Operation Death and Destruction

Re: Operation Death and Destruction

And now, the long promised introduction to Death, the Fury Druid. Death actually started out before this project began as a Rabies Druid that I had not enjoyed playing. He was respeced in early normal to a Molten Boulder Druid (have I mentioned how much fun that skill is yet?). Molten Boulder being a synergy for Volcano and Armageddon fit in wonderfully for this build. So in late normal, as Molten Boulder began to lose it's luster he got infected by the werewolf bug and has morphed into a Fury Druid.

Unfortunately, I don't really remember much of his play in Normal and Early Nightmare, it being so long ago. I know once he got Fury going he was a beast. And after the addition of Oath he was basically invinceable. One toy I've never used before is a Delirium helm. I really love this thing as the crowd control is ridiculous. A whole screen radius of confuse. I was fortunate enough to trade for a Blood Spirit with +3 Armageddon, +2 HoW and +1 Grizzly. So in addition to pumping by AoE skill, I get a small damage boost for me and Hrothgar (yeah I hired the same merc again, I'm sure he won't a few more trips through Sanctuary). And I absolutely love the audio touches for Grizzly. The giant footfalls and the low grumbling vocalizations.

The other caveat of Delirium that I was not aware of, is as a Lycanthrope, you cannot transform into a fetish, you a forced back to human form. This lead to Death's only death thus far, as in the chaos of the Travincal hydras, I failed to notice his transformation back to human form. He is quite squishy in this state losing almost 2/3 of his life and a lot of movement speed. He succumbed to the fire damage. The rest of Act 3 was fairly easy. In the Durance of Hate level 2 he reach the first milestone, lvl 63 enough to equip Death. While I was excited to try out the new hurtystick, I couldn't believe the difference in attack speed. I think he dropped from about a 5 frame attack to 10. Groups of dolls became a bit dangerous as popping a full 5 could lead to a precarious life bulb. This also means, he's standing in place for a good two seconds per Fury. May be problematic in the future. But he dispatched Mephisto using only one potion nonetheless.

Onward to Act 4. For this endevour the beautiful place where Destruction finally get's tested. And my god, it is soooooo much fun. I was very worried that ctc Volcanos would lead to the 4 second cooldown. Luckily they trigger about a 0.5-1 second cooldown. So unless it triggers with the final Fury attack, I barely notice it given my pitiful attack speed (hey maybe that's a feature and not a bug in this case). My current record is four simultaneous Volcanos, I tried to grab a screenie here, but I think one is just disappearing.
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Smith was no problem, in fact I didn't even notice I was fighting him as I was too busy trying to grab screenshots.

Then in the Chaos Sanctuary I was able to get all the effects at once.
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I just barely missed capturing a Molten Boulder before it exploded. But you can see two Molten Boulder fire trails, a fading Nova ring, an active Volcano and a meteorite coming down from Armageddon.

I originally hadn't planned to fight Diablo until I moved over some charms, but I figured things were going so smoothly, so what if I have -2 Lightning Resists? Yeah, so that actually worked out. I gave him a nice big bear hug and stood inside his lightning hose. Swung away for a short time while he stood on my volcanos and everything went smooth. Imagine that.

I have a feeling this is going to be a really fun character to play with. I've also just recently upgraded his gloves with Laying of Hands. With the ctc Holy Bolt, Delirium and Destruction, he feels like some weird ctc wolf build. Which is fine by me.

Current Gear:
Delirium Pelt
Treachery Dusk Shroud
Nosferatu's Coil
Shaman's Amulet of the Whale
Laying of Hands
Rare boots with rw Cold and Fire res
Raven Frost
Crafted ring with LL and minor mods
Switch: Dark Clan Crusher and Sigons

Skills:
Maxed Fury
Pretty even split between:
Lycanthropy
Armageddon
Molten Boulder
 
Re: Operation Death and Destruction

You should try the weapon earthshifter. It might be good for this kind of build.

These characters are part of a themed set, so he's always using his Death or Destruction sword

So now that I have my pair of swords, I'm starting a Sept with them. My rules are pretty basic. The swords must be active at all times except prebuffing and perhaps in hairy situations.



 
soooooo

I'm kinda doing this again. After a computer upgrade and combing through my old harddrive, I found all my save files and ATMA stashes. Then I got that itch. I guess it's true that you can never really get away from Diablo.

I've decided I'll upload video of the Cow Level each time I complete a character. So here is War with his merc Hrothgar the burninator.

sorry for the shoddy game play. It's been a while
 
So I haven't been keeping as detailed logs on progress, but Death is progressing well. When I dusted him off, he was in late Act V Nightmare apparently having just rescued Anya. While my play was clumsy Death and his companion Wulf (apparently I couldnt resist changing mercs as Wulf just seemed so aptly named, dont remember this at all) cruised through Act V. Ancients were no problem. This build so far performs just as well with large open spaces where many volcanoes can be triggered, or in tighter hallways where enemies can be taken on a few at a time.

Death did experience his own death against Lister's pack. I had forgotten about the quirk with Delirium where instead of being transformed into transformed into a fetish, shapeshifted players go back to their human form. I first couldnt figure out why Fury wasn't working. Then noticed I was holding a sword for some reason. By the time this all registered I had a sliver of health left. I tried running and chugging rejuvs, but got stun locked on my escape. Body recovery was exciting, but I eventually lured everyone out of the Throneroom and circled around to my corpse.

The Baal fight was also a surprising challenge. My weak low level summons were dying in essentially one hit. Which put all the attention on me and Wulf. The merc, without cover, really didnt stand up very well to Baal. I think Hrothgar looked like such a stud due to all the distractions he had available with War's army. After a few merc res's, I finally realized that Death could easily tank Baal without any help from his merc or woodland creatures, and the battle was won, nothing useful dropped and there was much rejoicing.

Wulf's challenges with Baal have carried over to Hell difficulty. I finally gave up on the attack speed bonus from Treachery and moved over a Skin of the Flayed on for more life leech. This helped slightly, but he was still dying often. So I moved over to a Shaftshop, which is a bit more versatile since it helps against unleachables. I'm hoping to try out a Vampgaze, but noticed I dont have one in my stashes, so I've got my Sorc farming NM Meph for now.

Hell has not been so hard on Death himself. Since the Delirium death, I've gotten much better at listening for a change from the werewolf hurty voice to the squishy human hurty voice and am quick to react. Act 1 was fairly straightforward, but I did have to park a bosspack in the Jails. It was a specter with might aura, cursed and extra strong. Not touching that with a 10 foot pole. Specters as a whole were surprisingly not too difficult. The elemental damage from a large number of well synergized volcanoes topped with the magic damage on Destruction took care of them relatively quickly, although the mana burn could be annoying. Also too, the Arcane Sanctuary was a bit hurty because it is difficult to get volcanoes to spawn. Fortunately I chose the correct arm from the start.

Act II was another story. All the unleachable undeads were a huge PITA. Just the Radament quest took forever. I kept wishing I had Dracul's Grasp. Even tried regearing my LK running sorc for some MF runs, but that was hopeless. Then by the time I had made it to Canyon of the Maji, I found all my old trading stashes and realized I had them the whole time. Once they replaced Laying of Hands, undead were no longer a problem. In the end Duriel died, but killed my merc the last swipe of his claw just to annoy me (admittedly I shouldnt have been too cheap to use a rejuv).

And then we've arrived in our current placement Act III. Ah ActIII, the part of the game I love to hate. Unlike War, Death didn't get a quick map with a wormhole to the Flayer Jungle, and instead had one of those long rambling maps with lots of double backs. And unlike War who faced no Gloams in his entire romp through the game, Death has already faced them once in the Great Marsh. So far things still haven't gotten very dangerous. The two major concerns are the forced reversion to human form, and getting swarmed due to the super long duration of the Fury attack (this will be even more of a concern for the eventual zealot). Exploding dolls were also a lot more hurty that I expected, so I am not at all looking forward to the Durance of Hate.

Death currently waits in Upper Kurast having just secured the final piece of Khalim's body. He still has to venture after the magical Tome before continuing on. I'm currently running at either players 3 or 5 depending on how much time I have. 5 isn't really much more dangerous, but it can get slow with the wrong monster rolls.
 
Setting up the Sorc for this project is still giving me conniptions

Does anyone know if Sorc's Fire Mastery will do anything to volcano/moulten boulder?

EDIT: Also I know about the Enchant + Exploding Arrow bug, can this carry over to other fire skills?
 
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Death has made his way into Act IV, but with some troubles along the way.

We last had him clearing out Temples. And this started well. For example this stair trap was quickly taken care of and the doorways covered with the merc and the bear jamming the lower door and Death clogging the upper. But then he ran into the worst stair trap I've ever encountered. It was a triple boss pack of spiders, corrupted rouges and Yeti. The spider pack was might enchanted and extra strong, the rouges had extra fast and extra strong while I dont think the Yeti had anything to harmful (I think I caught LE, FE). I think the biggest problem I had was actually the poison from the spiders. With negative resists I had gotten hit previously and had to bail out to town because the drain was so swift. So I thought that with my confuse proc from Delirium I had gotten a good foothold enough to take this screenshot, but as you might guess I didnt live very long after.
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To add to the embarrassment, I had no chance of recovering my corpse after this. I had to save and exit to complete the quest. I can't remember the last time I've had something like this happen. I'll blame it on rust and the dangers of photojournalism in Sanctuary.

Travincal was a bit challenging. Thankfully I switched out from Dracul's Grasp back to Laying of Hands for the fire resists and damage to demons. While I could feel the loss of life leech, I also rolled a champion pack of ghoul lords who were dropping meteors on my head in addition to the surprisingly hurty hydras.

The Durance was not bad at all. Only troubles were the dolls that cook off roughly 1/4-1/3 of life bulb when exploding (so I tried to leave them for the merc) and a Holy Freeze Urdar pack that had to be separated across roughly 5 rooms. Death is already attacking so slow, when under Holy Freeze I could check my email during each Fury cycle.

Mephisto also put me in a bit of a pickle. When clearing out Wyand Voidbringer's room, I ran into a double boss pack of ghoul lords. One extra strong, extra fast. During this scrum for some reason Mephisto wandered in even though I never really made it much past the doorway. All I can figure is that my merc strayed off chasing an extra fast lord and mayhaps one of his glacial spikes poked Mephisto into action. Anyway, that got hairy pretty fast as I was had been covered on ~3 sides by the ghoul lords, then Mephisto took up the rest of the perimeter so I had nowhere to go. I had switched back to Dracul's, but couldnt get a Life Tap proc. finally was able to make some room to get out of it, then get to town and res Wulf. From there it was a lot easier as we looped around from the other side and had a lot more control of the situation.

Mephisto was kind and dropped a 12% Crown of Thieves. I'm currently testing it out on Wulf as it doubles his life leech, but he loses some survivability with the loss of a about 20 res C/L/P, the FHR and slight decrease in his stun duration. I am also out of hole poking quests, so his attack speed has dropped since he's running armor and helm without any fervor jewels.

I had to run out to Act IV because I really like playing this build there. I also grabbed a quick gameplay video of Death bringing the Pandemonium out of the Fortress. If you watch closely you can even catch Delirium making him squishy for a few seconds.

 
Great project. I only just now got a chance to read through all of it. There is something about the Destruction Runeword that is quite alluring: you are right, it's almost as though the mods were switched on the RWs.
 
So Act IV took a bit longer than usual. I had gotten through two arms of the Chaos Sanctuary when my computer locked up. Then had to redo that section.

But backing up, the open areas were pretty straight forward. No gloams (yay). Downside was Knights and Venom Lords, which are both fire immune, so this took out my secondary damage source. Had leapers along with them, which are more just an annoyance to target. I got corpse spitters in the Outer Steppes/City of the damned and they seem to have higher physical res to begin with. Ran into a loooottttt of physical immune bosses. They were mostly not too bad until this guy. I eventually remembered I had the rabies prerequisite and he finally died after running through a few mana potions.

Izual came and went and I honestly didnt even notice I was fighting him. Hephasto, on the other hand, got my attention...when he died. Hellforge was an Um.

Got Urdars, more Venom Lords and bugs in the River of Flame. Rolled a couple more tough bosses. One Venom Lord was dual immune and Magic Resistant. So without the tertiary magic damage from my sword, it was a good 3-5 minutes to kill him with Rabies and Glacial Spike. Finally had an Urdar boss that hit pretty hard. Went through a row of purples on him.

Chaos Sanctuary was not a big deal the second time through. Infector of Souls came out Multishot, and with the rest of his packs infernos, they were surprisingly painful. Granted my fire res is standing somewhere in the 20s.

I landed a nice pair of shrines for the Diablo fight. And switched from Drac's to LoH. They were likely entirely overkill as this was he easiest part of the playing session. I don't do a lot of melee characters, so I wasn't so aware of the lightning hose being so absurdly far away in Hell Diff. I thought he was launching some new projectile at first.

I played on into Act V to get another socket quest. I'm about 3 behind schedule from messing around with other stuff that probably wasn't needed along the way. God I find Act V annoying. And it seems to know how much I loathe it. I got Javelin Slingers and Quill rats, my poison res is -11. There were 4 boss packs right outside the door. 3 were mana burn. Even though these guys are leechable, they have so little life. I kept losing my mana before I could reach anything. Eventually chipped away enough via running back to Mala for mana refills. After this spot, I think there was only one more boss on the way to Shenk, who was also quite simple.

So I got my socket quest. Made some armor
Screenshot126.jpg
And I'll be trying it out next session.
 
Before I get started on the update, I just wanted to say I didn't notice the perfectly bad roll on my Fortitude above until after posting it. I don't know why, but I have terrible luck with runewords. I've rolled my Death twice, and both times landed with ED at 31X%, now I've got a matching perfectly bad vit roll on my Fort.

That being said, the combination of Highlord's and Fortitude has vastly improved Death's killing power. I noticed my error in attack speed calculation somewhere in Act III, but didn't have Highlord's and a Lo would have meant cubing up from Ist, wiping out most of my runes. I ended up trading for the Highlord's (thanks BBS) and lucked out on an Ohm from a Superchst. As a holdover I had just switched out Nos' Coil for String of Ears to get the damage reduction. But the new gear made p3 feel like p1.

Even with the extra damage, I didn't expect to get through Act V quite so fast. But it was just one of those play sessions where I could never find any waypoints. I'd wander around for a bit and then realize that if the waypoint existed, I'd have a hell of a trek on restart, so I moved on. Even the Frozen River entrance was right at the stairs. In the end I didn't find a single waypoint between the Frigid Highlands and the Throne of Destruction.

I started in the Frigid Highlands, and was greeted with Fire Archers (boooo), but these were accompanied by Urdars and corrupted rogues, two reasonably easy leechables. Arreat Plateau was even easier, rolling Demon Imps, Lashers and javelin Huntresses as the most difficult part of the group. Crystalline Passage had about the hardest roll but even this wasn't bad, Ice Mages, Serpent Magi and the Cold breathing guys were here. I did die in this level to a Delirium induced morph. I tried getting back to wolf form, but a boss pack of Serpents had already launched a number of bone spears at me. Yes I had to walk all the way back from the Frigid Highlands to get my body (sadface).

Anya was rescued without problems. More Serpent Magi, Succubi and Rotting Corpses here. By now I was really hoping to find a waypoint, but nope. Doubled back to the Glacial Trail entrance I found before the Frozen River. Here I ended up creating a double boss pack via Molten Boulder. This is the only really annoying thing about Destruction. Whenever you are trying to single out a ranged enemy or a boss, a Boulder can trigger and just push it all the way across the screen. In this instance I was fighting a Holy Freeze bat boss. I'm already attacking absurdly slow with something like 9/9/9/9/16 (the fastest it gets btw). Do you have any idea how slow a cycle is with Holy Freeze? So mid cycle, a boulder triggers and by the time I'm done swinging he's pushed down the hallway and completely off screen. Once I reached him in the other room, he found a buddy Skeleton Mage sporting the same aura. They were both pretty harmless elsewise.

Then on to the Frozen Tundra. Another easyish roll here. Imps, Goats and Skellie Archers. Here you can see the upside of Delerium keeping an entire screen of archers busy. So couldn't find the waypoint here either (thought its usually at the entrance or exit, but wandered around here for a while with no luck). Then I planned on taking a rest at the Ancients. Maybe muling on some purples. Ancients way itself was simple. Had Carvers, Quill Rats and maybe Demon Imps. After wandering all the way across the level I found the way up to the Ancients, before the waypoint. retracing the map, I had to go all the way back to an early fork for the branch where the waypoint could be. So we pressed on.

I got a really really favorable roll (actually all areas were great so far). The only 'bad' mod was Korlic, who spawned with our favorite, Holy Freeze. Madawc was tossing axes into Wulf's back, while Talic whirled back and forth across my party. I fed Wulf enough purples to take out Korlic and his massive slowing blue cloud. But Wulf died from Korlic's cold enchanted blast, but his services were no longer needed. Keeping Korlic engaged also kept him from leaping, which was a good thing. I then split off Madawc, and went toe to toe with him while throwing up bears to absorb axes when convenient. He was not a problem. Finally ran up to take on Talic. His whirling around let me get off some separated volcanoes, but they were mostly for show as he is Fire Immune. Even with the extra strong mod, he didnt take much off my life bulb, certainly not more than I could leech back. In the end, I went through only 3 purples, two for Wulf and one for Death.

Welp, no waypoint up here, guess there's only one more stop. I don't even know what rolled on ToD lvl 1, becuase the stairs down to 2 were one turn away. I finally got a bad role here, Explodey guys, Poison Mages (-11 PR) and Gloams. I was surprised by how much the Gloams didn't hurt me. Thankfully, my lightning res is the highest, roughly 72 with the Anya quest, though I died before I received the Hell reward, so no clue what my actual resists were. The Mages were the most annoying from a hurty perspective, while dealing with so many unleachables were overall annoying until I could get a Life Tap proc. Here again I couldn't find the frigging waypoint. I had to clear the entire level finding the stairs down just before the waypoint in the very last arm. Here I called it a night, and Death has one short stretch left in his journey.
 
@twillight Thanks, its a shame he died though :oops:

Death has made quick work of the rest of his journey. I tentatively clicked on the stairs down to the final level, anxiously awaiting a stair trap, but Death had plenty of leg room. "We're still flying first class" I thought. I didn't even encounter a monster in the opening square. I eventually found one to fight at the first intersection north with the left side chamber. A small pack of Ghoul Lords. Eh, not too bad. After I cleared them out, turned left and was greeted with lightning. Great gloams. But they still weren't too bad. There were times where I wondered if it was worth waking them up. But in the end I just cleared out everything in case I needed the breathing room. In this case I had a Champ pack of Ghoul Lords and a boss pack of Gloams. This took a bit of retreating to spread them out, but in the end we cleared the left side.

Strangely, there were only two monster types on the left. Wondering what my last enemy would be, I strode confidently to the right arm and got swarmed by a doll pack. Seemed my monster rolling luck didn't turn out so great on this level. But I went all of Act V without any Frenzytaurs, probably the scariest foe for this build. After War made it through Act V without any gloams, I think I'm having pretty good luck with the monster rolls.

On one of the trips to town, I switched Wulf back to his Arreat's Face for the extra res as life leech wasn't a big deal with all the undead. And finally we were ready for the Throne Room.

I tried being super aggressive with Baal's minions because that's really how I feel safest with this build. But the Decrepify was really really problematic given Death's swing speeds. I made it through the first two waves in slow motion, but this wasn't sustainable. For 3-5 I fell back out of Decrep range and everything was smooth. I tried switching to Laying of Hands for waves 3 and 4 since my fire res was in the 20s, but the life tap proc's from Drac's were providing more help than I had realized. Strategically placed myself and recast bears to keep Death and Wulf from being surrounded by Lister and they were taken without retreating past the doorway.

Onward to Baal. This fight was literally, hold down the left mouse button. I didn't want to recast grizzly or HoW, as this would drop my damage output without reason. And, the Life Tap from Drac's Grasp was enough to keep Wulf alive through the fight. Baal never cloned and he died without fanfare, or a decent drop.


Overall I found the build relatively fun to play. If I had known about the issues with Delirium and shapeshifting, I probably would have put it on the merc and went with something like Ravenlore to max out the fire damage potential, and get some passive crowd control with the Ravens. I'm also not sure if Fury was the best idea for an attack skill. It was likely not the fastest achievable attack speed for the Druid, and having to sit through the cycle was quite dangerous at times.

I also wouldnt have made Fortitude in a Superior armor. Death was already bleeding money because of the steep repair costs on Destruction, but with the Fortitude he had repairs over 200k. I'm not looking forward to my other characters using it :(

The volcano damage seemed to be significant. At least it sped up the death of non fire immunes. I found it pretty hard to get numbers for volcano, but from what I found the estimated damage was what Arreat Summit lists x4 / second. This means level 15 volcano puts out 204-212 physical and 224-232 fire damage per second. I ended up synergizing this with level 14 Molten Boulder, lvl 6 Fissure and lvl 20 Armageddon. so my final damage should be in the range of 546-568 physical and 922-955 fire per second. Keep in mind that I could get stacks of 4 (traditionally you can barely stack two) with continuous attacking and the volcanoes have a sort of area of effect damage on the falling rocks, I don't think it ends up completely insignificant. The strategy might be a lot more viable with a faster weapon base, but the lack of IAS on Destruction itself really limits how quickly you can get it swinging *sadface*

Anyway I've got to head out now.
I'll put up an info Dump for Death with his Cow video.

Then we can start talking about the Amazon Doc, who currently sits in Nightmare Act 1!
 
Welp this little update took a lot longer than expected. It turns out that this character is terrible at the Cow level. I tried pretty much everything I could think of to get through it, but ultimately gave up. This included, swapping weapons with the merc, not casting ancillary spells/summons, swapping out Drac's Grasp to keep Confuse from getting overridden, players 1, rerolling map for a more defensible entryway (War lucked out on his run). But in the end, no matter what I did, Death just ended up completely surrounded by cows. Once the Confuse proc wore off, it was game over. I posted my most valiant attempt where he nearly just got a foothold, but Delirium swapped him back into bag of meat form and running around to recover the corpse woke up too many cows.


I guess Death was a fairly apt name for this character. Just not in the way I had intended. He was supposed to be bringing death to the demons of hell, but I've never died so much with anything I've ever played. Not looking forward to the even more vulnerable melee classes to come.

Skills:
Heart of the Wolverine: 0/9
Grizzly: 0/8

Lycanthropy: 20/27
Werewolf: 3/10 (to reach final breakpoint with 30 IAS)
Feral Rage: 1/8
Rabies: 1/8
Werebear: 1/8
Maul: 1/8
Fireclaws: 1/8
Hunger: 1/8 (Yeah these are wasted points from when i restarted the character and forgot what the hell I was doing)
Fury: 20/23

All the air stuff: 1/8
Firestorm: 1/8
Molten Boulder: 14/21
Fissure: 6/13
Volcano: 1/8
Armageddon: 20/30

Stats:
(with gear)
str-202
dex-121
vit-228
eng-20

Fire-25
Cold-55
Lightning-71
poison-4

Life-2065
Fury dmg 3127-6033
Fury AR 4185 (90% to hit Fallen)
weapon speed - 9/9/9/9/16

Gear:
Delirium pelt, +3 Armageddon, +2 HoW, +1 Grizzly
Highlords
Fortitude
Drac's
Ravenfrost
Nos Coil
Rare Ring (4min dmg, 50 psn, 8%ll, 34 LR, 7 res all)
Rare boots (20%frw, 30CR, 34FR) probly should have gotten some crushing blow in here
Dark Clan Crusher and Spirit Monarch on the switch

charms to make up the difference mostly to reach 4 frame FHR, and fill in resistances and life when possible.



Not really sure where to improve his skill/gear allocation. But moving the Delirium to the merc would have made a huge difference. And I probably neglected crushing blow when trying to stretch his gear for some decent Res. Also looking back at the AR, that could have been a major problem. I likely should have been running a different ring, and mayhaps squeezed in a few AR charms, although War was hoarding them all when Death got started.

anyways, thanks for reading. Currently working on Doc, the Passive zon. Gameplay is totally different from War and Death. Curious to see how things shape up moving up in the difficulties.
 
I swear Ill have an update on Doc the passive Zon soon. Been a bit busy, and also took on a new D2 project that is eating into my sparse free time.

I just wanted to pop in to say I noticed the homage she pays to Steven Q. Urkel after killing Shenk in Act V. I've never noticed this before since I dont do too many Zons, and it actually had me laughing outloud last night.
 
So finally an update on Doc. She is a rather straightforward passive Zon. I played her untwinked until level 24ish as I find twinking can get a bit boring since the rolls of the RNG mean nothing, its just playing to move forward and nothing else. At 24 I got a bit tired of the slow play and moved over things like Bonesnap, Twitchthroe and a hurty stick for the merc. Between the twinking and the eventual addition of Valkyrie (she is so OP), normal was very much a breeze. By Act V, I had tired of my prayer merc. Yeah he could be insightful at times, but he also tended to lag behind and was often more intent in engaging in conversation with Hell's minions than killing them. Seriously though, after getting used to Barb mercs, their AI is miles above Act II mercs. Why did they make all the cool aura runewords on polearms?

But Gorm wasn't always the bravest of companions either. When rescuing Cain, he pretty much refused to acknowledge Griswold's existence. And when beginning or foray outside of Lut Gholein, we were greeted by a triple boss pack. The two of us decided to chat in town while the valk mopped up everything. He even got a level hiding away in town!

But aside from these occasions, Gorm has actually been quite courageous. And maybe a bit overconfident. When looking through my screen grabs, I've noticed a trend. He's never alive after boss fights, ever (note the epic Duriel drop). In fact I'm resurrecting him a lot more than either Death or War ever had to. I think this is largely because with the Valk as an ultimate tank, I'm a lot less dependent on him. I've also gone a bit more aggressive with his gear, running Guiliamme's Face from the point he could equip it, and have just swapped of for Arreat's to avoid to sound of gold being sucked out of my stash. It has helped a bit in Hell at least.

I've also learned my lessons from playing War and Death. For War I wanted to save stat points (who knows why) and get more fireworks, so my weak Necro had the hurty weapon and my merc had the underpowered Destruction. With Death, I wanted to boost up the Volcano synergies so he weilded the weaker Destruction although he had better damage modifiers than the merc. With Doc, I've forgone some of the fireworks so that the merc can dish out more damage with Death and Doc is wielding Destruction. Overall this has helped quite a bit making the merc more powerful. And It makes strategizing physical immunes a bit easier, since I am holding the elemental/magic damage stick.

I have to say, gameplay was a bit boring until Act V nightmare. Here there was a diffinitive shift in difficulty, and I clearly had to start playing with strategy. Dropping decoys at the right places. Advancing agressively in some situations instead of just watching my two companions kill everything and mopping up the stragglers as I had previously. Overall, the experience got a lot more fun. Suprisingly situations like this and this arent really that hard because of the ultimate tank I have. It's more ranged characters and ressurecters that make things tricky. At the end of Nightmare, Baal was killed (along with Gorm) and then Tyreal decided to troll us and make the portal unclickable.

We've managed to progress into late Act I Hell and have survived a few sticky situations along the way. This was a double archer boss pack next to a flayer boss pack.
Screenshot204.jpg


Some corrupted rogues also came in from above. I tried to use the flayers as little rejuv potions while quickly refreshing the Decoy. Thanks to the valk, I don't have to worry about half the screen. I tried to position the Decoy around Gorm, but he's always bashing enemies around and ends up chasing them into an exposed spot, so you'll notice he's an ex-mercenary here. His bashing (and Molten Boulder) are quite annoying against physical immunes, as they die fastest when standing directly on top of my volcanoes. For a couple of ghost packs, I've just let him die so that I can kill them faster. I have died once to pure stubborness against a single Dark One. I was fighting him one on one and missed 5 times in a row preventing me from leeching anything. I refused to drink a potion because I should be able to hit a regular Dark One at least once before it kills me. Apparently, I was wrong.

Not too many great finds along the way. I wish I could get drops like this in Hell Lower Kurast. 4 runes from one chest is p awesome. Oh and I did score a Vex from a lowly Flayer in the Underground Passage. Almost didnt notice it drop.

Skills are pretty straightfoward. Have Valk and Decoy maxed. Maxing penetrate, and Critical strike is up to point of diminishing returns. Have about 5 or 6 in Dodge and Avoid. Will alternate points here after penetrate is maxed. Gear is quite non-optimized. Haven't even looked at my charms since level 50 something. I will probably switch to Drac's soon to help with the merc, definitely by act 2 with all the undead. I've just been too lazy for this because it means 4 more square of my stash taken up for Valk prebuff (currently buffing her to about level 35 I think).

And that is Doc for now. She started out kinda boring, but has certainly started to be a lot more enjoyable in Hell.
 
Finally decided to reroll my Death
Bumped that sorry 318% roll all the way up to 315%

*shakes fist at Diablo gods*

Anyway, not having enough continuous time for single pass full clear right now, so I'm back to this project for a while. Hope to push through my Ama cause I'm pretty excited about getting to my Pali up next. Will update on Doc once I get anywhere new.
 
So I've been playing Doc very sporadically. When we last visited her (aside from the OMG rune drop) she was in Act I Hell rescuing Cain. I don't have a great memory of pushing her through, and it seems my screengrabs are random assortments of PI boss fights. I did recall this corner room on the way down the Catacombs that was packed full of Shaman, but I couldn't get a great screenie of the full contents given my angle of observation. We continued downward, killed Andariel (and Gorm) on our way to Act 2. I'll assume there wasn't a notable drop here.

In Act 2, I remember Radament being an especially painful battle. The PI made him unleechable and the extra fast made his minions quite annoying especially without a way of corpse disposal. I ended up leaving the Decoy between us and the minions to soak up all of their projectiles, and I had to put myself opposite Gorm to prevent him Bashing Radament off of my volcanos. Inventory was filled up with Antidotes to keep Gorm alive during the battle as I needed the elemental damage he provided to make the fight less tedious.

Arcane Sanctuary was not a great time with the PI Spectres. For parts of the romp I would just leave Gorm dead as my Valk is such a boss, and then PI enemies would be left alone on my firey death traps (ok more like firey slightly hurty things that when added on top of eachother 10-40 times eventually whittled down their health, but death trap is just more catchy). Duriel wasn't much of a problem, in fact I don't even have pictoral evidence of ever fighting him.

Onward to Act 3, ran into some annoying dual immunes the worst were PI/FI as volcano doesn't do much to them. It was during the time wandering aimlessly through the jungle that I decided I had played a passivezon enough to get the gist. They were highly survivable, had an awesome tank and a hugely durable Decoy. D/A/E helped keep them alive further, and all the things that made me stronger also applied to the Valk. But my appreciation of their gameplay was waning. So I swapped the players setting to p1 and started more of a sprint through the game. (my lack of playing time also contributed to this decision). The other annoying dual immune was PI/PI because lacking OW, I had way to then block regen. This guy also had the handy Spectral Hit making the Cold and Fire bonuses from Death and Destruction pretty impotent. In the end Grief Grumble slowly faded away due to the magic damage on Destruction. Mephisto was a surprising pushover. I think even Gorm survived as only the Valk was targeted. p1 and all of our Crushingblow made quick work of things.

Act IV went fast as usual. We even skipped Izual as Doc was pretty lacking in desire to allocate more Skill points. Amazingly even when whipping through Act IV on p1 we found the Jah rune upthread. Her rune luck continued on the Forge scoring an Ist. Seriously this was the rune luckiest character I've ever playing getting Ist/Vex/Jah on single pass, nowhere near full clear and p3/p1 play through most of Hell. Diablo was weak and couldn't even manage to kill Gorm before getting consumed by our pain train. His drop was mostly useless, but he did give us this Dagger that although piquing my interest, was more annoying for it's grand slam of useless mods after a pretty sweet damage roll.

Act V was probably the fastest runthrough I've ever had in Hell. First I got pretty great monster rolls with Imps Imps Imps all over the place. Where I did run into the normal PITAs like skellie archers, they were easily handled with a leading Decoy to absorb the maximum amount of damage while the crew got into position. The last thing that made it goes so fast was that I could never find any waypoints, so I just kept moving instead of hunting around (after the Jah, I probably should have kept looking). So I basically completed Act V in about 3 20 minute playing sessions. The only detour I took was to rescue Anya for the extra resists. The Ancients were probably the most challenging part of Act V. I tried quite a few times, but just couldn't get them completely separated. So, after at least parking Korlic down in the corner we took on Madawc and Talic 2 vs 3. Madawc must have spawned with some really nice weapons because he was extra hurty without any noticeably dangerous mods. I tried to keep him entertained with a Decoy, but I was having nothing of it. Gorm sacrificed himself while delivering a killing blow to Talic, so it ended up me and the Valk vs Madawc and then Korlic down below. Madawc also didnt care at all about the Valk and was incessantly throwing axes at my head. Fortunately, although he was smart enough to avoid my Decoy and Valk, he seemed oblivious of architecture. So I parked myself behind a giant pillar while he attempted to throw his axes through it. Meanwhile, my Valk poked him to death. He would occasionally realize his error, but then I could play ring around the rosey for a while until he started chucking at stones again. Without this I glitch, I doubt I could have defeated them on this go. After Madawc finally died, we went down to Korlic. Although he was LE, I was able to tank him largely by dodging the lightning bolts shooting out from him endlessly due to the volcanoes.

Fitting with the rest of Act V, the WSK rolled almost prefectly with very easy routes to the stairs, WPs. Guest monsters were not too bad, and gloams were a lot less dangerous than expected because of D/A/Eing their bolts. Worst roll was probably Unravellers with OKs and Vampires on the final level. But I would just lay a Decoy next to the Unravellers to direct their poison breath and charge them from the other side hoping Gorm and the Valk would have my back. Waves were a bit of a challenge, and Lister & Co even managed to kill my Valk. But after a quick retreat and stringing them out, we were able to pick them off easily 1 or 2 at a time. Baal himself wasn't too bad. Only annoying thing was he really decided to go crazy with the tentacles which meant Doc actually had to do some work. But in the end we showed him who the true lord of Destruction was.

I don't know when I will have a block of time to try recording the Cow level, but I definitely want to give it a go after the rune luck this character has had, I don't want to retire her just yet. Also after quitting on the cows with Death, I'd really like to make it work again. If I haven't said it enough I was really impressed with this characters survivability even given their very limited investments into Vitality. The Valk is just crazy and Decoy works wonders in scouting and removing about a half to a quarter of all threats at any given time. That said, the playstyle was just too repetitive, even for me (maybe if I could hork with an Amazon I would have been more entertained).

Here equipment dump is here:
Code:
Character name  : Doc
Character type  : Amazon
Character level : 84
Character exp   : 1029856976

Strength        : 187
Energy          : 15
Dexterity       : 96
Vitality        : 197
Stat Points Rem : 15
Skill Points Rem: 0

Life            : 1000 / 807
Mana            : 133 / 139
Stamina         : 368 / 344

Gold (Inventory): 13999
Gold (Stash)    : 2009167

Number of Items : 44

1: Horadric Cube

2: Acrobatic Grand Charm of Quality
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x2c0cde67
+2 to Maximum Damage
+1 to Passive and Magic Skills (Amazon Only)

3: Tome of Identify
Quantity: 10

4: Tome of Town Portal
Quantity: 17

5: Shimmering Large Charm of Incineration
Keep in Inventory to Gain Bonus
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe261e512
All Resistances +8
Adds 7-16 fire damage

6: Shimmering Small Charm of the Icicle
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x8bf39a09
All Resistances +4
Adds 2-4 cold damage over 1 seconds

7: Key
Quantity: 12

8: Amber Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xaf5aeb71
+1 to Strength
Lightning Resist +11%

9: Amber Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf85c5b14
+13 to Life
Lightning Resist +10%

10: Harlequin Crest
Shako
'Ort'
Defense: 98
Durability: 11 of 12
Required Strength: 50
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x2c6ee74d
+2 to Strength
+2 to Energy
+2 to Dexterity
+2 to Vitality
Damage Reduced by 10%
Lightning Resist +30%
50% Better Chance of Getting Magic Items
+2 to All Skill Levels
+126 to Life (Based on Character Level)
+126 to Mana (Based on Character Level)
Socketed (1: 1 used)

Ort Rune
Inserted into a Shako

Lightning Resist +30%

Required Level: 21
Item Version: 1.10+ Expansion

11: Mara's Kaleidoscope
Amulet
Required Level: 67
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xc663bf72
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
All Resistances +27
+2 to All Skill Levels

12: Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xec37e90d
+18 to Dexterity
+40 to Mana
+241 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

13: Death Grasp
Ring
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5ac40667
+17 to Maximum Stamina
+4 to Minimum Damage
Fire Resist +7%
Lightning Resist +34%
Cold Resist +7%
Poison Resist +7%
+50 poison damage over 3 seconds
8% Life stolen per hit

14: String of Ears
Demonhide Sash
Defense: 112
Durability: 22 of 22
Required Strength: 20
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xb1bd6870
+178% Enhanced Defense
+15 Defense
Magic Damage Reduced by 10
Damage Reduced by 15%
7% Life stolen per hit
+10 Maximum Durability

15: Storm Greaves
Battle Boots
Defense: 47
Durability: 15 of 18
Required Strength: 95
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x1267a91f
Fire Resist +34%
Cold Resist +30%
Adds 1-20 lightning damage
20% Faster Run/Walk
Half Freeze Duration

16: Ort Rune
Can be Inserted into Socketed Items

Weapons: Adds 1-50 lightning damage
Helms: Lightning Resist +30%
Armor: Lightning Resist +30%
Shields: Lightning Resist +35%

Required Level: 21
Item Version: 1.10+ Expansion

17: Ort Rune
Can be Inserted into Socketed Items

Weapons: Adds 1-50 lightning damage
Helms: Lightning Resist +30%
Armor: Lightning Resist +30%
Shields: Lightning Resist +35%

Required Level: 21
Item Version: 1.10+ Expansion

18: Shimmering Grand Charm of Pestilence
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x37c6ee34
All Resistances +13
+25 poison damage over 5 seconds

19: Sapphire Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1ebc445b
+20 to Life
Cold Resist +11%

20: Ruby Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x53a00560
+2 to Strength
Fire Resist +11%

21: Ruby Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x7d4509d8
Fire Resist +10%
3% Faster Run/Walk

22: Ruby Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x7f0e68bd
Fire Resist +11%

23: Emerald Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xfee9108f
+1 to Dexterity
Poison Resist +11%

24: Amber Small Charm of the Glacier
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5e4d2193
Lightning Resist +11%
Adds 3-6 cold damage over 1 seconds

25: Emerald Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6bf094d2
+13 to Life
Poison Resist +11%

26: Sapphire Grand Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x539b6c5c
Cold Resist +27%
12% Faster Hit Recovery

27: Treachery
Dusk Shroud
'ShaelThulLem'
Defense: 429
Durability: 16 of 20
Required Strength: 77
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x4e99db06
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 Dusk Shroud

20% Faster Hit Recovery

Required Level: 29
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Dusk Shroud

Cold Resist +30%

Required Level: 23
Item Version: 1.10+ Expansion

Lem Rune
Inserted into a Dusk Shroud

50% Extra Gold from Monsters

Required Level: 43
Item Version: 1.10+ Expansion

28: Peace
Superior Breast Plate
'ShaelThulAmn'
Defense: 74
Durability: 46 of 50
Required Strength: 30
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe568c91d
+8% Enhanced Defense
Cold Resist +30%
Attacker Takes Damage of 14
+2 to Amazon Skill Levels
+2 to Critical Strike
20% Faster Hit Recovery
2% Chance to cast Level 15 Valkyrie on striking
4% Chance to cast Level 5 Slow Missiles when struck
Socketed (3: 3 used)

Shael Rune
Inserted into a Breast Plate

20% Faster Hit Recovery

Required Level: 29
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Breast Plate

Cold Resist +30%

Required Level: 23
Item Version: 1.10+ Expansion

Amn Rune
Inserted into a Breast Plate

Attacker Takes Damage of 14

Required Level: 25
Item Version: 1.10+ Expansion

29: Dracul's Grasp
Vampirebone Gloves
Defense: 130
Durability: 10 of 14
Required Strength: 50
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xc7a4fbae
+15 to Strength
+97% Enhanced Defense
9% Life stolen per hit
+10 Life after each Kill
25% Chance of Open Wounds
5% Chance to cast Level 10 Life Tap on striking

30: Athletic Gauntlets of Alacrity
Defense: 13
Durability: 22 of 24
Required Strength: 60
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 94
Fingerprint: 0x59f696df
20% Increased Attack Speed
+3 to Passive and Magic Skills (Amazon Only)

31: Acrobatic Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5a8af553
+1 to Passive and Magic Skills (Amazon Only)

32: Acrobatic Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf2bd20ad
+1 to Passive and Magic Skills (Amazon Only)

33: Acrobatic Grand Charm of Craftmanship
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x50135e76
+1 to Maximum Damage
+1 to Passive and Magic Skills (Amazon Only)

34: Spirit
Crystal Sword
'TalThulOrtAmn'
One-Hand Damage: 5 to 15
Durability: 20 of 20
Required Strength: 43
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x1b5cf9dc
+22 to Vitality
+99 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
28% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)

Tal Rune
Inserted into a Crystal Sword

+75 poison damage over 5 seconds

Required Level: 17
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Crystal Sword

Adds 3-14 cold damage over 3 seconds

Required Level: 23
Item Version: 1.10+ Expansion

Ort Rune
Inserted into a Crystal Sword

Adds 1-50 lightning damage

Required Level: 21
Item Version: 1.10+ Expansion

Amn Rune
Inserted into a Crystal Sword

7% Life stolen per hit

Required Level: 25
Item Version: 1.10+ Expansion

35: Spirit
Monarch
'TalThulOrtAmn'
Defense: 140
Chance to Block:  47%
Durability: 86 of 86
Required Strength: 156
Required Level: 54
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x688e91ae
+22 to Vitality
+104 to Mana
+250 Defense vs. Missile
Lightning Resist +35%
Cold Resist +35%
Poison Resist +35%
Attacker Takes Damage of 14
55% Faster Hit Recovery
26% Faster Cast Rate
+2 to All Skill Levels
+6 Magic Absorb
Socketed (4: 4 used)

Tal Rune
Inserted into a Monarch

Poison Resist +35%

Required Level: 17
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Monarch

Cold Resist +35%

Required Level: 23
Item Version: 1.10+ Expansion

Ort Rune
Inserted into a Monarch

Lightning Resist +35%

Required Level: 21
Item Version: 1.10+ Expansion

Amn Rune
Inserted into a Monarch

Attacker Takes Damage of 14

Required Level: 25
Item Version: 1.10+ Expansion

36: Super Healing Potion
Points: 300

37: Full Rejuvenation Potion
Heals 100% Life and Mana

38: Full Rejuvenation Potion
Heals 100% Life and Mana

39: Full Rejuvenation Potion
Heals 100% Life and Mana

40: Full Rejuvenation Potion
Heals 100% Life and Mana

41: Full Rejuvenation Potion
Heals 100% Life and Mana

42: Full Rejuvenation Potion
Heals 100% Life and Mana

43: Full Rejuvenation Potion
Heals 100% Life and Mana

44: Destruction
Colossus Blade
'VexLoBerJahKo'
One-Hand Damage: 112 to 292
Two-Hand Damage: 261 to 517
Durability: 16 of 50
Required Dexterity: 110
Required Strength: 189
Required Level: 65
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x49cbedbf
+10 to Dexterity
+350% Enhanced Damage
Adds 100-180 magic damage
7% Mana stolen per hit
Ignore Target Defense
Prevent Monster Heal
20% Chance of Crushing Blow
20% Deadly Strike
15% Chance to cast Level 22 Nova on attack
100% Chance to cast Level 45 Meteor When You Die
5% Chance to cast Level 23 Molten Boulder on striking
23% Chance to cast Level 12 Volcano on striking
Socketed (5: 5 used)

Vex Rune
Inserted into a Colossus Blade

7% Mana stolen per hit

Required Level: 55
Item Version: 1.10+ Expansion

Lo Rune
Inserted into a Colossus Blade

20% Deadly Strike

Required Level: 59
Item Version: 1.10+ Expansion

Ber Rune
Inserted into a Colossus Blade

20% Chance of Crushing Blow

Required Level: 63
Item Version: 1.10+ Expansion

Jah Rune
Inserted into a Colossus Blade

Ignore Target Defense

Required Level: 65
Item Version: 1.10+ Expansion

Ko Rune
Inserted into a Colossus Blade

+10 to Dexterity

Required Level: 39
Item Version: 1.10+ Expansion

Mercenary Items : 

1: Fortitude
Superior Dusk Shroud
'ElSolDolLo'
Defense: 1489
Durability: 11 of 20
Required Strength: 77
Required Level: 59
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x9372e96
+200% Enhanced Defense
+15% 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
+84 to Life (Based on Character Level)
Socketed (4: 4 used)

El Rune
Inserted into a Dusk Shroud

+15 Defense
+1 to Light Radius

Required Level: 11
Item Version: 1.10+ Expansion

Sol Rune
Inserted into a Dusk Shroud

Damage Reduced by 7

Required Level: 27
Item Version: 1.10+ Expansion

Dol Rune
Inserted into a Dusk Shroud

Replenish Life +7

Required Level: 31
Item Version: 1.10+ Expansion

Lo Rune
Inserted into a Dusk Shroud

+5% to Maximum Lightning Resist

Required Level: 59
Item Version: 1.10+ Expansion

2: Arreat's Face
Slayer Guard
Defense: 310
Durability: 55 of 55
(Barbarian Only)
Required Strength: 118
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xf97d7834
+20 to Strength
+20 to Dexterity
+157% Enhanced Defense
+6 to Maximum Damage
All Resistances +30
6% Life stolen per hit
+2 to Barbarian Skill Levels
15% Increased Attack Speed
30% Faster Hit Recovery
20% Bonus to Attack Rating
+2 to Combat Skills (Barbarian Only)
Socketed (1: 1 used)

Carmine Jewel of Fervor
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe15d80ee
+6 to Maximum Damage
15% Increased Attack Speed

3: Death
Colossus Blade
'HelElVexOrtGul'
One-Hand Damage: 153 to 402
Two-Hand Damage: 361 to 713
Required Dexterity: 78
Required Strength: 141
Required Level: 63
Sword Class - Normal Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xec06ee43
+315% Enhanced Damage
+50 to Attack Rating
Adds 1-50 lightning damage
7% Mana stolen per hit
+1 to Light Radius
Requirements -20%
20% Bonus to Attack Rating
50% Chance of Crushing Blow
Indestructible
25% Chance to cast Level 18 Glacial Spike on attack
100% Chance to cast Level 44 Chain Lightning When You Die
Level 22 Blood Golem (15/15 Charges)
42% Deadly Strike (Based on Character Level)
Ethereal (Cannot be Repaired), Socketed (5: 5 used)

Hel Rune
Inserted into a Colossus Blade

Requirements -20%
Item Version: 1.10+ Expansion

El Rune
Inserted into a Colossus Blade

+50 to Attack Rating
+1 to Light Radius

Required Level: 11
Item Version: 1.10+ Expansion

Vex Rune
Inserted into a Colossus Blade

7% Mana stolen per hit

Required Level: 55
Item Version: 1.10+ Expansion

Ort Rune
Inserted into a Colossus Blade

Adds 1-50 lightning damage

Required Level: 21
Item Version: 1.10+ Expansion

Gul Rune
Inserted into a Colossus Blade

20% Bonus to Attack Rating

Required Level: 53
Item Version: 1.10+ Expansion

Skills/stats are pretty self explanatory. Valk was prebuffed to lvl 37
Screenshot325.jpg


I'm gonna try continuing this, but as of now my only play time is about averaging 15 min a day on a train with no mouse. So I'm not sure what I'm gonna do once the game gets hard. Furthest character along right now is Pestilence the kicksin. She will probably be my next feature once she can get going.

Thanks for reading along (assuming you made it this far)
 
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