- Feb 24, 2004
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Originally posted by Dezrok on Oct 20, 2013:
Guardian Zach - Beserker
Guardian Zach Lvl 85 Beserker (vanilla)
Zach is a pretty standard Beserker, which is a bit surprising as his skills were randomly rolled (10 skills randomly selected as a way of getting me to use some of the lesser utilised skills out there). But, when you roll Beserk, Leap Attack, War Cry, Battle Command, Battle Orders, Shout and Howl it really is a pretty off the shelf Beserker (add in Axe Mastery, Mace Mastery and Grim Ward to make up the ten).
He was moderately twinked. As one of my first twinked HC chars he didn't have much of a stash to choose from. Lots of Normal items, a few Exceptional items and no Elite items. All of his end game gear he found himself except for the IK Helm, a few of the charms and a couple of the runes used for upgrades.
LCS
Skills
Gear
Mercenary
Normal and NM were done on p3, with p1 for Hell. Yes, Zach could have coped with higher player settings, but there really wasn't a need. I wasn't going single pass, so I would speed through the Acts, killing most of what I came across and then run the Act Boss to level and build up the stash. The thought of grinding down all of those big life monsters on a higher setting ...
Most of the time he was pretty fun to play. Having to hit everything to kill it got a bit tedious every now and again, but with Howl and Leap Attack there really wasn't any need to kill everything. The tactic ended up being Howl everything and then kill anything that was left (Bosses and Champs mainly) or didn't run fast enough. Early on I made much more use of War Cry to stun everything I came across and then slaughter them all, but in Hell Howl became the preferred form of crowd control. A big damage magic attack was fun to play with, especially watching those normally tough monsters with high Phys Res melt under the onslaught.
For weapons it was 2H all the way. He used a variety of twinked swords and polearms early on including Shadowfang, Soulflay, Kelpie Snare, Hone Sundan and Pierre Tombale Couant. The last one was an especially nice hitting stick. However, The Minotaur (my final choice) has CB, blind and slow combined with decent damage and was easily the best Axe/Mace class weapon I had (the only two weapon masteries I had given myself access to) when it was time to upgrade something and start putting points into a Mastery. Slowed, blind and stunned (War Cry) monsters are really not very dangerous at all!
Things changed a bit when I found a Reaper's for the Merc. His Decrep would now override the blind and Howl (but not the stun), however, Decrep is pretty good also so it wasn't a bad change, just took a bit of adjusting as the Decrep wears off pretty fast and then the monsters are running at you instead of away.
Skill progression was 6 points in BO early on gave plenty of life and mana and there just didn't seem to be a need for any more until Hell. Then max Beserk and War Cry together, followed by Howl. Four more points in BO to get up around 3000 life, ten points in Shout to synergise Beserk (and the defense bonus was good for the merc and possibly not completely wasted on Zach when closing with ranged attackers). The plan originally was to max Shout, but ultimately the AR bonus from Axe Mastery won out as the most useful place for Zach to put his extra skill points.
NDEs = two. One in Hell Halls of Vaught when I walked into an invisible Viper trail and life went to almost zero very fast. The second in Hell WSK 3 when a Champ/Beserk pack of Moon Lords started beating on an amped Zach (courtesy of an Oblivion Knight). Merc died fast and Zach was heading the same way before effecting a runaway escape. Generally though he was very, very safe.
Around the Hell Crystal Passage Merc started dying lots. Not great armour (Iron Pelt) and low damage weapon (un-upgraded Hone Sundan) just weren't cutting it anymore. So, I took some time out and went to run Meph for a while. After lots of map re-rolls I still didn't have a good map, so I headed to Act 1 and ran Pits and then Countess to build up the stash with just about everything and fill out a decent set of end game gear.
Finds - Reaper's Toll, Baranar's Star, 2x Gheed's, Lacerator, Carrion Wind, Highlord's Wrath, Lo (from NM Baal minions), Gul (from grave on way to Countess), Hell Forge= Ith/Dol/Um and a perfect Ruby Jewel of Fervor (now in the Reaper's).
Now that he's a Guardian Zach will probably take a break, but he has good Pits, Countess and WSK maps, so will get used to keep building that HC stash for some other twinked chars. I have also just installed RWM, so I'm thinking that the Lo rune would look very good in a Fortitude, once I find a decent base and come up with a plan for his resists.
Other random skill HC projects underway include a BlizzWaller, a Kodiak Bear, an Aggressin and a Fire Ranger/Avenger. All will benefit greatly from Zach's little effort at building their stash.
Guardian Zach - Beserker
Guardian Zach Lvl 85 Beserker (vanilla)
Zach is a pretty standard Beserker, which is a bit surprising as his skills were randomly rolled (10 skills randomly selected as a way of getting me to use some of the lesser utilised skills out there). But, when you roll Beserk, Leap Attack, War Cry, Battle Command, Battle Orders, Shout and Howl it really is a pretty off the shelf Beserker (add in Axe Mastery, Mace Mastery and Grim Ward to make up the ten).
He was moderately twinked. As one of my first twinked HC chars he didn't have much of a stash to choose from. Lots of Normal items, a few Exceptional items and no Elite items. All of his end game gear he found himself except for the IK Helm, a few of the charms and a couple of the runes used for upgrades.
LCS
Code:
Name: Zach
Class: Barbarian
Experience: 1103227955
Level: 85
Naked/Gear
Strength: 134/194
Dexterity: 47/77
Vitality: 329/329
Energy: 10/20
HP: 1499/1666 (BO 2998)
Mana: 94/95 (BO 181)
Stamina: 480/480
Defense: 11/1027 (Shout 3502)
AR: 220/1434 (Beserk 9911)
Fire: 166/126/66 (Nat Res 75)
Cold: 143/103/43 (Nat Res 64)
Lightning: 165/125/65 (Nat Res 75)
Poison: 103/63/3 (Nat Res 24)
MF: 163 Block: 7
GF: 170
FR/W: 28
FHR: 50
IAS: 45
FCR: 0
Skills
Code:
Bash: 1/1
Leap: 1/1
Double Swing: 0/0
Stun: 1/1
Double Throw: 0/0
Leap Attack: 1/1
Concentrate: 1/1
Frenzy: 0/0
Whirlwind: 0/0
Berserk: 20/20
Sword Mastery: 0/0
Axe Mastery: 11/11
Mace Mastery: 0/0
Pole Arm Mastery: 0/0
Throwing Mastery: 0/0
Spear Mastery: 0/0
Increased Stamina: 0/0
Iron Skin: 1/1
Increased Speed: 0/0
Natural Resistance: 1/1
Howl: 20/22
Find Potion: 0/0
Taunt: 1/3
Shout: 5/7
Find Item: 0/0
Battle Cry: 1/3
Battle Orders: 10/12
Grim Ward: 0/0
War Cry: 20/22
Battle Command: 1/3
Gear
Code:
Zach's The Minotaur
Glorious Axe
Two Hand Damage: 174 - 349
Durability: 50 of 50
Required Level: 73
Required Strength: 164
Required Dexterity: 55
Fingerprint: 0xb73043ad
Item Level: 53
Version: Expansion 1.10+
+20% Increased Attack Speed
158% Enhanced Damage
Adds 20 - 30 Damage
30% Chance of Crushing Blow
Hit Blinds Target +2
Slows Target by 50%
+15 to Strength
Half Freeze Duration
Required Level +7
1 Sockets (1 used)
Socketed: Shael Rune
Immortal King's Will
Avenger Guard
Defense: 161
Durability: 55 of 55
Required Level: 47
Required Strength: 65
Fingerprint: 0xe2108a2
Item Level: 72
Version: Expansion 1.10+
+2 to Warcry Skills (Barbarian Only)
+125 Defense
37% Extra Gold from Monsters
87% Better Chance of Getting Magic Items
+4 to Light Radius
2 Sockets (2 used)
Socketed: Perfect Topaz
Socketed: Perfect Topaz
(2 items): +50 to Attack Rating
(3 items): +75 to Attack Rating
Angelic Halo
Ring
Required Level: 12
Fingerprint: 0x62dcd53b
Item Level: 22
Version: Expansion 1.10+
+20 to Life
Replenish Life +6
Set (2 items): +1020 to Attack Rating (Based on Character Level)
Set (3 items): 50% Better Chance of Getting Magic Items
(2 items): +10 to Dexterity
Angelic Wings
Amulet
Required Level: 12
Fingerprint: 0x2f775430
Item Level: 49
Version: Expansion 1.10+
20% Damage Taken Goes To Mana
+3 to Light Radius
Set (2 items): +75 to Life
Set (3 items): +1 to All Skills
(2 items): +10 to Dexterity
Immortal King's Detail
War Belt
Defense: 194
Durability: 24 of 24
Required Level: 29
Required Strength: 110
Fingerprint: 0xd3464725
Item Level: 60
Version: Expansion 1.10+
+36 Defense
+25 to Strength
Lightning Resist +31%
Fire Resist +28%
Set (2 items): +105 Defense
Set (3 items): +25% Faster Hit Recovery
Set (4 items): +100% Enhanced Defense
Set (5 items): Damage Reduced by 20%
Set (6 items): +2 to Masteries Skills (Barbarian Only)
(2 items): +50 to Attack Rating
(3 items): +75 to Attack Rating
Smoke
Cuirass
NefLum
Defense: 329
Durability: 50 of 50
Required Level: 37
Required Strength: 65
Fingerprint: 0x3f0dd582
Item Level: 63
Version: Expansion 1.10+
+20% Faster Hit Recovery
+75% Enhanced Defense
+280 Defense vs. Missile
+10 to Energy
All Resistances +50
-1 to Light Radius
Level 6 Weaken (18/18 Charges)
2 Sockets (2 used)
Socketed: Nef Rune
Socketed: Lum Rune
Immortal King's Forge
War Gauntlets
Defense: 230
Durability: 24 of 24
Required Level: 30
Required Strength: 110
Fingerprint: 0x9e2cad8a
Item Level: 76
Version: Expansion 1.10+
12% Chance to cast level 4 Charged Bolt when struck
+65 Defense
+20 to Strength
+20 to Dexterity
Set (2 items): +25% Increased Attack Speed
Set (3 items): +120 Defense
Set (4 items): 10% Life stolen per hit
Set (5 items): 10% Mana stolen per hit
Set (6 items): Freezes target +2
(2 items): +50 to Attack Rating
(3 items): +75 to Attack Rating
Loath Blazer
Scarabshell Boots
Defense: 97
Durability: 14 of 14
Required Level: 49
Required Strength: 91
Fingerprint: 0xd1b43c
Item Level: 84
Version: Expansion 1.10+
+20% Faster Run/Walk
+47% Enhanced Defense
Cold Resist +13%
Fire Resist +30%
21% Better Chance of Getting Magic Items
Gold Ring of Fortune
Ring
Required Level: 31
Fingerprint: 0x1cdc5758
Item Level: 80
Version: Expansion 1.10+
+94 to Attack Rating
24% Better Chance of Getting Magic Items
Echoing War Sword
War Sword
One Hand Damage: 8 - 20
Durability: 44 of 44
Required Level: 45
Required Strength: 71
Required Dexterity: 45
Fingerprint: 0x8a379cba
Item Level: 81
Version: Expansion 1.10+
+3 to Warcry Skills (Barbarian Only)
Heart Carver
Rondel
One Hand Damage: 48 - 120
Durability: 20 of 20
Required Level: 36
Required Strength: 25
Required Dexterity: 58
Fingerprint: 0xf94b874
Item Level: 49
Version: Expansion 1.10+
230% Enhanced Damage
Adds 15 - 35 Damage
Ignore Target's Defense
35% Deadly Strike
+4 to Find Potion (Barbarian Only)
+4 to Find Item (Barbarian Only)
+4 to Grim Ward (Barbarian Only)
Sapphire Grand Charm of Quality
Grand Charm
Required Level: 33
Fingerprint: 0x4183e7fa
Item Level: 55
Version: Expansion 1.10+
+2 to Maximum Damage
Cold Resist +29%
Lizard's Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0xf9811257
Item Level: 61
Version: Expansion 1.10+
+5% Faster Hit Recovery
+1 to Mana
Lapis Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x9e38f3d9
Item Level: 6
Version: Expansion 1.10+
+6 to Life
Cold Resist +7%
Jade Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0x84ac2558
Item Level: 64
Version: Expansion 1.10+
+3% Faster Run/Walk
Poison Resist +8%
Russet Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x7c460119
Item Level: 39
Version: Expansion 1.10+
+15 to Life
Fire Resist +6%
Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x4778eba5
Item Level: 50
Version: Expansion 1.10+
4% Better Chance of Getting Magic Items
Tangerine Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xa3d1f66
Item Level: 49
Version: Expansion 1.10+
Lightning Resist +5%
4% Better Chance of Getting Magic Items
Amber Grand Charm
Grand Charm
Required Level: 22
Fingerprint: 0x9b5eb746
Item Level: 82
Version: Expansion 1.10+
Lightning Resist +30%
Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0xd9ab49e8
Item Level: 80
Version: Expansion 1.10+
133% Extra Gold from Monsters
Reduces all Vendor Prices 10%
23% Better Chance of Getting Magic Items
Coral Large Charm of Sustenance
Large Charm
Required Level: 19
Fingerprint: 0xc699fcd2
Item Level: 58
Version: Expansion 1.10+
+17 to Life
Lightning Resist +11%
Cobalt Small Charm
Small Charm
Required Level: 20
Fingerprint: 0xabd2f69f
Item Level: 85
Version: Expansion 1.10+
Cold Resist +8%
Ruby Large Charm of Inertia
Large Charm
Required Level: 27
Fingerprint: 0x48e8e87a
Item Level: 59
Version: Expansion 1.10+
+5% Faster Run/Walk
Fire Resist +14%
Emerald Large Charm of Life
Large Charm
Required Level: 27
Fingerprint: 0x9ea70319
Item Level: 52
Version: Expansion 1.10+
+14 to Life
Poison Resist +15%
Garnet Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd6a557ad
Item Level: 85
Version: Expansion 1.10+
+20 to Life
Fire Resist +8%
Coral Small Charm of Venom
Small Charm
Required Level: 20
Fingerprint: 0x4e7844e5
Item Level: 45
Version: Expansion 1.10+
Adds 15 Poison Damage Over 4 Secs (100 Frames)
Lightning Resist +8%
Lapis Small Charm
Small Charm
Required Level: 10
Fingerprint: 0xe646dccf
Item Level: 23
Version: Expansion 1.10+
Cold Resist +6%
Mercenary
Code:
Name: Haseen
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 74567156
Level: 85
Dead?: false
Naked/Gear
Strength: 186/186
Dexterity: 150/150
HP: 1767/1767 (BO 3180)
Defense: 1302/2018 (Shout 6054)
AR: 1913/1913
Fire: 149/109/49 (Fade 75)
Cold: 179/139/79 (Fade 75)
Lightning: 164/124/64 (Fade 75)
Poison: 149/109/49 (Fade 75)
Blackhorn's Face
Death Mask
Defense: 266
Durability: 15 of 20
Required Level: 41
Required Strength: 55
Fingerprint: 0x304f8e37
Item Level: 75
Version: Expansion 1.10+
Prevent Monster Heal
Slows Target by 20%
+206% Enhanced Defense
Lightning Resist +15%
+20 Lightning Absorb
Attacker Takes Lightning Damage of 25
Zach's Treachery
Scarab Husk
ShaelThulLem
Defense: 450
Durability: 28 of 28
Required Level: 51
Required Strength: 95
Fingerprint: 0x55625ad3
Item Level: 82
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem Rune
The Reaper's Toll
Thresher
Two Hand Damage: 42 - 494
Durability: 65 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0x6ee6695d
Item Level: 88
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
+15% Increased Attack Speed
251% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 1 Secs (37 Frames)
13% Life stolen per hit
33% Deadly Strike
Requirements -25%
1 Sockets (1 used)
Socketed: Ruby Jewel of Fervor
Ruby Jewel of Fervor
Jewel
Required Level: 58
Fingerprint: 0xefc527af
Item Level: 88
Version: Expansion 1.10+
+15% Increased Attack Speed
40% Enhanced Damage
Normal and NM were done on p3, with p1 for Hell. Yes, Zach could have coped with higher player settings, but there really wasn't a need. I wasn't going single pass, so I would speed through the Acts, killing most of what I came across and then run the Act Boss to level and build up the stash. The thought of grinding down all of those big life monsters on a higher setting ...
Most of the time he was pretty fun to play. Having to hit everything to kill it got a bit tedious every now and again, but with Howl and Leap Attack there really wasn't any need to kill everything. The tactic ended up being Howl everything and then kill anything that was left (Bosses and Champs mainly) or didn't run fast enough. Early on I made much more use of War Cry to stun everything I came across and then slaughter them all, but in Hell Howl became the preferred form of crowd control. A big damage magic attack was fun to play with, especially watching those normally tough monsters with high Phys Res melt under the onslaught.
For weapons it was 2H all the way. He used a variety of twinked swords and polearms early on including Shadowfang, Soulflay, Kelpie Snare, Hone Sundan and Pierre Tombale Couant. The last one was an especially nice hitting stick. However, The Minotaur (my final choice) has CB, blind and slow combined with decent damage and was easily the best Axe/Mace class weapon I had (the only two weapon masteries I had given myself access to) when it was time to upgrade something and start putting points into a Mastery. Slowed, blind and stunned (War Cry) monsters are really not very dangerous at all!
Things changed a bit when I found a Reaper's for the Merc. His Decrep would now override the blind and Howl (but not the stun), however, Decrep is pretty good also so it wasn't a bad change, just took a bit of adjusting as the Decrep wears off pretty fast and then the monsters are running at you instead of away.
Skill progression was 6 points in BO early on gave plenty of life and mana and there just didn't seem to be a need for any more until Hell. Then max Beserk and War Cry together, followed by Howl. Four more points in BO to get up around 3000 life, ten points in Shout to synergise Beserk (and the defense bonus was good for the merc and possibly not completely wasted on Zach when closing with ranged attackers). The plan originally was to max Shout, but ultimately the AR bonus from Axe Mastery won out as the most useful place for Zach to put his extra skill points.
NDEs = two. One in Hell Halls of Vaught when I walked into an invisible Viper trail and life went to almost zero very fast. The second in Hell WSK 3 when a Champ/Beserk pack of Moon Lords started beating on an amped Zach (courtesy of an Oblivion Knight). Merc died fast and Zach was heading the same way before effecting a runaway escape. Generally though he was very, very safe.
Around the Hell Crystal Passage Merc started dying lots. Not great armour (Iron Pelt) and low damage weapon (un-upgraded Hone Sundan) just weren't cutting it anymore. So, I took some time out and went to run Meph for a while. After lots of map re-rolls I still didn't have a good map, so I headed to Act 1 and ran Pits and then Countess to build up the stash with just about everything and fill out a decent set of end game gear.
Finds - Reaper's Toll, Baranar's Star, 2x Gheed's, Lacerator, Carrion Wind, Highlord's Wrath, Lo (from NM Baal minions), Gul (from grave on way to Countess), Hell Forge= Ith/Dol/Um and a perfect Ruby Jewel of Fervor (now in the Reaper's).
Now that he's a Guardian Zach will probably take a break, but he has good Pits, Countess and WSK maps, so will get used to keep building that HC stash for some other twinked chars. I have also just installed RWM, so I'm thinking that the Lo rune would look very good in a Fortitude, once I find a decent base and come up with a plan for his resists.
Other random skill HC projects underway include a BlizzWaller, a Kodiak Bear, an Aggressin and a Fire Ranger/Avenger. All will benefit greatly from Zach's little effort at building their stash.