When we left Pestilence she was struggling to get through the Arcane Sanctuary. I finally just dropped the players setting to 1, and this did the trick. I mostly used normal attack on Specters to avoid the knockback of DTalon and conserve some mana. Once we got through The Sanctuary, rest of Act II wasn't difficult. Although we had a giant maze through the True Tomb to eventually get to Duriel. It wasn't a fun trek given the monster roll also included Specters again. But once we got to Duriel, he was a pushover, as most bosses are and he dropped something relatively useful.
Act III, was less annoying than I anticipated. While in NM, the Flayers were such a pain, my new liberal use of Death Sentry was great for wiping out large mobs of weak foes. The other great things about large monster densities is great screen grabs.
In the end, I don't remember any trouble with Act III aside from Dolls because of my tiny tiny life ball. But the flexibility of the assassin really shines here as you can Dragon Flight to bomb onto important targets, mind blast to control crowds, and death sentry can take big chunks of life from most everyone. The only painful part was the Itchies of Upper Kurast/Bazaar as physical immunes are just the bane of this characters existence since she relies so heavily on Crushing Blow. In the end, we made it through to Mephisto surprisingly easily and he went down so fast they Hygelac survived at full heatlh.
Act IV wasn't too bad. Monster spawns weren't so favorable with Gloams, and spawners being frequent. But spawners also allow for lots of procing. We by chance came across Izual and killed him much less annoyingly than usual, dumping the skill points into our Death Sentry radius. Unlike Doc, Pestilence found the City of the Damned waypoint straight away, which probably explains why she didn't find any Jah runes. Actually her rune luck was terrible. I think Fal may have been her best find.
Hephasto was rather challening because he spawned Immune to Physical. While I attempted wedging him into a corner so that the volcanoes could do there thing, he just hit way way too hard and was decimating me, Hygelac and the Shadow. I eventually figured out it was much safer, although slower, to just attack him with a knockback chain keeping him out of reach. His drop probably explained why he was physical immune. The Hell Forge on the other hand, not worth the trouble *sadface*.
Chaos Sanctuary was a challenge, but not too bad. Basically the OK's were really messing up my groove cursing at me and making me weak, or slow or whatever. It was super tempting to just telestomp them, but that would wake up a whole new group of foot soldiers that we'd have to cut through, which was deadly when amp'd. Just had to play it patient and draw their goons out away from them a few at a time. Diablo was not too bad as most act bosses with all this crushing blow. He did alsmost get me when I was standing in an unfortunate spot during a firestorm attack. But Hygelac and I watched him shrivel in the end.
Act V went quick. Mostly because I went quick whenever there were unleechable ranged characters around, which was just about everywhere. Anya rescue was rather harrowing, as I found Gloams down there with Succubi, but we brought her the hot chocolate, and were happy to have some charm space free up for life/damage. Ancients Way was fun because we rolled carvers which spawn in large numbers. Ancients were only a challenge because the Whirler spawned Mana Burn. After a very long time, I eventually got them split up (seriously try kiting anything with a Barb merc and a Shadow Master, they were just born to fight) killing the Leaper and Thrower as a pair, then the three of us finished off the mana vampire.
The keep was hard. We got tough spawns like Harpies (physical immune and painful from far away), Gloams, Poison Mages, OK packs. I had to dial down to players 1 because of the Harpies. It basically took me a mana bulb to kill two at players 1 even. Once I got a body, it wasnt too bad because of Death Sentry, but this still had much less effectiveness on them. Throne Room was not difficult. Although we got stair trapped by Gloams, once we had room we were sailing smooth. Rolled Ghoul Lords, and the non-PI minotaurs. Waves were easy aside from Lister, who we eventually drew out and picked off Benny Hill styles running circles in the hallway. The Shadow would tank the main pack whlie me and Hygelac picked off stragglers.
Baal was a pushover, but he did give me a Wizspike, so I can at least be happy about that.
Stat and Skill placement pics with relevant gear when casting are here:
Finally I took on cows at P1. Probably should have gone higher as they are pretty managable for this build. But I was afraid of the Shadow throwing a big party and inviting lots of cows.
Things I liked about Pestilence.
-So many procs! I think i had a few attacks with 4 or 5 novas in one kick cycle. Not sure about the mechanics, but this felt much way more 'procy' than Death the Fury Druid.
-Versatility. Lots of things to do when playing this character. Not just highlight and click.
-NO KEYS!
-Summon that just doesn't care about you. It wants blood and nothing else.
ATMA Dump
Anyway, Grumpy is up next. He's changed about form the planning stages, but as with most twinked NM, he is full of ownage.
Act III, was less annoying than I anticipated. While in NM, the Flayers were such a pain, my new liberal use of Death Sentry was great for wiping out large mobs of weak foes. The other great things about large monster densities is great screen grabs.

In the end, I don't remember any trouble with Act III aside from Dolls because of my tiny tiny life ball. But the flexibility of the assassin really shines here as you can Dragon Flight to bomb onto important targets, mind blast to control crowds, and death sentry can take big chunks of life from most everyone. The only painful part was the Itchies of Upper Kurast/Bazaar as physical immunes are just the bane of this characters existence since she relies so heavily on Crushing Blow. In the end, we made it through to Mephisto surprisingly easily and he went down so fast they Hygelac survived at full heatlh.
Act IV wasn't too bad. Monster spawns weren't so favorable with Gloams, and spawners being frequent. But spawners also allow for lots of procing. We by chance came across Izual and killed him much less annoyingly than usual, dumping the skill points into our Death Sentry radius. Unlike Doc, Pestilence found the City of the Damned waypoint straight away, which probably explains why she didn't find any Jah runes. Actually her rune luck was terrible. I think Fal may have been her best find.
Hephasto was rather challening because he spawned Immune to Physical. While I attempted wedging him into a corner so that the volcanoes could do there thing, he just hit way way too hard and was decimating me, Hygelac and the Shadow. I eventually figured out it was much safer, although slower, to just attack him with a knockback chain keeping him out of reach. His drop probably explained why he was physical immune. The Hell Forge on the other hand, not worth the trouble *sadface*.
Chaos Sanctuary was a challenge, but not too bad. Basically the OK's were really messing up my groove cursing at me and making me weak, or slow or whatever. It was super tempting to just telestomp them, but that would wake up a whole new group of foot soldiers that we'd have to cut through, which was deadly when amp'd. Just had to play it patient and draw their goons out away from them a few at a time. Diablo was not too bad as most act bosses with all this crushing blow. He did alsmost get me when I was standing in an unfortunate spot during a firestorm attack. But Hygelac and I watched him shrivel in the end.
Act V went quick. Mostly because I went quick whenever there were unleechable ranged characters around, which was just about everywhere. Anya rescue was rather harrowing, as I found Gloams down there with Succubi, but we brought her the hot chocolate, and were happy to have some charm space free up for life/damage. Ancients Way was fun because we rolled carvers which spawn in large numbers. Ancients were only a challenge because the Whirler spawned Mana Burn. After a very long time, I eventually got them split up (seriously try kiting anything with a Barb merc and a Shadow Master, they were just born to fight) killing the Leaper and Thrower as a pair, then the three of us finished off the mana vampire.
The keep was hard. We got tough spawns like Harpies (physical immune and painful from far away), Gloams, Poison Mages, OK packs. I had to dial down to players 1 because of the Harpies. It basically took me a mana bulb to kill two at players 1 even. Once I got a body, it wasnt too bad because of Death Sentry, but this still had much less effectiveness on them. Throne Room was not difficult. Although we got stair trapped by Gloams, once we had room we were sailing smooth. Rolled Ghoul Lords, and the non-PI minotaurs. Waves were easy aside from Lister, who we eventually drew out and picked off Benny Hill styles running circles in the hallway. The Shadow would tank the main pack whlie me and Hygelac picked off stragglers.
Baal was a pushover, but he did give me a Wizspike, so I can at least be happy about that.
Stat and Skill placement pics with relevant gear when casting are here:



Finally I took on cows at P1. Probably should have gone higher as they are pretty managable for this build. But I was afraid of the Shadow throwing a big party and inviting lots of cows.
Things I liked about Pestilence.
-So many procs! I think i had a few attacks with 4 or 5 novas in one kick cycle. Not sure about the mechanics, but this felt much way more 'procy' than Death the Fury Druid.
-Versatility. Lots of things to do when playing this character. Not just highlight and click.
-NO KEYS!
-Summon that just doesn't care about you. It wants blood and nothing else.
ATMA Dump
Code:
Character name : Pestilence
Character type : Assassin
Character level : 83
Character exp : 907738427
Strength : 165
Energy : 25
Dexterity : 100
Vitality : 200
Stat Points Rem : 20
Skill Points Rem: 0
Life : 914 / 814
Mana : 169 / 148
Stamina : 445 / 422
Gold (Inventory): 32202
Gold (Stash) : 622884
Number of Items : 44
1: Tome of Identify
Quantity: 13
2: Tome of Town Portal
Quantity: 14
3: Glowing Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xe026f5f6
+20 to Life
Adds 1-13 lightning damage
4: Mentalist's Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa492ff69
+31 to Life
+1 to Shadow Discipline Skills (Assassin Only)
5: Guillaume's Face
Winged Helm
Defense: 217
Durability: 29 of 40
Required Strength: 115
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd7b212ef
+15 to Strength
+120% Enhanced Defense
15% Increased Attack Speed
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
Socketed (1: 1 used)
Jewel of Fervor
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x31d8d4e8
15% Increased Attack Speed
6: 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
7: 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
8: Goblin Toe
Mirrored Boots
Defense: 119
Durability: 11 of 18
Kick Damage: 50 to 145
Required Strength: 163
Required Level: 72
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0xe4a6670f
+60% Enhanced Defense
+15 Defense
Damage Reduced by 1
Magic Damage Reduced by 1
-1 to Light Radius
Required Level +12
25% Chance of Crushing Blow
9: Dracul's Grasp
Vampirebone Gloves
Defense: 130
Durability: 6 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
10: 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
11: String of Ears
Demonhide Sash
Defense: 112
Durability: 16 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
12: Glowing Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x94c449ac
+18 to Life
Adds 1-15 lightning damage
13: Arcing Large Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0xa2de7304
Adds 1-35 lightning damage
8% Faster Hit Recovery
14: 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%
15: Steel Large Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 44
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xaa0c527d
+73 to Attack Rating
8% Faster Hit Recovery
16: 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%
17: Russet Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 39
Fingerprint: 0xaee17033
+14 to Life
Fire Resist +7%
18: 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
19: Ruby Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x31cdb6fe
Fire Resist +10%
Adds 1-28 lightning damage
20: 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
21: 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
22: Treachery
Dusk Shroud
'ShaelThulLem'
Defense: 429
Durability: 7 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
23: 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%
24: Coral Grand Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 15
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa3424b77
Lightning Resist +23%
12% Faster Hit Recovery
25: Super Healing Potion
Points: 300
26: Super Healing Potion
Points: 300
27: Super Healing Potion
Points: 300
28: Super Healing Potion
Points: 300
29: Full Rejuvenation Potion
Heals 100% Life and Mana
30: Full Rejuvenation Potion
Heals 100% Life and Mana
31: Full Rejuvenation Potion
Heals 100% Life and Mana
32: Full Rejuvenation Potion
Heals 100% Life and Mana
33: Horadric Cube
34: Full Rejuvenation Potion
Heals 100% Life and Mana
35: Full Rejuvenation Potion
Heals 100% Life and Mana
36: Full Rejuvenation Potion
Heals 100% Life and Mana
37: Full Rejuvenation Potion
Heals 100% Life and Mana
38: Super Healing Potion
Points: 300
39: Super Healing Potion
Points: 300
40: Super Healing Potion
Points: 300
41: Super Healing Potion
Points: 300
42: Destruction
Colossus Blade
'VexLoBerJahKo'
One-Hand Damage: 112 to 292
Two-Hand Damage: 261 to 517
Durability: 35 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
43: Shadow Blade Talons
One-Hand Damage: 10 to 14
Durability: 69 of 69
(Assassin Only)
Required Dexterity: 50
Required Strength: 50
Required Level: 45
Claw Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 95
Fingerprint: 0x4aee8e2b
+3 to Shadow Discipline Skills (Assassin Only)
44: Shadow Scissors Suwayyah
One-Hand Damage: 40 to 51
Durability: 68 of 68
(Assassin Only)
Required Dexterity: 118
Required Strength: 118
Required Level: 64
Claw Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 95
Fingerprint: 0x1632ef21
+3 to Shadow Discipline Skills (Assassin Only)
Mercenary Items :
1: 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
2: Fortitude
Superior Dusk Shroud
'ElSolDolLo'
Defense: 1489
Durability: 12 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
+83 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
3: Death
Colossus Blade
'HelElVexOrtGul'
One-Hand Damage: 154 to 404
Two-Hand Damage: 362 to 717
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
+317% 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)
41% 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
Anyway, Grumpy is up next. He's changed about form the planning stages, but as with most twinked NM, he is full of ownage.
Last edited: