Re: Median XL released!
What makes me confused is the overwhelming number of cube recipies and runewords.
Feature creep.
Trying my hands on a spearzon now though since they are not very viable in normal D2.
Oh, you'd be surprised. She seems to be the strongest melee character and maybe even the strongest
character in the game. Do pay attention to your defensive skills.
I love the idea of uberquests, sounds like the end-game i've always wanted to play in D2.
A lot of people do farm the same four uberlevels, but we're talking the
end-end-endgame. First you need to beat all 22 and there are at least a few that are
hell. (Ureh!) I also forgot the heroic bosses, one of which beaten all of
2 times so far. Go for it!
Anyone know of a good versatile char-build? You know, lots of crowd control, can solo almost everything if played right, like the Assassin in normal D2.
Yes: your spearazon. Crowd control is actually quite rare due to the lack of knockback (see some of the bow/javelin skills for the reason), but Defensive Harmony slows monsters that so much as swing at you by a
lot and Pact of Blood temporarily heals you when you get hit.
This keeps you alive for long enough to Pounce everything to death. Pounce also keeps you on the move so the monsters miss, especially with good IAS. Lightswarm has the range advantage, but magic conversion means no leech - not that leech is your only source of healing, between Pact of Blood, items with +life/striking and +life/kill, but it certainly does help. Either choice is perfectly viable.
edit: The Amazon "Prowl"-skill seems bugged. The poison damage is insane at such a low level, i kill everything in one hit on /players 8. Even those giant elite Quill Rats and boss monsters.
Heh. Not a bug.
In classic LoD, single target attacks have dubious use in the endgame unless they pretty much kill instantly. Median has many more
zerg floods - more regular monsters swarm in big groups, every uberquest is crammed with monsters and many bosses summon more monsters all the time.
This would make ordinary single target attacks worthless. But many uberquests (and some regular game situations) have one important boss target to take out. For this reason, most characters have at least one boss killer spell
(ama: Prowl; asn: Broadside [sort of]; nec: Angel of Death, Buckshot; pal: Punisher; sor: Venomous Spirit) and a lot of people do get this skill for their class.
The fact that the commonly farmed Kurast 3000 BA uberlevel has totems that need to be taken out first because they emit an aura that makes everything else invulnerable helps too.
If you're looking to improve your boss killer potential, look into items with +% poison skill duration (or +% poison skill damage).
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Ironbarb said:
BTW, I started with an unholy paladin. Am I going to regret that?
They seem to be fairly powerful, yes.
There are two different main unholy builds. Melee and caster. They are for the most part mutually exclusive due to Terror Strike locking out ranged skills, but being a requirement to use your combat skills.
Unholy melee (blackguard) is pretty straightforward: get your elemental damage skills (Lemures and Blood Thorns) and Terror Strike. Put one point into the caster skills on your way to Dark King, then crank some points into that one. Black Sleep will be early game crowd control, but once your damage starts to creep into five figure territory you may no longer need it unless you're building a charm paladin variant.
Unholy caster (shadowpriest) usually uses a combination of Mind Flay for spammable damage and Slayer to deal background damage - which should not be underestimated, it can and will kill things on its own. Another nice benefit of the shadowpriest is Punisher as a boss killer (which will really help you in a lot of places).
For both builds, add defensive skills to flavour (Tainted Blood, Holy Armor, Hymn, Rapture) depending on your needs. The unholy version of Vessel of Judgement is nice passive damage as well, but requires to be maxed - which seems to turn off some people, not sure why. It's free crowd damage pewpew lazors.
At level 90, most people pick Superbeast as their uberskill because it increases their damage and the morph greatly boosts base attack and cast speed. Remember you need to stay alive without potions before level 90 because Superbeast turns off when you use a potion and you don't want to recast it 5 times a minute.
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As for items, casters almost always use a sceptre with +% spell damage and +paladin skills. Unholy melee is a bit more ambiguous with some powerful paladin-specific melee weapons with +% spell damage, notably the sacred unique tepoztopilli, the Black Sun Spear. But unless you get super lucky, you'll probably want to aim for a crafted (until then, a rare) sceptre with the right +% spell damage and paladin skills.
Don't fret about block rate: you have it easiest of all classes to get max block thanks to Dark King's free stat boost, but you're still looking at upwards of 1K dexterity plus a good shield.
The rest of your gear is mostly caster gear, but pay attention to defence! Also hit 'R' to walk so your defence isn't 0. If you have even 50% chance to be hit in Ureh or Fauztinville, you're dead.
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There are some variant builds as well. Unholy summoners are fairly effective: build for melee, but put a lot of points into Shadowfiends and focus on +% minion life/damage gear and especially +% minion resists for the endgame. Max Hymn. It may be tougher, but when you complete the Black Road challenge, the powerful Scourge will join your army.
The uberskill Plague is mostly for holy melee, but if you stack poison spell damage bonuses you can apply it nicely to your Terror Strike as well. It also carries over to your Scourges, but that build is
really a latebloomer.