purplelocust
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Queen Ceto, 1.12 Classic untwinked Static/Orb/firewall sorc
[highlight]Queen Ceto, 1.12 Classic untwinked Static/Orb/firewall sorc[/highlight]
[highlight]Story:[/highlight] Ceto is a tourney character for the current Classic tourney. I used to play a lot of b.net Classic before shifting entirely to SP, so of course I had to enter!
[highlight]Summary:[/highlight] One important difference between Classic and LoD is that Static Field is not capped at 25% health and 50% health in NM and Hell. So with enough statics, any non-LI monster can be brought to a sliver even in Hell. Then the problem is finishing them off, particularly dual immunes.
[highlight]Stats:[/highlight]
Level 72
Str: 29/30
Dex: 25/34
Vit: 356/356
E: 35/35
Life: 967
Defense: 128, 60% blocking
Resists: 75/56/75/34, which were almost always 75/85/75/84 with potions
Orb damage: 295-311
[highlight]Skills:[/highlight]
Max Static, Orb, 14 in Cold Mastery (16 with gear, 18 with skill shrine)
One in Fire Wall, Fire Mastery and Warmth
18 in teleport
[highlight]Gear:[/highlight]
some really nice rares, with a couple of great gambles and some good drops early from running Travincal and Andarial.
Hat: Tarnhelm, 44%MF
Amulet: rare 19 prismatic +1 sorc
wand: rare 20 FCR, CR 31, LR 33
body: great rare studded leather, 24 FHR, 38 life, CR 22, LR 25, FR 26
shield: fantastic rare bone shield, 17 FHR, 30/20 blocking, prismatic with lightning giving 16/43/16/16 resists
gloves: Bloodfist
rings: rare FCR, LR 17, FR 16 and rare FCR, CR 18.
belt: rare belt 24 FHR, 26 life, FR 22, PR 17
boots: rare chain boots, 30 FRW, FR 37, PR 32
Merc: this is Classic, no gear for the merc, no resurrection and they can't leave the act they spawn in. Many many mercs were used as teleportation fodder, for example.
[highlight]Gameplay:[/highlight]
This is covered in pieces in the tourney thread. The general approach before immunes became a problem was: play everything at /players 8, static a few times, a couple of orbs, pick up stuff to sell for gambling. It became clear that CI/LI monsters would be a problem, so the investment in Fire Wall and a +3 FW staff were occasionally used. But mostly when things got difficult in Hell, the idea was to just teleport past problems.
This build does great quick work against bosses or anything where there is no cold or lightning immunity. So the idea in Hell is: run bosses (at /players 8), run by everything else (at /players 1.) When monster types are not favorable, quit and reroll for safer monster combos.
The very limited stash size and no muling on meant that it was hard to anticipate what gear might drop. I coped with this for King Kongdenstate by excessive patience, mostly. The big question for me this time was: Sigon's shield or not? I found one relatively early and had it in the (tiny) stash for ages while I debated whether it was worth the strength investment and giving up good resists on the shield. In the end, after getting a fantastic gambled bone shield, I ditched the Sigon possibility and went low strength, almost all-vitality.
Blocking in Classic is just what the shield says (possibly plus the bonus from Twitchthroe.) No reason to put any points in dexterity (unless you choose to use Spectral Shard) and so you can basically go max vit and max-ish (60%) blocking, like I did.
I just popped in via tele to grab the amulet instead of killing Hell Fangskin. I skipped the Hell Lam Esen tome quest as too dangerous. There were very protracted battles in Hell Travincal with heirophant packs, and the Hell Council was tricky but manageable.
Most of A4 Hell I teleported through. The Chaos Sanctuary took 3 efforts before I could face Diablo and included killing a FI/CI Infector via extreme slivering with Static followed by repeated Telekinesis (doing 3-4 damage.)
Diablo himself was quick but tense- I stood right next to him and staticed with a finger ready on the fat purples, as I wasn't sure if I could tank him. But it was quick to sliver him and then over with a few orbs.
[highlight]Finds:[/highlight]
A decent selection of normal uniques. A shorter list would be what did I really want that never dropped: Gull, Twitchthroe, Angelic amulet. I gambled a lot of boots after finding Tancred's amulet early, but never got the boots. As it was, I had nice rare body armor, shield, belt and boots and was very happy with those. Most of those came from gambling though there was a lot of gear from running Andarial at each difficulty that was useful along the way.
[highlight]Screenshots:[/highlight]
This Geleb might have been triple-immune in 1.07 or earlier, thankfully he wasn't here in 1.12.
DeSeis on his way out of the CS
An OK boss about to be pushed to a parking spot
Diablo's hose misses those nearby, thankfully, then he was gone
(small) Stash and inventory, uncluttered finally after ages of squeezing
LCS after killing Diablo
[highlight]Summary:[/highlight] I think any King or Queen is quite an accomplishment, even if using a pretty standard build. It was a nice diversion from my uber-twinked recent string of characters and I think I'll start some more untwinked characters for the Classic tourney, with some non-standard builds.
[highlight]Queen Ceto, 1.12 Classic untwinked Static/Orb/firewall sorc[/highlight]
[highlight]Story:[/highlight] Ceto is a tourney character for the current Classic tourney. I used to play a lot of b.net Classic before shifting entirely to SP, so of course I had to enter!
[highlight]Summary:[/highlight] One important difference between Classic and LoD is that Static Field is not capped at 25% health and 50% health in NM and Hell. So with enough statics, any non-LI monster can be brought to a sliver even in Hell. Then the problem is finishing them off, particularly dual immunes.
[highlight]Stats:[/highlight]
Level 72
Str: 29/30
Dex: 25/34
Vit: 356/356
E: 35/35
Life: 967
Defense: 128, 60% blocking
Resists: 75/56/75/34, which were almost always 75/85/75/84 with potions
Orb damage: 295-311
[highlight]Skills:[/highlight]
Max Static, Orb, 14 in Cold Mastery (16 with gear, 18 with skill shrine)
One in Fire Wall, Fire Mastery and Warmth
18 in teleport
[highlight]Gear:[/highlight]
some really nice rares, with a couple of great gambles and some good drops early from running Travincal and Andarial.
Hat: Tarnhelm, 44%MF
Amulet: rare 19 prismatic +1 sorc
wand: rare 20 FCR, CR 31, LR 33
body: great rare studded leather, 24 FHR, 38 life, CR 22, LR 25, FR 26
shield: fantastic rare bone shield, 17 FHR, 30/20 blocking, prismatic with lightning giving 16/43/16/16 resists
gloves: Bloodfist
rings: rare FCR, LR 17, FR 16 and rare FCR, CR 18.
belt: rare belt 24 FHR, 26 life, FR 22, PR 17
boots: rare chain boots, 30 FRW, FR 37, PR 32
Merc: this is Classic, no gear for the merc, no resurrection and they can't leave the act they spawn in. Many many mercs were used as teleportation fodder, for example.
[highlight]Gameplay:[/highlight]
This is covered in pieces in the tourney thread. The general approach before immunes became a problem was: play everything at /players 8, static a few times, a couple of orbs, pick up stuff to sell for gambling. It became clear that CI/LI monsters would be a problem, so the investment in Fire Wall and a +3 FW staff were occasionally used. But mostly when things got difficult in Hell, the idea was to just teleport past problems.
This build does great quick work against bosses or anything where there is no cold or lightning immunity. So the idea in Hell is: run bosses (at /players 8), run by everything else (at /players 1.) When monster types are not favorable, quit and reroll for safer monster combos.
The very limited stash size and no muling on meant that it was hard to anticipate what gear might drop. I coped with this for King Kongdenstate by excessive patience, mostly. The big question for me this time was: Sigon's shield or not? I found one relatively early and had it in the (tiny) stash for ages while I debated whether it was worth the strength investment and giving up good resists on the shield. In the end, after getting a fantastic gambled bone shield, I ditched the Sigon possibility and went low strength, almost all-vitality.
Blocking in Classic is just what the shield says (possibly plus the bonus from Twitchthroe.) No reason to put any points in dexterity (unless you choose to use Spectral Shard) and so you can basically go max vit and max-ish (60%) blocking, like I did.
I just popped in via tele to grab the amulet instead of killing Hell Fangskin. I skipped the Hell Lam Esen tome quest as too dangerous. There were very protracted battles in Hell Travincal with heirophant packs, and the Hell Council was tricky but manageable.
Most of A4 Hell I teleported through. The Chaos Sanctuary took 3 efforts before I could face Diablo and included killing a FI/CI Infector via extreme slivering with Static followed by repeated Telekinesis (doing 3-4 damage.)
Diablo himself was quick but tense- I stood right next to him and staticed with a finger ready on the fat purples, as I wasn't sure if I could tank him. But it was quick to sliver him and then over with a few orbs.
[highlight]Finds:[/highlight]
A decent selection of normal uniques. A shorter list would be what did I really want that never dropped: Gull, Twitchthroe, Angelic amulet. I gambled a lot of boots after finding Tancred's amulet early, but never got the boots. As it was, I had nice rare body armor, shield, belt and boots and was very happy with those. Most of those came from gambling though there was a lot of gear from running Andarial at each difficulty that was useful along the way.
[highlight]Screenshots:[/highlight]
This Geleb might have been triple-immune in 1.07 or earlier, thankfully he wasn't here in 1.12.
DeSeis on his way out of the CS
An OK boss about to be pushed to a parking spot
Diablo's hose misses those nearby, thankfully, then he was gone
(small) Stash and inventory, uncluttered finally after ages of squeezing
LCS after killing Diablo
[highlight]Summary:[/highlight] I think any King or Queen is quite an accomplishment, even if using a pretty standard build. It was a nice diversion from my uber-twinked recent string of characters and I think I'll start some more untwinked characters for the Classic tourney, with some non-standard builds.