring for quite a long time. About A4 Hell, I switched to Raven Frost + Mara's to help the wolf skills and to get some CBF as until then I was from time to time a blue-tinted wolf. When I moved away from the Angelic combo, I muled on some AR charms and that pretty much helped. I was always very happy to see a combat shrine, of course! Shrines don't last long with Fade active, though. One thing I noticed when I switched away from Angelics was that my life was a lot less- that +75 life turned into a couple of hundred after wolf and BO, so I added some +life charms at that point.

Gloves depended upon the monster mix. For skeletons and unleachables, it was Dracs and for areas with PIs I switched to the mongo leech blood gloves so that Life Tap didn't overwrite the merc's Amp.

The merc was great- he used a wonderful 1.07 base 1.10a Crescent Moon until he could use the 1.07 crafted pole with great leech and speed and more importantly the ctc Amp. Basically, the plan was to rely on him for Might, and hope that Amp would go often particularly when facing PIs. I did find that using Drac's was helpful in some areas for the merc's survival much more than mine. His amp didn't go off as much as a typical Reaper's Toll Decrepify does, but when it went off it was great. One downside of that was that it was hard to tell when the merc and wolf were cursed- the sound didn't help much and often there was just a mob of monsters so it wasn't always so easy to tell who was cursed.

Treachery was great when Fade triggered of course, as always. And the Venom probably helped with some of the PI monsters somewhat, before Amp went off.

Gameplay was pretty good and Hell went by steadily. It was mostly on /players 1 beyond A2, but I did bump the player count up from time to time when I was in an area with monsters which were easy for him. Gloams in the plains of despair were a pain (no Taunt) and I had planned to stop at the A4 River of Flame WP, but since there was a Combat Shrine at the RoF WP, I decided to push through and clear the CS in that session. That went pretty well, although there were some deaths from IM. It was a huge relief when Ventar came out not to be PI as that would have been tedious.

After all the planning for dealing with PIs (the ctc Amp pole on the merc) it wasn't needed as much as I thought it would be. In the Arcane Sanctuary, he was able to run by most of the ghosts there, and the Flayer Dungeon had no PI ghosts there. Not that I was disappointed! There were occasional PI bosses but nothing too terrible.

A5 went pretty smoothly and quickly. For the Ancients: one was stone skin, and the others' mods weren't too bad so that went pretty smoothly. The throne waves were fine and Baal was steadily whittled down.

Deaths: IM in the Hell CS several times- I didn't experiment, but it seemed that a barb in wolf form doesn't get the second chance that a druid in wolf form gets (untransforming with 1 HP left). There were some other deaths, made memorable by the huge hassle tat corpse recovery was. He died in the A2 tombs surrounded by PI apparations. There was a death from reverting to human form in the middle of a mob of extra strong thorn beasts in A3. There was a deat to a quill rat pack in A5 after running by some packs that took great care with corpse recovery.



Stats:

Level 82

Str: 66/191
Dexterity: 20/94
Vitality: 25/41
Energy: 10/15
384 unallocated

Life 1741 as a wolf after BO

Resists 9/9/20/9 before Fade, 72/72/75/72 after

LCS damage

Feral Rage: 3034-4613 with ar 7797
Merc damage 1089-2094


Skills:
20 in BO, 1 in BC, 20 in mace mastery, 1 in IS and NR
46 unallocated

I didn't make the standard Shout investment, and didn't invest in Natural Resist beyond the one point.

Gear:

upgraded 300% ED Ribcracker ruby jewel of fervor 38%
Ondal's Wisdom on switch
36% FR Angelic ring or 246 AR 19 dex Raven Frost
1.07 crafted 33% life leech ring
Mara's or prismatic Angelic
Nosferatu's /Arachnid Mesh belt
Marrowwalk boots
Drac's gloves or 1.07 crafted blood gloves or 1.07 LoHands
Wolfhowl 5/5/6
Enigma/Treachery BP swapped with merc

Merc:
Enigma/Treachery BP swapped with wolf
Giant Skull for STR
crafted 1.07 Giant Thresher with big leech, not much damage but good speed

Code:
Ribcracker
Stalagmite
Two Hand Damage: 358 - 533
Durability: 130 of 130
Required Level: 65
Required Strength: 63
Required Dexterity: 35
Fingerprint: 0xfb89634b
Item Level: 87
Version: Expansion 1.10+
+65% Increased Attack Speed
+50% Faster Hit Recovery
338% Enhanced Damage
Adds 30 - 65 Damage
50% Chance of Crushing Blow
+100% Enhanced Defense
+100 Defense
+15 to Dexterity
Required Level +7
+100 Maximum Durability
1 Sockets (1 used)
Socketed: Ruby Jewel of Fervor

Ruby Jewel of Fervor
Jewel
Required Level: 58
Fingerprint: 0xda0d6094
Item Level: 80
Version: Expansion 1.10+
+15% Increased Attack Speed
38% Enhanced Damage

Brimstone Hold
Vampirebone Gloves
Defense: 87
Durability: 14 of 14
Required Level: 69
Required Strength: 50
Fingerprint: 0x5bcc434
Item Level: 59
Version: Expansion
33% Life stolen per hit
13% Chance of Crushing Blow
+33% Enhanced Defense
Cold Resist +29%
+1 to Light Radius

Wolfhowl
Fury Visor
Defense: 348
Durability: 35 of 35
Required Level: 79
Required Strength: 129
Fingerprint: 0xceb21abe
Item Level: 87
Version: Expansion 1.10+
+3 to Warcry Skills (Barbarian Only)
+5 to Werewolf
+5 to Lycanthropy
+6 to Feral Rage
+131% Enhanced Defense
+11 to Strength
+12 to Dexterity
+11 to Vitality
Level 15 Summon Dire Wolf (18/18 Charges)



Raven Turn
Ring
Required Level: 32
Fingerprint: 0x511d82f0
Item Level: 48
Version: Expansion
+25 to Attack Rating
33% Life stolen per hit
+12 to Strength
Replenish Life +3
Damage Reduced by 1

Angelic Wings
Amulet
Required Level: 12
Fingerprint: 0x422dc7cd
Item Level: 62
Version: Expansion
Cold Resist +15%
All Resistances +21
Lightning Resist +13%
Poison Resist +46%
20% Damage Taken Goes To Mana
+3 to Light Radius
Set (2 items): +75 to Life
Set (3 items): +1 to All Skills

Angelic Halo
Ring
Required Level: 12
Fingerprint: 0x4c8af7f5
Item Level: 62
Version: Expansion
+20 to Life
Replenish Life +6
Lightning Resist +34%
Set (2 items): +24 to Attack Rating (Based on Character Level)
Set (3 items): 50% Better Chance of Getting Magic Items

Storm Barb
Giant Thresher
Two Hand Damage: 100 - 285
Durability: 55 of 55
Required Level: 85
Required Strength: 188
Required Dexterity: 140
Fingerprint: 0x7eda51d3
Item Level: 62
Version: Expansion
5% Chance to cast level 1 Amplify Damage on striking
+60% Increased Attack Speed
150% Enhanced Damage
+149 to Attack Rating
24% Life stolen per hit
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Shael Rune
Socketed: Shael Rune

Crescent Moon
Thresher
ShaelUmTir
Two Hand Damage: 73 - 862
Durability: 33 of 33
Required Level: 53
Required Strength: 142
Required Dexterity: 108
Fingerprint: 0x12b906eb
Item Level: 87
Version: Expansion
20% Chance to cast level 13 Static Field on striking
10% Chance to cast level 17 Chain Lightning on striking
+20% Increased Attack Speed
309% Enhanced Damage
Ignore Target's Defense
-35% to Enemy Lightning Resistance
25% Chance of Open Wounds
+10 Magic Absorb
+2 to Mana after each Kill
Level 18 Summon Spirit Wolf (4/30 Charges) Ethereal


Skoll, 1.12 Ribcracker Fury Wolf

I hadn't played a wolf in many years, except in a few tourneys for a bit. I rushed and levelled a barb with the intent of making a wolfbarb some time ago but I hadn't gotten around to it. By the time I decided to play the wolfbarb, I figured I should have some regular wolf experience so I made a Fury wolf first to get comfortable with the gameplay.

Not too much remarkable here. I have great Ribcracker to use and that was of course a treat, and normal and nightmare were a breeze as a wolf. Even before using the upgraded one, he was cruising through nicely.

One thing that worked out nicely were some rare boots which had CtC Frost Nova on them that he wore for much of the game. It wasn't by design, but that ended up being quite useful and a good fit for his "jump in and get surrounded" playstyle.

Not much to comment on here- he had great leech and basically I viewed him as a warm-up to the wolfbarb project. PIs/unleechables took some care but it wasn't bad- the merc had the CtC Amp weapon and Life Tap was dependable on the unleechables. I thought about a spirit investment versus a grizzly/wolves investment versus more in shape-shifting skills but by then he had killed Baal.

The merc used a great beta Crescent Moon in 1.07 base for much of the game, and then I muled on the Giant Skull so he could use the 1.07 crafted ctc Amp giant thresher I had in mind for him and later Otsoa.

Gear:

This was much the same as Otsoa:

mongo Ribcracker
Jalal's
Treachery/Shaftstop swapped with merc
String of Ears
LoH/1.07 blood gloves
rare boots with LR and ctc Frost Nova
1.07 angelic combo and huge leech 1.07 blood ring

Skills:

20 Lycanthropy, 20 Werewolf, 20 Fury 32 unallocated

Stats:

Level 83

Str 106
Dex 51
Vit 200
E 40
204 unallocated

Life 2114
Resists 26/38/23/32 but 75 all after fade


Fury 3011-4414 listed damage with 9868 AR
Feral Rage 1375-1956 with 8099 AR


Finds:
Between both characters: a few more items for my staffmod grail, a few Cathan's rings for that grail, 32% ED Ruby Jewel of Ennui, a few ethereal grail items (Axe of Fechmar, a couple more) but not much. Both pretty much just cruised through the game.

Not much in the way of screenshots but here is Otsoa about to finish off Baal.
 
Last edited:
Originally posted by scrcrw on Apr 8, 2011:

Who needs stat and skill points? - A short Pat thread

Did you ever notice that build planning is somewhat unnecessary when you can just throw a bunch of runes at it? Why not just ignore all those complicated decisions when leveling up and just don't spend any of the stat and skill points?
Anyway, this is what came out when I made a char that doesn't spend any of his stat and skill points and only uses skills (from items) that are available to every class.
The 'Passion' runeword is the center piece here. It provides Zeal as a fast main attack and Berserk as in-built PI solution. Add a couple of auras and an Atma-hax weapon and we're good to go.

Char Screen
Skill Screen

Stats & Equipment:
Rich (BB code):
Name:       zz
Class:      Barbara
Level:      80

Strength:   No
Dexterity:  No
Vitality:   No
Energy:     Hell no

HP:         ~1,2k
Mana:       280

Defense:    No
AR:         7,7k (Zeal)
            10k (Berserk)

Resists (F/C/L/P): No/No/Almost/No

FR/W:       75
FHR:        30
IAS:        77 (4fpa Zeal w/ level 9 Fana)
FCR:        50 on switch

Skills: No

Gear:
eth 1.07 'Beast' BA + 'Passion' BA
'Enigma' BP
Arreat's (20ed/53ar/9dex jewel)
1.07 LoH
String of Ears (15%dr/8%ll)
Gore Riders
Highlord's
Raven Frost (20/245)
Rare Ring (20str/2ml/114ar/13mana/10fcr)

Switch: CtA (3BO) + HotO

Charms: a mix of Steel/Fine/Sharp charms with life

Merc (Might): eth 'Pride' CA, CoH AP, Vampire Gaze (7ll/20dr, ias jewel)

Comments: Low life, low resists and no block obviously required a cautious playstyle and clever tactics. Every available crowd control skill was used to its fullest.... Oh, right. There weren't any. Nevermind tactics then. Chaaaaaaaaaarge!!!
My careless approach led to a few deaths, but I think I managed to keep it at less than 10. The player settings for Hell were 3/3/3/3/1.
I mostly just kept the right mouse button (with Zeal) held down to kill stuff and teleported past everything that looked unfriendly (mass PI, mostly).
I deliberately did not put Reaper's and/or beta Delirium on the Merc. That would have made things way too easy. The pathetic damage of Pride also meant that zz had to do most of the killing himself and couldn't just watch the Merc cruise through Hell.

Final Words: Lol. Not the best build I ever played, but also not the worst. Certainly the most stupid...

Thanks for reading.
 
Last edited:
Originally posted by sirpoopsalot on Oct 6, 2008:

Patriarch WrongTurn - Wolfbarb

Finally finished him.


Regarding the Name WrongTurn:

He started out as Hari, but got renamed after discovering his penchant for doing full clears while intending to quickly quest through an area and bypass monsters. There were a lot of times where I turned left when I should've turned right - and vice-versa. :p

However, once I learned about the Whirlwind bug, I thought the unintentional pun (and irony) of his new name was worth mention. *hides*


The Good Stuff:

LCS
+21% Critical Strike (Mastery)
+47% Deadly Strike (Highlords + GoreRiders)
(I believe that's double-damage ~58% of the time)
+25% Crushing Blow (Gloves + GoreRiders)
6-frame attack


Skills:
13 Werewolf
5 Feral Rage
20 (33) Battle Orders
20 (30) Shout
20 (22) Iron Skin
20 (22) Polearm Mastery
10 (12) Natural Resists
2+ Increased Speed
1 BattleCommand, Taunt, Sword Mastery, Prereq's
(that right - 0 points in the Combat Skills tree)


Equipment:
Tomb Reaver (below)
Fortitude
Wolfhowl (6/6/3 feral rage/3, socketed with Argent Jewel of Virility 94/8)
Highlord's Wrath
Verdungos (38/15)
Goreriders
2x Ravenfrost (20/204 + 19/244)
Crafted Gloves (below)

Switch: beta-CtA + HotO
Charms: Steel of <Life>, Balance, Inertia, etc.

Merc: Might
Reapers + Duress + VampGaze

Rich (BB code):
Tomb Reaver
Cryptic Axe
Two-Hand Damage: 161 to 737
Durability: 44 of 65
Required Dexterity: 103
Required Strength: 165
Required Level: 84
Polearm Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x9ece245d
+390% Enhanced Damage
+2 to Maximum Damage
All Resistances +35
78% Better Chance of Getting Magic Items
+14 Life after each Kill
+4 to Light Radius
75% Increased Attack Speed
7% Faster Hit Recovery
214% Damage to Undead
+301 to Attack Rating against Undead
10% Reanimate As: Returned
Socketed (3: 3 used)

socketed with:
Ruby Jewel of Truth
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf39cdad9
+40% Enhanced Damage
7% Faster Hit Recovery

Ruby Jewel of Ire
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x57ce05c4
+39% Enhanced Damage
+2 to Maximum Damage

Ruby Jewel of Fervor
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x95483e33
+32% Enhanced Damage
15% Increased Attack Speed


Viper Touch
Vampirebone Gloves
Defense: 62
Durability: 13 of 14
Required Strength: 50
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xc0bb61ed
+12 to Life
Fire Resist +24%
Lightning Resist +24%
Poison Resist +18%
1% Life stolen per hit
3% Mana stolen per hit
10% Chance of Crushing Blow


Notable Finds:
Lem + Ist Hellforge :nod:
Pul + Um from Countess runs
Experts GC of Sustenance (21)
2x Ocher SC of Sustenance (7/12 & 7/11)
Hierophant's Tiara of the Squid (+2 Druid Skills, +78 life)
RuneMaster (5/257)
7% MF Small Charm

<--- considering all of the levelup-runs I did getting to level84, that's kindof disappointing (other than the runes, of course; those were awesome). Oh yeah, I also found this:

Grim Crest
Dream Spirit
Defense: 182
Durability: 42 of 60
(Druid Only)
Required Strength: 118
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xccc2e22
+5 to Energy
+2 to Life
+14% Enhanced Defense
+1 to Druid Skill Levels
10% Faster Hit Recovery

<--- TC87, failed, class-specific unique (could've been a Death's Fathom or such, but... *sigh*)



Notes:
1. Progress through the game until Wolfhowl was described in detail in this thread, so I'm not going to go through it again... but if you want a summary: I used Bloodletters for Whirlwind, and it wasn't as painfully slow as I expected - his progress was tolerable.

1a. Getting to level84 for PvM questing is a dumb thing to do. I'll never level a character over ~77 again before tackling Hell (possible exception: level80 for Arachnid's Mesh on 200 FCR casters).

2. Once he turned into a Wolf, he turned into an almost invincible monster-mower. Feral Rage provides so much life leech, his damage is quite high (even Physical Immunes that were broken by the merc were no match), his resists and life were extraordinarily high, and he even had great FR/W to escape danger (if necessary - though I only used it to focus on certain monsters for a moment, like Oblivion Knights and Horadrim Ancients). I only remember drinking one potion once he became a wolf.

3. He still died a lot to Iron Maiden. And, as far as I can tell, he doesn't de-shift at 1 hitpoint like a druid-shifter does. I had a couple of IM deaths that went directly from full health to dead in one swing. No deaths (that I recall) from anything other than IM, even before he was a wolf.

4. He was a 'put Feral Rage on right-click and hold the mouse down to watch everything die one-at-a-time' character, so the strategy required was very minimal. As a result, once he got his TombReaver equiped most of hell was /p3 or /p1 (around physical immunes) because it wasn't especially interesting/challenging, although he could've maintained a higher setting with ease.

5. Defiance vs. Might merc was a tough choice at first - and then I realized the extra defense from Defiance boosted me from ~18k to ~23k. With the diminishing returns, that's basically no difference at all, so I settled on extra damage instead of extra defense. Speaking of the high defense...

6. This is the first high defense character I remember playing. Overall, it was pretty unnoticeable for this build (he has too much life & leech to really need the extra defense), except around a few the knockback/stun-swarms. For example, I ran around a corner in Durance2 directly into a nasty pack of Urdars (or whatever they're called in Act3)... they hurt a lot, but they missed just enough that I was able to keep attacking too and leech back the damage I received. After a few seconds, some/much of the pack was dead and I was able to go fully on the offensive. The defense also helped if my Wolf-timer ran out in the middle of a battle - I stopped to recast (and refresh my warcries), even in the midst of boss packs.

7. I might try him on some melee Baal runs too, but I might not. If Lister were to spawn StoneSkin he's going to be a real pain... I might have to rethink some of my equipment for that case, and I'm not sure I'm ambitious enough to do that. :p


Overall
With my high-end equipment, he was almost indestructible (except for IronMaiden and large packs of nasty, hard-hitting unleechables - though potions/Dracul's would help a lot in the latter situation). But even without that equipment this build would remain a very solid and capable killer. The only things you really 'need' would be the Wolfhowl (obviously), a hard-hitting weapon, and some method to deal with Physical Immunes (unshift + berzerk seems reasonable, especially since you can spare the skillpoints easily).

But he's still using a single-target attack, meaning it's a continuous process of one-at-a-time, and you can only achieve a certain (moderate) speed of progress, no matter what.

So although he's definitely powerful, and has a great balance of offense & defense, the 'only-has-one-attack' factor means he's not especially fun, in my opinion. When you consider the slow(ish) journey to get to level79+ in the first place, it definitely relegates this to a little closer of a novelty build unless you like pushing for really high levels.

Fun Factor: 6.5 out of 10... but at least I can say I've finally made one of these - I have wanted to since I found my first Wolfhowl, way back when.


Thanks to everyone that helped in the discussion thread. 👍
 
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Originally posted by sirpoopsalot on May 2, 2009:

Chuck the Throwbarb (Patriarch)

History:

After finding a Warshrike in the Baalthon, I thought I had 4 of them stashed, so it was time to build another double-throw barb. Of course my flawed memory miscounted and I had to borrow the 4th Warshrike from my co-mod, Thyiad. (Thank you again :flowers:).

The last throwbarb I built (a couple of years ago, at least) got converted to a PvP character (phail) at some point, so he never really paid attention to his quest through the game - he just made a rush for Hell Anya and did some Pindle runs to level up, and then died a lot in his few trips to the Moor, and that was that. Also, the last barb was built before I made a Fortitude and a Faith bow... Extra damage + Double-Throw's rapid-fire + Fanaticism to make it even stronger and faster? Can you say "heck yeah"?

Anyways...


Stats & Such:
LCS (Warshrikes)
LCS (Lacerators)


Skills:
20 Throwing Mastery
20 Double Swing (edit @LHtB 👅)
20 Battle Orders
11 Natural Resists
9 WarCry
1 Double Throw, Battle Command, Increased Speed, Leap Attack, prereq's
+4 all (BC, Highlords, Arreats), additional +2 Combat Skills (Arreats)


Gear:
2x Warshrikes
2x Lacerators
Fortitude
Arreat's Face (38/15 Tin Jewel of Fervor)
Highlord's Wrath
Dracul's Grasp
Razortail
GoreRiders
Ravenfrost
rare ring (8/6 dual leech, 119 AR, 34 mana, 2 energy)

Backpack:
2 more Warshrikes
Steel/Sharp/Shimmering GC of Balance/Life
Ruby/Sapphire SC of Balance
Fine/Steel SC of Life/Cold Damage

Merc:
Mahala, Fire Rogue, level81
Faith Crusader Bow
Giant Skull (2x Jewel of Fervor)
Treachery


Miscellaneous Stats & Breakpoints:
4-frame attack
48+ Faster Hit Recovery (5 frames)
25 Faster Cast Rate (11 frames)
23/6% Leech
15% Crushing Blow
Warshrikes: 96% Double-Damage, 35% Open Wounds, and 83% pierce
Lacerators: ~55% Double-Damage, 68% Open Wounds, 33% pierce, and 33% Amplify Damage



Notes & Thoughts:
1. I'm surprised there's not more throwbarbs around. Strafazons are quite popular, and this is definitely comparable on some levels. Slightly lower power, but better crowd control skills (read: Warcry, Taunt & Howl) and BattleOrders & Natural Resists. The strafer might "win", but I didn't find the difference to be as big as I expected. Plus, it's a moderately fun build to play, somewhat more original in comparison, and a little more varied playstyle (read: the barbs support skills are generally more "active" than the strafer's). The only area where I really slowed down was the River of Flame when Pitlords + Grotesques + Maw Fiends spawned (all of which have healthy physical resistances) and against the Physical Immune witches in WSK3. I lucked out in the Crystalline Passage this time, and didn't encounter the PI Frenzytaurs.

2. I'm not sure if that 4-frame attack is for both attacks or just one. I'm too lazy to figure it out. I tried a couple of screenshots to show it off, but they were pretty unimpressive (and, sticking with the theme, I'm too lazy to upload them 😉).

3a. Initially I was planning for using Clegaw's Gloves + Blackhorn's Face (45% total enemy slowing) + rare boots with resistances... I even had my skill levels planned that way (so I have a few more in WarCry and Natural Resists than I planned, because the Arreat's Face adds that +2 skills). But the knockback on Clegaw's wasn't a particularly good thing - the range of thrown knives is too short, so I'd knock targets back out of the range of my knives before I killed them sometimes... and it turned out I didn't really need the knockback anyways.

3b. Also, my AR was a little lower than I initially expected (Arreats +20%, ftw), and having Dracul's Grasp fire off LifeTap helped keep the merc alive a lot better - and Arreat's Resists meant I could drop the resistance boots for GoreRiders, and get close to 100% double-damage (I'd need to climb to level 94 for 100%, iirc).

3c. In the end I wish I had initially planned for the setup I used, because the filter-down effect could've eventually lead to a little more damage, life or both. (example, my stats are a little off because I wasn't counting on Arreats & Dracs, the extra in WC and BO could've been used on Double-Throw for the extra AR, which could've lead to fewer Steel charms, etc.)

4. Where's the tank? So, a double-throw barb with a Rogue merc doesn't technically have a tank - but that really didn't matter. LifeTap fired continuously, and WarCry was used when it didn't. Staying alive, even when I got swarmed, was actually pretty easy. But I did manage to die ~3 times in Nightmare, partly because BattleOrders & Vitality were the last things to get any investment, and ~800 life, Deathbits for weapons, and careless playstyle doesn't always provide enough protection, even in Nightmare. I don't remember any deaths in Hell though.

5. But in the end, I suspect I used WarCry ~10 times all through the game, and Taunt ~3. He really didn't need crowd control very often, and could skimp if you're wanting a little more of a glass-cannon feel. :p

6. Oh yeah, Notable Finds: 2xLem from Hellforge, a couple more Io's throughout the game, a perfect Amber GC of Inertia, and a couple other miscellaneous charms, I already posted Duriel's amazing drop in the IFT, etc. The only S/U item I remember of note was a Biggin's Bonnet at some point in early Nightmare... in other words, nothing great.

7. Warshrikes come with 25% chance to cast Nova, which was going off continuously. For example, this happened at least once every swarm. A ffew times I noticed somewhere between 6 & 10 Novas all active at once (it was too fast to get a screenshot, or even count accurately). If you like pretty lights, this is a good build for you. :p The extra damage was pretty unnoticable though, sadly (it might've helped to cause hit recovery on rare occasions, but that was pretty much it).

8a. Gimmershreds vs. Lacerators: When I got to the barracks in Act1 Hell, I tracked down some Ghosts & tried both to see which I liked better for fighting against Physical Immunes. I normally HATE the ctc Flee mod, but in this case it wasn't so bad - the 33% Amp Damage generally did enough immunity-breaking that things died before they could run away. And the decent amount of Open Wounds scored a few kills while things were fleeing too (another advantage for the Dracs/Arreats/Goreriders setup). Also, the Amp Damage was handy for fighting montsters that wouldn't flee... Lister, Baal, etc. went down quick and easy, partially because of Amp Damage.

8b. In the end, Lacerators made for a very nice backup weapon. I considered going 1xWarshrike + 1xLacerator on each switch, but I'm glad I didn't. The way I did it, the 50% flee only happened around physical immunes - instead of quite often. That made it much more tolerable when it did come up.

8c. Not to mention, carrying 6 throwing weapons instead of 4 meant I could stretch a town-trip a little longer if I felt like it. Still, repairs were a very, very common occurrence. I don't think there's anything a throwbarb can do to avoid that inconvenience beyond carrying 6-8 stacks of Warshrikes in his backpack.


Overall:
Fun Factor: a solid 7.5 out of 10 - possibly an 8.

He can bog down a little around physical immunes or high physical resistant monsters, but otherwise rolls along quite well. Leap Attack & WarCry make getting out of jams pretty easy, Taunt is great against ranged attackers, and lifetap was (virtually) continuously present - so crowd control isn't really an issue.

He has no major weaknesses, but sticking with one attack throughout the game can be a little monotonous. And getting to a high level for decent throwing weapons isn't necessarily fun either (Deathbits at 44 are very suitable for ~20 levels though), but those weaknesses aren't debilitating by any stretch of the imagination. LifeTap was so persistent that it actually took away some of the strategy that he would've needed to survive, but he drank many less potions and the merc survived much better, so that's still a definite advantage overall.

I would say the equipment requirements are moderate (similar to a lot of barbs, really). I could easily drop the Fortitude and Rogue merc and go with a Treachery and a Might merc and get roughly the same result, so don't let that mislead you on the cost. The other items will require some MF efforts, but if you trade they should all be moderately easy to get your hands on - and viable/cheap alternatives do exist too.

And he was safer than any Frenzier I've ever built - and some of the whirlers too. It was definitely nice to take a barb through the Chaos Sanctuary without pausing for Iron Maiden.
 
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Originally posted by sirpoopsalot on Sep 12, 2009:

Patriarch Lawrence - Leaping Zealbarb

I was scrolling through the mat/pat compilation last week and noticed the word "zealbarb" once or twice - but not that often. But the thought intrigued me... zealot paladin's are very strong, but they can have a few weaknesses too:

- crowd control/manipulation
- (some) physical immunes
- resists (if you go with a two-handed weapon)
- Attack rating can be a little low

Those can sometimes be overcome fairly well with paladins, but barbarians also have a nice plethora of skills to help fill those holes too - and barbs make nice meleers. And a Lem rune to make Passion is reasonably cheap for testing out ideas too.


Lawrence (like my last two-handed zealot, he's named after a favourite RL uncle... only 12 uncles left to go :p)
LCS (Zeal & Berserk)
LCS (Leap Attack)

Skills:
(4) Zeal
(4) Berserk
23 Leap Attack
23 Sword Mastery
20 Leap
10 Natural Resists
6 Taunt
26+ Battle Orders
1 Battle Cry, Increased Speed, Battle Command, prereq's


Gear:
ethereal Passion Colossus Sword (from 1.07, and indestructible-bugged)
Fortitude
Guillaume's Face (IAS / FireRes jewel)
Highlord's Wrath
Nos' Coil
Goreriders
Ravenfrost (19/244)
BKWB (5%)
crafted blood gloves (24f/24l/18p resists, 10% CB, 1/3 leech)

Switch: beta-CtA + HotO
Charms:
- Shimmering GC of Life (15/18)
- Shimmering LC of Vita (7/34)
- 6x Steel/Sharp GC of Life/Balance/Inertia
- 6x Steel/Fine SC of Inertia/Balance

Merc: Ithera, Fire Rogue
- Faith Crusader Bow
- eth Treachery Archon Plate
- Vamp Gaze (10% resist jewel)

Misc Breakpoints & Stats:
- 68% Double Damage (Crit. Strike & Deadly Strike, normalized)
- 60% Crushing Blow
- 15% Open Wounds
- 10/5 Zeal, 5 swings per cycle (iirc, max speed for both barbs & paladins with this sword)
- 48+ FHR
- 13/3 leech



Finds:
- Pul from Hellforge (I forget NM - could've been an Um, could've been a Sol :p)
- Steel Grand Charm of Sustenance (118 / 28... and got put to immediate use)
- Shimmering Large Charm of Sustenance (8/18)
- The Gnasher
- Cinnabar Jewel of Freedom (level1 twinker)

I've been keeping my eyes open for an ethereal Double-Axe to punch 5 sockets into for at least a couple of months. Including ~125 cow runs in that stretch. Not a single one dropped.

As I was questing through Act5 late last night, not too long after a town trip to empty my stash, I was rolling along and a GC dropped. I tried to pick it up, but my backpack was suddenly full, though I didn't intentionally pick anything up since the last town trip. When I opened my inventory to see what I'd grabbed by accident, this was sitting there staring at me:

Superior Double Axe
One-Hand Damage: 7 to 19
Durability: 14 of 15
Required Strength: 33
Axe Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x8e426c1b
+3 to Attack Rating
Increase Maximum Durability 15%
Ethereal (Cannot be Repaired), Socketed (5: 0 used)

... it didn't even require a Larzuk quest. So now if I ever want to make a low-requirements CtA, I finally have the base weapon I've been waiting on.
... that's really it. IIRC, Andy was the only boss to drop a set/unique quality item in Hell, and that was green chain boots - the other bosses only dropped rares (or failed sets). I don't remember even one exceptional unique item through the whole journey. Not a single Cathan's Seal for my grail either. :(


Notes & Thoughts:
1. Even without the high-end gear, this is definitely a viable idea. In fact, with only 'cheaper' gear available the barb might make a safer/better two-handed zealot than the paladin - the crowd control & tanking are easier to pull off with the barb. However, one-handed with a shield, or with high-end gear, the paladin probably "wins" handily.

2. On the other hand, this build provides a lot of free skillpoints. So if you want to try an idea with barbarians and you're not sure if you'll like it, this is a nice opportunity since you know Zeal + Berserk will work if your idea fails. So if you've got interest in a Singer but aren't sure if you have the gear or the patience, this is a nice fallback option without ruining your build, etc.

In my case I've always wanted to try a Leaping barbarian, but single-target attacks are a little slow for me these days. The combo worked well in this case, and I got to finally make a leaper - without getting too bogged down when I didn't want to. Basically I used Leap Attack for the first shot against random bosses, as well as things like Fallen Shamen and Horadrim Ancients - and Oblivion Knights. ;)

3. I wanted to keep the /players setting high for the first bits of Hell, but he was slow enough at killing that the merc had a lot of problems staying alive because she'd get swarmed, so I eventually dropped to /players1 somewhere near the Outer Cloister in Act1. I really should've used Dracul's Grasp, but wanted a meleer that didn't have reliable LifeTap for a change.

4. I've said it before, and I'll say it again: Taunt Rocks. With the 25% flee on Passion, it was an essential skill.

5. Handsome couple, eh? Nothing wrong with kicking some butt and looking good doing it. :p

6. Deaths? maybe (look up in the screenshot). Seriously though, Leap Attack is a really fun way to play Russian Roulette around Oblivion Knights... a lot of one-hit kills - either way it turns out. :D I wouldn't recommend this tactic in Hardcore though.

Ok, a few deaths (~10, ~9 to IM, one to a bad swarm).

7. For progress until level60 I just used dual-Bloodletters & Whirlwind. That's good until about level55, but those last ~5 levels were getting pretty tedious.

8. I was planning to make Battle Orders my last investment, but Whirling with the Bloodletters required so much mana that I had to spend ~10 points in BO early on. Otherwise, with ~2.5k life I didn't feel more BO was necessary.

9. I feel cheezy for exploiting the ATMA indestructible bug, but when I made 'Death' a few months ago it pretty much superseded the 'Oath' that I was using. So that Oath sat in my stash unused for a long time, and when this idea came up I decided to at least get some use out of the base item. Still cheezy though.


Overall:
The damage really couldn't keep pace with a paladin zealot, but the tanking was every bit as solid & safe. Relying on the merc for IAS is always an issue - if she dies, my damage, AR, and attack speed all drop, which can get dangerous quite fast. But a typical Treachery + other IAS setup would work just fine (it's cheaper too).

On the plus side, this has definitely got more style and originality than making the 14,387th fanatic zealot on this forum, and having the extra skillpoints available to try something like Leap Attack without getting bogged down too much is really nice for testing ideas too.

Natural Resist and the various Warcries do very well at countering those few weaknesses on the paladin builds, and overall it's a reasonably fun endeavor. So if you like melee builds, this might be one to add to your list.


Thanks to stephan for his excellent zealbarb writeup (my build's almost a mirror image in many ways) and Jaedhann for the donated base weapon (once upon a time).
 
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Originally posted by Skinnyy on Feb 27, 2008:

Patriarch GooderBoy - All Dex Frenzy Dagger Barb

Made another character for my fort armor. This is one of the things I wanted to try that lead me to make it in a dusk shroud (77 str. req) instead of an archon plate (103 str. req). I know the title says all dexterity, but I copped-out and ended up putting 6 points in strength as I didn't want to give up any of my equipment choices. I also had a fleshripper sitting in my stash I have been itching to try.

Character Name: GooderBoy
Character Class: Barbarian
Character Level: 78

Stats:

base / with gear and charms
Strength: 36 / 77
Dexterity: 414 / 435
Vitality: 25 / 25
Energy: 10 / 10

Life: 1285 with BO
Mana: 354 with BO

Resists (Hell):
Fire: 75
Cold: 42 (also 20% absorb from Ravenfrost)
Lit: 80
Pos: 48

Defense:
With Shout and Chilling Armor: 7,843

Frenzy Damage (from LCS):
803-3424 Fleshripper
671-1264 Lawbringer

Frenzy AR (LCS):
9,136 Fleshripper
10,295 Lawbringer

Skills:
Hard / Gear

20 / 22 Frenzy
20 / 22 Double Swing (frenzy synergy)
16 / 18 Taunt (frenzy synergy, to be maxed next)
20 / 29 Battle Orders (weapon swap for casting)
3 / 5 Natural Resistance
1 / 7 Shout (weapon swap for casting)
1 / 3 Sword Mastery (for better AR for lawbringer)
1 / 3 Iron Skin

1 in leap, leap attack, increased stamina, and increased speed.


Gear:

Fleshripper (shael)
Lawbringer Phase Blade
Fortitude Dusk Shroud
Tals Helm (35% ED, 7 Strength Jewel)
Goblin Toe
Highlord's Wrath
Nosferatu's Coil
Laying of Hands
Raven Frost
Rare ring 19 str/6LL/15LR/27CR

on swap:
CtA crystal sword
+ 3 warcry war hammer

With this setup I reached the last frenzy breakpoint.

From Charms:
33 psn resist from 3 sc
16 lt res from 2 sc
18 fire res from 2 sc
209 Life

+36 max damage
176 AR

Merc:
None, I had intended to get either a might merc for extra damage or a holy freeze merc for crowd control or an act1 with harmony, but found I never really needed a merc, so I never got one.

Gear readouts:

Code:
Lawbringer
Phase Blade
'AmnLemKo'
One-Hand Damage: 31 to 35
Required Dexterity: 136
Required Strength: 25
Required Level: 54
Sword Class - Very Fast Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xa314ca16
+10 to Dexterity
+205 Defense vs. Missile
Adds 150-210 fire damage
Adds 130-180 cold damage over 5 seconds
7% Life stolen per hit
75% Extra Gold from Monsters
Slain Monsters Rest In Peace
-50% Target Defense
Level 18 Sanctuary Aura When Equipped
20% Chance to cast Level 15 Decrepify on striking
Socketed (3: 3 used)


Fleshripper
Fanged Knife
'Shael'
One-Hand Damage: 56 to 215
Durability: 36 of 36
Required Dexterity: 86
Required Strength: 42
Required Level: 68
Dagger Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xae14936f
+278% Enhanced Damage
20% Increased Attack Speed
-50% Target Defense
Prevent Monster Heal
50% Chance of Open Wounds
25% Chance of Crushing Blow
33% Deadly Strike
Slows Target by 20%
Socketed (1: 1 used)


Fortitude
Dusk Shroud
'ElSolDolLo'
Defense: 1401
Durability: 11 of 20
Required Strength: 77
Required Level: 59
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x25230fbe
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +26%
Lightning Resist +26%
+5% to Maximum Lightning Resist
Cold Resist +26%
Poison Resist +26%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+1 to Life (Based on Character Level)
Socketed (4: 4 used)


Tal Rasha's Horadric Crest
Death Mask
Defense: 117
Durability: 20 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x5462f859
+7 to Strength
+60 to Life
+30 to Mana
+35% Enhanced Damage
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit
Socketed (1: 1 used)


Highlord's Wrath
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x188aaf3e
Lightning Resist +35%
Adds 1-30 lightning damage
20% Increased Attack Speed
+1 to All Skill Levels
Attacker Takes Lightning Damage of 15
0% Deadly Strike (Based on Character Level)


Nosferatu's Coil
Vampirefang Belt
Defense: 58
Durability: 8 of 14
Required Strength: 50
Required Level: 51
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8c87154c
+15 to Strength
7% Life stolen per hit
-3 to Light Radius
10% Increased Attack Speed
+2 to Mana After Each Kill
Slows Target by 10%


Laying of Hands
Bramble Mitts
Defense: 86
Durability: 10 of 12
Required Strength: 50
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xc0fb9aca
+25 Defense
Fire Resist +50%
20% Increased Attack Speed
350% Damage to Demons
10% Chance to cast Level 3 Holy Bolt on striking


Goblin Toe
Light Plated Boots
Defense: 33
Durability: 18 of 18
Kick Damage: 8 to 16
Required Strength: 50
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x627e076
+56% Enhanced Defense
+15 Defense
Damage Reduced by 1
Magic Damage Reduced by 1
-1 to Light Radius
25% Chance of Crushing Blow


Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0xd61e1068
+20 to Dexterity
+40 to Mana
+247 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen


Skull Grip
Ring
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x68ef51e1
+19 to Strength
Lightning Resist +15%
Cold Resist +27%
6% Life stolen per hit
10% Faster Cast Rate


And on Switch:

Call to Arms
Crystal Sword
'AmnRalMalIstOhm'
One-Hand Damage: 18 to 56
Durability: 20 of 20
Required Strength: 43
Required Level: 57
Sword Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x45d6d050
+278% Enhanced Damage
Adds 5-30 fire damage
7% Life stolen per hit
Replenish Life +12
30% Better Chance of Getting Magic Items
40% Increased Attack Speed
+5 to Battle Orders
+2 to Battle Cry
+2 to Battle Command
Prevent Monster Heal
+1 to All Skill Levels
Socketed (5: 5 used)


Echoing War Hammer
One-Hand Damage: 19 to 29
Durability: 110 of 110
Required Strength: 53
Required Level: 45
Mace Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x4564654c
150% Damage to Undead
+3 to Warcry Skills (Barbarian Only)

charm readouts:
Code:
Amber Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x9e9b89c6
+11 to Life
Lightning Resist +11%

Emerald Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xeaa79a84
Poison Resist +11%

Emerald Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x3401ee85
Poison Resist +11%

Emerald Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd7f945a7
Poison Resist +11%

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 69
Fingerprint: 0xebb1f350
+11 to Attack Rating
+3 to Maximum Damage

Fine Small Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa17a52e2
+10 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x326e9650
+14 to Attack Rating
+3 to Maximum Damage
5% Faster Hit Recovery

Fine Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 65
Fingerprint: 0x73e7f152
+1 to Dexterity
+18 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of Flame
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xdbb1d229
+10 to Attack Rating
+3 to Maximum Damage
Adds 1-2 fire damage

Fine Small Charm of Fortune
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x4c1e4a96
+17 to Attack Rating
+3 to Maximum Damage
4% Better Chance of Getting Magic Items

Fine Small Charm of Greed
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x7a1bb471
+11 to Attack Rating
+3 to Maximum Damage
7% Extra Gold from Monsters

Fine Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xca1927b3
+13 to Attack Rating
+3 to Maximum Damage
3% Faster Run/Walk

Fine Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xa79e2ed6
+18 to Attack Rating
+3 to Maximum Damage
3% Faster Run/Walk

Fine Small Charm of Lightning
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x1cc1bc35
+18 to Attack Rating
+3 to Maximum Damage
Adds 1-9 lightning damage

Fine Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x79de7cba
+12 to Life
+16 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of the Glacier
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x112ced12
+20 to Attack Rating
+3 to Maximum Damage
Adds 3-5 cold damage over 1 seconds

Foul Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 76
Fingerprint: 0x535dced0
+11 to Life
+50 poison damage over 4 seconds

Garnet Small Charm
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x67a6d68c
Fire Resist +9%

Garnet Small Charm
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x810d1acb
Fire Resist +9%

Lizard's Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x40011738
+19 to Life
+5 to Mana

Rugged Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1011651
+20 to Life
+12 to Maximum Stamina

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd34ba3d8
+19 to Life

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x52c8a829
+19 to Life

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd6e1b92a
+19 to Life

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x3febc562
+19 to Life

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf69e2284
+20 to Life

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x24f2eb06
+20 to Life

Tangerine Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x110d832b
+20 to Life
Lightning Resist +5%



Thoughts:

This was another build that I thought could really take advantage of the ED mod on Fortitude, and certainly did. I originally planned to go all dex, but I just couldn't squeeze out the last 6. If I had to, I could have gotten it from some gloves as long as they also had 20% IAS.

I had several reason for going all Dexterity. First, I wanted to try something different. Second, all the dex helps increase my AR and chance to hit. Being such a low-life build I was pretty dependent on hitting and procing the decrepify from lawbringer as quickly as possible. Hitting often also allows me to leech much needed life back. Third, dex increases the damage from daggers similarly to strength for swords, axes, etc (albeit not at the same rate). So this is a Titan build, but with Dex instead of Strength (So would that make it a glass-cannon, like the all dex zons?). Pumping strength would have added damage to the lawbringer sword as well as the dagger, however since lawbringer has almost no physical damage to start with (especially in a phase blade) the gains in AR far outweighed the meager increase in physical damage pumping strength would have given.

Lawbringer at first glance is not a great weapon, no ED, no IAS, fairly high rune cost (Lem,Ko). However, it rocked on this build. The CTC decrepify was great on this build. With the speed a frenzier swings, decrep was nearly always on, providing much needed security for such a small life pool. The sanctuary aura (with its knockback) provided more than enough crowd control in undead infested areas. In fact, even though I had no backup for my physical damaging attacks the aura allowed me to easily dodge in and out of packs killing the OKs in the chaos sanctuary. Then I could freely massacre the remaining monsters. Another fun fact is that most physical immunes are undead (which I had never noticed before) and go down quickly to this physical damage build. With lawbringer equipped I never had to resort to a backup skill (usually berserk for most barbs). I was free to frenzy my way through the whole game. I made lawbringer in a phase blade for speed. I would have made it in a dagger, but sadly that isn't allowed.

Another interesting thing about frenzy (which has probably been discussed before, but I didn't know about) is that if you individually select a monster to kill (rather than just running around with right-click held down) that monster will always get hit with your right hand (above glove) weapon while your left had weapon will hit a different target within range. So I strongly suggest using your damaging weapon in that hand and lawbringer in the offhand.

Deaths:
I had 6 deaths. The first 2 while playing whirlwind barb levelling at normal Baal with not enough life. 1 to a FE council member in nightmare. 1 to some really nasty frenzytaurs in the Hell WSK. 1 to Baal's Balrog wave and then to them again as I tried to retrieve my body. Overall, the leech, decrep, and ability to maneuver (from speed increase from frenzy), kept me much safer than I thought; I figured I would have had many, many more deaths.

Hellforge:
I got a Lem from nightmare and a Mal from hell 😃.

Notable Finds:
Nightsmoke from Hell Diablo.

Future Plans:
Retirement. He was fun to play, but will probably stay in the stable with most of my other retired melee characters (read: inefficient magic finders).

Thanks for reading.
 
Originally posted by Sledge on Sep 4, 2005:

Patriarch Theunis

(1.11 RWM)
Theunis the wolfbarb defeated hell baal today. I multiplayed through the first 79 levels of tedium, with parawizard to the end of nightmare and corax for the remaining hell pit runs (those beast repairs are nasty... :) ). Hell was a pretty straight forward affair on players 1, i only died to p8 pit archers when i didn't have a shield on. Very quickly walked past most of the monsters ;). Chaos Sanctuary was always going to be a little hairy, i got iron maidened a few times and didn't ohko myself.

Stats

Skills


Gear

Wolfhowl (Shael)
Death Cleaver
'Stone' Hellforge Plate (1940 def)
Stormshield
Dracul's Grasp
Verdungo's Hearty Cord
Gore Riders
Highlords Wrath
Ravenfrost
Bul-Katho's Wedding Band
3 +Warcry Charms
3 Shimmering gcs, 2 Shimmering scs
100 def, 27 life gc
The rest dmg, ar, vita, def scs

Switch:
'Spirit' Cryptic Sword
'Spirit' Monarch

Mercenary:
Kasim
Act 2 Nightmare Offensive
Reapers Toll
Shaftstop (Um)
Rockstopper

Notable finds:
Fal from Hellforge
Ko from The Smith
Saracen's Chance from random river of flame monster

Patriarch Theunis
 
Last edited:
Originally posted by strijdje on Oct 23, 2004:

Patriach Lycan, a "strange" pat

I know i dont post her alot anymore... basicly never, but thats due other reasons, i thought it might be cool to posts this here aswell, so it could be a sort of an motivation to get some more of these chars in the world...

Well, i was planning on making a wolfbarb a few days ago... reasons was
a) he could achieve an awesome amount of life, but the problem was that he would be lacking damage
b) the max block, i thought i could go without with

So my plan was to use my eth 1.07 Great Poleaxe Breath of the Dying weapon.... so i would save alot of points cause i dont have max block, and due the 30 to all attributes... curious how much life i could achieve, i went on my quest together with Shadow who started a Blizz sorceress...

His Gear:
- Ethereal 1.07 Great Poleaxe BoTD runeword in it
- 1.07 arkains, socketed with a perfect ruby (currently 170 to life, and 212 to vit, +38 life from the ruby)
- Thundergods (for the +20 str bonus) for non gloams area's im using a 39/15 verdungo's
- 5% Bul Kathos ring
- Perfect Ravenfrost (250 AR, 20 dex)
- Atma's scarab (the 20% AR bonus and the AMP are perfect for this build)
- Gore riders
- Dracul's grasp
and off course, the helmet which inspired me to make this build
Wolfhowl stats:
+11 to Strength
+15 to Dexterity
+12 to Vitality
+38 to Life
+138% Enhanced Defense
+6 to Feral Rage
+6 to Werewolf
+6 to Lycanthropy
+3 to Warcry Skills (Barbarian Only)
Level 15 Summon Dire Wolf (18/18 Charges)
Socketed (1: 1 used)

He is still lacking in AR, which i solved with enchant charges, but im still thinking abou tmaybe using a angelic ammy/ring combo for some extra AR :) chance to hit average monsters is arou 75% which is enough for me, bosses and champions around 70% so if thats around 75% i'll call it a day

For buffing i used a +3 Cry sword and a HoTO, 2 bul kathos rings, an arachnids belt and a +3 cry/94 life ammulet.

Stat points, i invested zero in energy, and almost nothing in dex.. used items like draculs (+10) t-gods (+20) BotD(+30) to be able to equip most of my equip.. for example, if i do, i need to equip dual ravens and a cats eye after my first body pick up otherwise i can equip the botd due the 70 dex req

Base stats:
Strenght:108
DEx:32
Vit: 370
Energy: 10


Skills are pretty simple i guess
Maxed Weapon mastery (polearm)
Maxed Shout
Maxed Battle orders
Maxed Iron Skin
Natural resist 10
Preq: 1
Cool fact, combat skills, zero

His trusty sidekick:
KAsim, the level 82 might merc
Eth reapers (amn)
Levithian "um'ed"
Eth gaze, pruby (18% 6/6)

Well that short of let me lacking n resitances and AR/damage.. off course i wanted loads and loads of life, so obvious choices where off course charms like below, my invent was pretty much full with these..
Shimmering Small Charm of Vita
+18 to Life
All Resistances +5

and Fine Small Charm of Vita
+20 to Life
+20 to Attack Rating
+3 to Maximum Damage

off course those where some of the best charms, but you'll get the picture


And well.... to show i managed to combine High life with a high damage... the next screenshot will be my proof ^^ ok ok, i know its gear that isnt exactly average, or even rich, but its possible :) just so you all know
ow, the two grand charms are 1 15% res all, and 1 14% res all

First screenie is one with a BK ring and a Raven frost, second is with a BK ring, and a Wisp projector and the oak sage of the ring :)

here
here



SO to conclude, he turned out to be pretty sick, atleast above my expectations :)
I would like to thank both Sint and liquid_Evil for their info on wolfbarbs, and Shadow for running with me in our quest to get a pat/mat within a few days

Next for him will be to gain some levels till 90, put the first 4 levels into strenght and the last 2 in dex so that i dont have to equip items to get my body after a death after that, PvP and lvling for more life
 
Last edited:
Originally posted by TedDeeBoy on May 11, 2017:

TheHoundIOO, Barb Baron

Sounds the trumpets for


Baron TheHoundIOO, version 1.00 classic
Barbarian Level 71 Build WW/LA

1585445307589.png

Hard Skill pts
Max Spear Mastery, BO
14 WW (yet to max)
4 LA (IM option, get to 10 at least)
2 Leap (2nd pt an error)
12 NR
1 BCry
1 Find Potion
1 pt wonders and prereqs, expect Inc Speed
no BCommand, no Hork

Stats
STR - 70/**
DEX - 60/60
VIT - 285/285
ENE - 10/10

normal / after BO
Life 1374 /2253
Mana 159 / 260

Unspent Stats 25

LCS Damage
LA 236 - 1022
WW 210 - 908, an attack per frame

Itamz
See the pics
The gear is essentially MF oriented

1585445287517.png
1585445258498.png
1585445230763.png

Skills +1
FHR 4 steps
LL 10%, ML 6%
88% MF

Key Skills with + Skills
lvl 21 BO (+64% Life and Mana, 150 sec dur)
lvl 2 BCry (-52% def, 26% dam, 14.4 sec dur)
lvl 21 Sp Mast (+130% dam, +190% AR)
lvl 15 WW (+160% dam, +95% AR, 53 mana, an attack per frame)
lvl 5 LA (+220% dam, always hit)
lvl 13 Nat res (+60 Res@)


Deaths several in Normal mainly attempting to level other characters and forgetting him in the MP games, he is a sturdy build overall, once he got WW just a few. One notable in the Hell CS to Champion OKs

My thoughts

Overall this about 3 months in the making as play time was occasionally limited and I did plenty of side project detractions. The TheHoundIOO did the vast majority of the levelling and questing for the original 8 throughout the journey
He was the first char used to in Normal Act 1 with OrbtressIOO tagging along

He was used until Act 2 Normal when the game dropped a nice rare dual leech Poleaxe with 65 max damage and his brother TheMountainIOO took over the questing until Normal Act 4 as in Act 3 LK the game dropped a rare pike with 91 Max and cold dam so back to the TheHoundIOO in Act 4 Normal

The journey was difficult when young. He had a lot to learn about fast attacking. The going was slow at first with 1 pt bash the 1 pt concentrate and just weapon mastery helping with hitting and damage.This only sped up once he learned WW at 30. From there each level we gained he became quicker through the game

At about 34 he became a decent farmer of Maggot. At 36 useful for normal cows Normal Cows
At 40 with any rare pike he is a tank. He struggles with any mana burn pack if his WW gets interrupted

He quested through NM, with Orbtress again until they made Lord and Lady
Together these helped the other original 8 and many other support chars get to each Sir/Madam or Lord/Lady

The final journey through Hell took several hours of intense game time over 1.5 weeks duration of a single MP game with OrbtressIOO included

- Questing Act 1 and 2
- Level break for 6 characters at the Canyon WP
- Questing Act 3 and 4
- Levelling break for 5 chars at the RoF
- Finishing off Diablo with crew to became Baron last Sunday night,

The other characters with the Baron/Baroness are

Zeila the Light Queen, 69 Sorc, Nova and SF currently, and a stack of spare SkPts. Plans are unknown as yet for these SkPts. She lvled herself in parts of the game up to Hell A2 then rushed
GamblerV, Lvl 33 Zon, PoiJ/CS, used to open Hell games and Hell Cows portal, self levelled by Maggot farming in Nor Act2 and Act 4 then rushed

The other six
Lady OrbtressIOO, Level 70, Orb/Blizz build, special mention and stats there
Lady Atheia, Level 61, Orb/Blizz build
Lady Melia Ice Queen, 68, Orb build and a stack of spare SkPts
Lord TheMountainIOO,62 Barb , WW/LA, PA Mastery Build
Lady EnchantressIOO,68 Sorc, Enchant/Hydra Sorc, will be part of the char rushing team
Lord GodoBlood, Necro 58 currently, CE/IM/BG Zookeeper, essentially a MF only char.

Some of the finds from the team since the TheHoundIOO started
Useful Uniques

1.00 SoJ count 3, 2 from Normal CK and 1 gambled (when gambling for rares), None on the TheHoundIOO
WormSkull, Normal Duriel and 1st unique found
Wall of the Eyeless, NM Duriel, awesome!

Other awesome drops
Scroll of TP, Hell Duriel.
Rares - that will need a whole article with days of preparation.

Why 1.00
- Well it is about the rares
- Gameplay is different with more emphasis on solo play without the help of mercs
- The element of danger seems a little higher because the lack of godly RWs and life charms that make your character and merc invincible
- One final restart - we know restarting from scratch takes a lot of time and effort so I started where it all started
- Want to know more - see the Time Travel guides and the videos in those threads

Future plans for the TheHoundIOO

1) Unfinished business maggot farming in the Hell RoF
2) Rushing some characters
3) RoF levelling in MP games
4) Hell Cows and Act 4 MF

My future plans in 1.00
1) Quest the CE Necro through to Act 4 Hell with MF Gear on a players 4 game while questing them (next)
2) Finish of the grim wand imbuing project, just same characters in NM to complete
2a) Rushing some other support chars aka mules to Hell for storage of rares
3) Lvlling the original 8
4) Gold Finding
5) Gambling
6) goto 4)

Thanks to
- @Treeharl and @Helvete for the awesome guides and advice. Otherwise , I would playing less DII with the current version and I never would have got anywhere with the builds. I've would have still been stuck at lvl 25 somewhere in normal
- Bliss for the version switcher, makes 1.00 multi play possible and time travel fun
- All of contributors to the 1.00 threads, great to see the Jurassic age of DII is alive and well
- SPF members- so helpful and knowledgeable
- A mate who bought me the original DII 1.00 game back in 2001, otherwise I would not be able TT even if I wanted to

Apologies if I don't answer your questions immediately over the next day. I will have more time tomorrow (Friday) night after work and other responsibilities
 
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Originally posted by thefranklin on May 23, 2013:

Patriarch WWF

Patriarch WWF

As most of my Diablo 2 projects these days, this character has been in the works unfinished for a year or so. I always liked wolfbarbs (had one the last Bnet ladder I played two years ago or so), and since 1.13 made it so much easier to level I had to handicap myself a bit to not feel so bad compared to the people who normal attacked to 79 or put up with the ww level bug with a bloodletter.

So My Brilliant Idea (TM) was to have a hybrid ww-wolf barb, that I dubbed WWF, which stands for Whirling Wild wolF. I didn't realize that wolf did not start with F until I started typing this out, yeah its like that. I was tired when I had the idea and named it. I did have a high damage ribcracker and the runes to up it, and then promptly found a 299% ribcracker the next day. Oh well, this will do.

GoMule Data
Name: WWF
Class: Barbarian
Experience: 945248709
Level: 83

Naked/Gear
Strength: 233/247
Dexterity: 35/80
Vitality: 168/182
Energy: 10/10
HP: 851/1068
Mana: 92/132
Stamina: 317/337
Defense: 8/1362
AR: 160/833

Fire: 79/39/-21
Cold: 20/-20/-80
Lightning: 84/44/-16
Poison: 20/-20/-80

MF: 34 Block: 9
GF: 164
FR/W: 30
FHR: 62
IAS: 110
FCR: 0

Skills
Bash: 1/2
Leap: 1/2
Double Swing: 0/0
Stun: 1/2
Double Throw: 0/0
Leap Attack: 1/2
Concentrate: 1/2
Frenzy: 0/0
Whirlwind: 19/20
Berserk: 1/2

Sword Mastery: 0/0
Axe Mastery: 0/0
Mace Mastery: 20/21
Pole Arm Mastery: 0/0
Throwing Mastery: 0/0
Spear Mastery: 0/0
Increased Stamina: 1/2
Iron Skin: 1/2
Increased Speed: 3/4
Natural Resistance: 7/8

Howl: 1/5
Find Potion: 1/5
Taunt: 1/5
Shout: 11/15
Find Item: 1/5
Battle Cry: 0/0
Battle Orders: 20/24
Grim Ward: 0/0
War Cry: 0/0
Battle Command: 1/5

Final stats after hitting level 84 (downed Baal at 83)
WW Mode
WW Mode (Berserk)
Wolf Mode

Gear Readouts
Wolfhowl
Fury Visor
Defense: 335
Durability: 35 of 35
Required Level: 79
Required Strength: 129
Fingerprint: 0xec390851
Item Level: 87
Version: Expansion 1.10+
+3 to Warcry Skills (Barbarian Only)
33% Enhanced Damage
+3 to Feral Rage
+5 to Lycanthropy
+6 to Werewolf
+122% Enhanced Defense
+14 to Strength
+12 to Dexterity
+14 to Vitality
Level 15 Summon Dire Wolf (18/18 Charges)
1 Sockets (1 used)
Socketed: Ruby Jewel

Ruby Jewel
Jewel
Required Level: 58
Fingerprint: 0xa8c2bc19
Item Level: 75
Version: Expansion 1.10+
33% Enhanced Damage

Highlord's Wrath
Amulet
Required Level: 65
Fingerprint: 0xa69a713a
Item Level: 75
Version: Expansion 1.10+
+1 to All Skills
+20% Increased Attack Speed
Adds 1 - 30 Lightning Damage
31% Deadly Strike (Based on Character Level)
Lightning Resist +35%
Attacker Takes Lightning Damage of 15

Shaftstop
Mesh Armor
Defense: 663
Durability: 42 of 45
Required Level: 38
Required Strength: 92
Fingerprint: 0x1831efc3
Item Level: 87
Version: Expansion 1.10+
+210% Enhanced Defense
+250 Defense vs. Missile
+60 to Life
Damage Reduced by 30%

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xe8f37d8a
Item Level: 87
Version: Expansion 1.10+
+228 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+18 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Manald Heal
Ring
Required Level: 15
Fingerprint: 0xbfd383d1
Item Level: 87
Version: Expansion 1.10+
5% Mana stolen per hit
+20 to Life
Replenish Life +8
Regenerate Mana 20%

String of Ears
Demonhide Sash
Defense: 108
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0x3582edf4
Item Level: 87
Version: Expansion 1.10+
8% Life stolen per hit
+167% Enhanced Defense
+15 Defense
Damage Reduced by 14%
Magic Damage Reduced by 15
+10 Maximum Durability

Gore Rider
War Boots
Defense: 150
Durability: 34 of 34
Required Level: 47
Required Strength: 94
Fingerprint: 0x61f6839f
Item Level: 87
Version: Expansion 1.10+
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+178% Enhanced Defense
+20 Maximum Stamina
Requirements -25%
+10 Maximum Durability

Laying of Hands
Bramble Mitts
Defense: 86
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x934b3aa
Item Level: 87
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%

Dual Spirit on switch, but was Spirit + Culwens Point until I found a 4 socketed sword in Act V Hell
Merc with Reapers, Tal's Helm, Duriel's Shell

Notes from my Play (aka random dumb thoughts, and I apparently forgot Ribcracker had fhr on it)
My first twinked current version single player character is going to be a whirling wild wolf. Searching through my low level sets finds me deaths sword/belt, sigons boots/gloves, beserkers helm/body (only using because this is a barb!), and angelics ring (x2)/ammy/weapon. This should give me a good set of extra bonuses for the first 15 levels. I didn’t mule on any merc gear, which didn’t really matter. Level 15 – 1.07 Ravenclaw. Never used this before, and dang, one shotting packs is fun.


How do you guys tell the difference in Gomule? I guess I will personalize it when I get to Act V. Death’s sword has some pretty steep stat requirements, going to have to Hel a couple if I want to use them for my low level characters. Does Angelic’s weapon 75% damage count as off weapon (I think it does, I could swear I remember Aldur’s working that way), so does the enhanced damage count towards my main weapon as well because I am dual wielding? Hmm, if only the 350 ed on Aldurs weapon wasn’t part of completing the whole set, would be a fun way to add damage to a dual wielding wolf.


I appeared to have lost what I wrote down for normal and nightmare, but I remember it being easy. Iron Pelt + String of Ears gives enough mdr to be immune for most of nightmare. Maybe I need a little pdr, but I was a big tough barb with upped steeldriver or a pair of butchers pupils and then up'd ribcracker, so it was quite easy.


Hell Act 1:
Started at level 72, leveled to 76 by the pits, and a few pit runs got me to 79. I went wolf the entire rest of the act. It was not hard, no deaths (as a wolf, had a few in ww mode while testing the limits and also due to not changing most gear since normal) but a little slow.


Hell Act 2: I used my whirlwind spec a little more this act just to speed things up. Ran by a lot of undead skeletons, whirled through a lot of pi's. Berserk works a lot better on Pis than wolf form, especially considering I don't have any open wounds. So I was rarely in wolf form in this act.


Hell Act 3: This act was the real reason why I decided to combine the ww and wolf skills, so I could whirl through flayers and blow darters. This did work well, but wolf form also worked well because I was mostly one shotting them. WW form (as I am now calling it) was very helpful because it allowed me to leap across rivers and in the flayer dungeon level 3. I was in wolf form with Mephisto, but it took forever. Then I realized I was whacking him with my spirit, once I switched to the ribcracker he dropped like a baby seal. Club. And dropped me some Goreriders, so I went ahead and put them on.


Hell Act 4: I thought WW mode would be quicker here, so I walked out into the plains and immediately attempted to whirl through a triple doom knight boss pack. After a quick town trip, I switched to Wolf mode and handled them just fine. Finally Wolf mode has paid out! This pack was a lot easier when I could not get hit by every dude in the pack, and I finally made use of the act 2's merc decripify. Most of the first three acts he was waddling two screens back.
I had a very close NDE in the City of the Damned to a double pack of Damned. Yikes, light resistance is about 35 now (since I replaced Nats with Goreriders) with 3300 life in wolf form. Strange because a normal Damned dies in one hit. Hellforge was a Pul, so I can up the 299 ed ribcracker I found one or two days after I upped my current 290 ed ribcracker.


I had another NDE in the River of Flame to a dual pack of Venom Lords with both bosses being physical immune. Decrip breaks it and they go down once I take care of the minions. This guy has some serious troubles when he gets mobbed, I bet I could use some fcr. Think I only have 12%. which gives me a 6 frame recovery. Diablo was very easy and coughed up a Dirk Diggler.

Hell Act 5:

Ancients went down in 10 seconds as expected. WSK one had witches, vampires, and cold mages. WSK2 had snakes, shocking fiends and blow darters. Lovely low life enemies. After fighting all sorts of boss packs at the same time, it is nice and refreshing for the waves to come one at a time. Lister was extra fast mana burn, but no problem in Wolf Mode. Baal graced me with a rare-ish unique (Warshrike, only TC 78 though) and a 3% Eye of Etlich. But the drop looked pretty.

Synopsis:

Hell was easy when no gloams/death lords/PI's spawn in the last two acts.

1. Wolfbarbs are fun, but a stationary single target attack is something the barb already has. What the barb does not have is a stationary multi-target attack, so change wolfhowl to fury and then we would be talking. And getting to level 79 to take of Arreats hurts inside quite a lot.
2. WW barbs are too strong, going into Wolf Mode reds out out all of the barbs utility (Berserk, Leap, repositioning with WW, etc). If I had the gear to withstand whirling through tough stuff, I would not have been in Wolf Mode as much.
3. Wolf barbs are great if you can one shot everything. Having to 3-4 shot every single monster on the screen is annoying, which is why I took hell at P1. I am sure it would have been easy enough to up it to 3 or 5, I just didn't have the patience. Running around with right click held down and just mowing down monsters is satisfying. But, if I could do that in Wolf Mode, I could probably do it in WW Mode, but with less style.
4. Teleport is OP. Not that I have enigma, but I did most of hell without a merc because he was lagging behind looking at the paintings on the walls while I was tanking dangerous boss packs. When I was down to about 2 minions, then he might come help if he felt like it. The ability to Tele is something that you also give up in Wolf Mode.
5. I used angelic's most of the way, but switched it out for damage (highlords) and mana leach once I put wolfhowl on. Eww at the AR, but it was managable. I used Mav's Belt for mana leach at times, and not a bad tradeoff. Extra FRW is always welcome. Being the hybrid I was, I did need mana leach so I could whirl.
6. I have 69 leftover points and they all might go to strength for damage. My life was fine where it was, maybe a tad on the short side.
7. I am not a huge fan of prebuffing. I have a demon's limb in stash, and it raised my AR a little bit. I would rather have a weapon switch with some utility than just some stat sticks. I do have a Mang Song's to use when I hit level 85, that will be fun as a prebuff I guess. Actual, it is 82 I will xfer that on!

Future Plans:
1. Figure out out better gear for this guy while destroying the council. I could bring in a 1.07 Arkaines or Glad Bane, or shoot for Fort or Enigma, there are a lot of options. Shaftstop was just the best I had laying around. I also need to shore up the charms.
2. Council
3. Baal
4. Level
5. Make Lawbringer has an undead PI solution. That was the original plan, and I have a Shael Shael Heaven's Light ready to go (same mastery as Ribcracker). I really wish I had waited and quested properly, but I did run by a lot of ghosts and/or resorted to using Berserk.
6. I have a very close Ancient Tunnels map, so I might try that once I get Lawbringer.
7. Sadly, grief, on average, does the same damage per hit and does it quicker.

Thanks for Reading (the ramblings of an idiot)!
 
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