Patriarch Speaker the Hunter

Jan 1, 2011
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Another character that I left languishing in early Hell when I stopped playing in 2011. I have no remembrance of his journey, but I suspect that he got parked in Hell Act 2 because he was dying too often and I wasn’t really enjoying him.

After finishing my Ranger Paladin (November 2021!), I figured it was time to push him and see just how far I could get him. I equipped him and his Cold Rogue partner with the best I could do and went back to work in Act 2 Hell at level 79. He is more fragile that either the Ranger Paladin or my Bonemance.

I had a bunch of deaths in Act 2, 3 and 4. First, because I was relearning how to play him and second because I was pushing to get him through. By the time I reached the Chaos Sanctuary things were looking up and it stayed that way till I reached the Ancients. I must have tried at least a dozen times and no matter where I stood Talic would leap over the bear and attack me. I finally decided that I needed to change from the Act 1 rogue or park him till I got D2R. I’m stubborn so I kept the rogue and he languished on the sidelines till yesterday.

Besides moving him to D2R I also traded for a Druid Torch and equipped him with my with my Annihilus charm and 4 trainer Skillers. I seriously considered making a Wrath bow for the merc, but decided to give the Harmony bow one more chance. Yesterday I played through the Ancient’s way to get used to him and tonight I went all the way and killed Baal.

Code:
Name:       Speaker
Class:      Druid
Experience: 944407318
Level:      83

            Naked/Gear
Strength:   117/213
Dexterity:  159/225
Vitality:   209/265
Energy:     20/76
HP:         606/684
Mana:       184/304
Stamina:    350/370
Defense:    39/1613
AR:         765/442338

Fire:       272/232/172
Cold:       204/164/104
Lightning:  204/164/104
Poison:     194/154/94

MF:         78       Block:      25
GF:         228      FR/W:       33
FHR:        30       IAS:        20
FCR:        0

Raven: 7/22
Poison Creeper: 1/16
Oak Sage: 1/16
Summon Spirit Wolf: 9/24
Carrion Vine: 13/28
Heart of Wolverine: 20/35
Summon Dire Wolf: 20/35
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 20/35

Werewolf: 0/0
Lycanthropy: 0/0
Werebear: 0/0
Feral Rage: 0/0
Maul: 0/0
Rabies: 0/0
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 0/0

Firestorm: 0/0
Molten Boulder: 0/0
Arctic Blast: 1/12
Fissure: 0/0
Cyclone Armor: 2/13
Twister: 0/0
Volcano: 0/0
Tornado: 0/0
Armageddon: 0/0
Hurricane: 0/0

Gear

Helm – Jalal’s Mane
Armor – Chains of Honor
Weapon -Faith Diamond Bow
Off-hand - arrows
Gloves – Laying of hands
Belt – Thundergod’s Vigor
Boots- Gore Riders
Amulet- Mara’s
Ring 1 – Raven Frost
Ring 2 – Rare with life leach, life, mana and fire resists
Switch – Various but nothing in D2R. have tried Lacerator and Witchwild

Merc
Helm – Nightwing’s Veil
Armor - Treachery
Weapon - Harmony Superior Diamond Bow

Code:
Thundergod's Vigor
War Belt
Defense: 148
Durability: 24 of 24
Required Level: 47
Required Strength: 110
Fingerprint: 0x846cbe93
Item Level: 85
Version: Resurrected
5% Chance to cast level 7 Fist of the Heavens when struck
Adds 1 - 50 Lightning Damage
+3 to Lightning Fury (Amazon Only)
+3 to Lightning Strike (Amazon Only)
+180% Enhanced Defense
+20 to Strength
+20 to Vitality
+10% to Maximum Lightning Resist
Lightning Absorb 20%

Chains of Honor
Archon Plate
DolUmBerIst
Defense: 880
Durability: 60 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0x8e15eb1e
Item Level: 83
Version: Resurrected
+2 to All Skills
+200% Damage to Demons
+100% Damage to Undead
8% Life stolen per hit
+70% Enhanced Defense
+20 to Strength
Replenish Life +7
All Resistances +65
Damage Reduced by 8%
25% Better Chance of Getting Magic Items
4 Sockets (4 used)

Jalal's Mane
Totemic Mask
Defense: 289
Durability: 20 of 20
Required Level: 42
Required Strength: 65
Fingerprint: 0x90e191e9
Item Level: 87
Version: Resurrected
+2 to Shape-Shifting Skills (Druid Only)
+2 to Druid Skill Levels
+30% Faster Hit Recovery
20% Bonus to Attack Rating
+192% Enhanced Defense
+20 to Strength
+20 to Energy
All Resistances +30
+5 to Mana after each Kill
1 Sockets (0 used)

Patrick's Faith
Superior Diamond Bow
OhmJahLemEld
Two Hand Damage: 144 - 175
Durability: 33 of 40
Required Level: 65
Required Strength: 89
Required Dexterity: 132
Fingerprint: 0xee5b2c73
Item Level: 80
Version: Resurrected
Level 15 Fanaticism Aura When Equipped
+1 to All Skills
339% Enhanced Damage
Ignore Target's Defense
300% Bonus to Attack Rating
+75% Damage to Undead
+50 to Attack Rating against Undead
Adds 120 - 120 Fire Damage
All Resistances +15
10% Reanimate as: Returned
75% Extra Gold from Monsters
4 Sockets (4 used)
Socketed: Ohm Rune
Socketed: Jah Rune
Socketed: Lem Rune
Socketed: Eld Rune

Laying of Hands
Bramble Mitts
Defense: 82
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0xc4ba12e3
Item Level: 86
Version: Resurrected
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x12059e7c
Item Level: 86
Version: Resurrected
+218 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+16 to Dexterity
+40 to Mana
+20 Cold Absorb
Cannot Be Frozen

Beast Eye
Ring
Required Level: 65
Fingerprint: 0xfe7a1357
Item Level: 84
Version: Resurrected
+65 to Attack Rating
8% Life stolen per hit
+14 to Dexterity
+40 to Life
+80 to Mana
Fire Resist +28%

Gore Rider
War Boots
Defense: 158
Durability: 34 of 34
Required Level: 47
Required Strength: 94
Fingerprint: 0x311d9054
Item Level: 96
Version: Resurrected
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+193% Enhanced Defense
+20 Maximum Stamina
Requirements --25%
+10 Maximum Durability

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0xe8d11b6a
Item Level: 85
Version: Resurrected
+2 to All Skills
All Stats +5
All Resistances +22

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xaae0f9e7
Item Level: 99
Version: Resurrected
+156 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+19 to Dexterity
+40 to Mana
+20 Cold Absorb
Cannot Be Frozen

Annihilus
Small Charm
Required Level: 70
Fingerprint: 0xbedd8e04
Item Level: 99
Version: Resurrected
+1 to All Skills
All Stats +18
All Resistances +16
+8% to Experience Gained

Sapphire Small Charm of Inertia
Small Charm
Required Level: 32
Fingerprint: 0xcca0d39e
Item Level: 85
Version: Resurrected
+3% Faster Run/Walk
Cold Resist +10%

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xd71ba236
Item Level: 63
Version: Resurrected
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xa65d4173
Item Level: 80
Version: Resurrected
7% Better Chance of Getting Magic Items

Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x4f7dfbd4
Item Level: 85
Version: Resurrected
+18 to Life
Lightning Resist +10%

Hibernal Large Charm of Winter
Large Charm
Required Level: 61
Fingerprint: 0x4b49edd9
Item Level: 80
Version: Resurrected
Adds 17 - 42 Cold Damage Over 2 Secs (50 Frames)

Hellfire Torch
Large Charm
Required Level: 75
Fingerprint: 0xb1e4b936
Item Level: 99
Version: Resurrected
5% Chance to cast level 10 Firestorm on striking
+3 to Druid Skill Levels
All Stats +13
All Resistances +16
+8 to Light Radius
Level 30 Hydra (5/10 Charges)

Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x84f3cf9a
Item Level: 99
Version: Resurrected
153% Extra Gold from Monsters
Reduces all Vendor Prices 14%
39% Better Chance of Getting Magic Items

Trainer's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x594ce312
Item Level: 80
Version: Resurrected
+1 to Summoning Skills (Druid Only)

Trainer's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xa03cb453
Item Level: 85
Version: Resurrected
+1 to Summoning Skills (Druid Only)

Trainer's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x6af8a234
Item Level: 85
Version: Resurrected
+1 to Summoning Skills (Druid Only)

Trainer's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xf7e30e24
Item Level: 80
Version: Resurrected
+1 to Summoning Skills (Druid Only)

In 1.14 going solo with a bow equipped druid and a rogue merc was fine for normal and nightmare, but not so great in Hell when you get a choice between the bear or one set of wolves. D2R made this much easier with having the all of the summons available. The combination of all kept everything away from the Rogue and the Druid. Even Lister's pack couldn't get through.

I tried a number of things like Atma's scarab amulet and Lacerator to cast amp, but in the end with all the summons Fanaticism from Faith and the elemental damage from Harmony was all that was needed for the PIs.

I really like rogue mercs, but I think she would have been more effective with Wrath and the 30% ctc Decrepify.
 
Well done! Congrats!

Reminds me of my druid, I went with a rogue merc too but relied on knoback/slow/terror for CC.

Did you used ravens? If no, why not?
 
I don't think I have ever brought an Act 1 mercenary along with any of my hunters. They have always been Act 2 mercenaries with either might or prayer auras. Thanks for sharing your experiences with Rogues, Miron and LouB.

I notice that you put a lot of skill points into Carrion Vine - was it worthwhile?

... Ravens were included in the mix and their blinds target is very helpful.
I completely agree. I recently patted another 1.14 hunter/summoner druid, and throughout his quests I tried to always keep a few blinding blackbirds flying about.

However, when I play a druid summoner with certain chance-to-cast curses on equipment, such as the Amplify Damage proc on a Witchwild String bow or Lacerator axe, I prefer to keep the skies clear of birds, so that they don't overwrite those curses with their blinding attack. How about you, Miron? Do you have other reasons for using or not using ravens?
 
As I said in 1.14 I found the ancients impossible with either a Bear or the 3 Dire Wolves with the hunter and a Rogue in 1.14. It really wasn't that bad until then. In D2R with the bear, and 8 wolves plus the ravens it was rather easy as I killed the Ancients on Players 3 the first time I tried. the summons tied up all three and the rogue and I just stood back and plinked away.

Did I find the expenditure of points in Carrion Vine worthwhile? Not really, and I can't remember why I put that many points into it. I only found it useful when there were skeletons and being brought back to life or Nihlathak. Even less useful in D2R where you can have the Dire Wolves taking care of corpses and still have the bear as a meat shield.
 
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I don't think I have ever brought an Act 1 mercenary along with any of my hunters. They have always been Act 2 mercenaries with either might or prayer auras. Thanks for sharing your experiences with Rogues, Miron and LouB.

I notice that you put a lot of skill points into Carrion Vine - was it worthwhile?


I completely agree. I recently patted another 1.14 hunter/summoner druid, and throughout his quests I tried to always keep a few blinding blackbirds flying about.

However, when I play a druid summoner with certain chance-to-cast curses on equipment, such as the Amplify Damage proc on a Witchwild String bow or Lacerator axe, I prefer to keep the skies clear of birds, so that they don't overwrite those curses with their blinding attack. How about you, Miron? Do you have other reasons for using or not using ravens?
Well, I made mine back in 1.14d and then every source of damage for a Hunter was welcome.
I didn't mind the blinding because the merc used:
Howltusk
Crow cow
Goldstrike arch

In D2R I decided to change the merc to act3 (fire) for enchant and use WWS myself. More hits = better damage, no? :)
 
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