"Rare Pleasure" Tournament

Code:
Name             Build           Level   Act/Diff.  Forum Name         Pts
----------------------------------------------------------------------------
HCTornNecroI     Bonemancer         76    5/Hell    Thov               191
Victor Shen      Meleemancer/Curses 81    2/Hell    Insane Wayne       136
Freddie          Lord of Mages      75    1/Hell    jiansonz           118
Ursula           Shockwave bear     52    4/NM      jgreg7             108
Sarah            Javazon            56    3/NM      Hrus                92
CrossCheck       CrossbowZon        50    2/NM      crazy_bear          68
Undead_WingWong  Bonemancer         33    1/NM      Starving_Poet       61
Rarnonn          Jailkeeper         35    5/Norm    Mordalles           61
Fang             Javazon            37    1/NM      phatbrava           60
Arial            Firewall/Tstorm    39    1/NM      BFD                 58
Phrozen_Phire    Firezon            41    5/Norm    skoolbus            53
LuckyCharm       ConcBarb           24    3/Norm    OpethAZ             23
Yorel_X          Shadow-sin         24    3/Norm    Reid Fleming        22
Patsy            Leap Barb          20    1/Norm    Radagast            20
Jonathan         Hunter Druid       23    2/Norm    Cattleya             5   
Freezydinny      Frost Zealot       18    2/Norm    Rickyson1            2
Coraxasn         MA-Sin             20    2/Norm    tinantlu             1
Slayer           Berserker           6    1/Norm    Immortal_Slayer     -2
DeadKnight       Avenger             6    1/Norm    Frosty              -2
Icy_Hot          Bowazon            15    1/Norm    Exarkun             -4
WalkingDead      Hybrid Zon         12    1/Norm    MAAM                -6
Reinard          Ranger             14    1/Norm    BennB               -6

Fallen Heroes:
---------------------------------------------------------------------------------
Plak             Frost Zealot       29    1/Nm      Sint                86 R.I.P.
Rare-Skunk       Barb (Frenzy)      44    2/NM      Skunkbelly          83 R.I.P.
Chillibit        Freezealot         41    1/Nm      Slothman            71 R.I.P.
JagerMeester     Summon/WereWolf    25    4/Norm    Horobi              45 R.I.P.
Wolronett        Sorceress-Cold     31    3/Norm    Wolron              27 R.I.P.
Inferno          HolyFireadin       27    3/Norm    SuperSavage         21 R.I.P.
Fenris           RabidFury Wolf     20    2/Norm    Quickdeath          16 R.I.P.
Bremm            Tesladin           25    2/Norm    Nacaa               15 R.I.P.
Halisstra        HydraSorc          20    2/Norm    Liliel               9 R.I.P
GlacialTyro      Frost-Zealot       13    1/Norm    SeDnA                6 R.I.P.
Elolroel         Charged Boltress   13    1/Norm    goltar25             0 R.I.P.

Yesterday and day before I made a progress with Sarah, she is now lvl 56 at Kurast Bazaar WPT (NM). The first thing I wanted to do was finding a maiden javelin to use an imue in normal difficulty. I thought cows were good in dropping it, but accidantly my merc and valk killed Cow king, so I had to run Bloody foothills. The maiden javelin didn't drop for a long time, I wanted to give up, when the ceremonial javelin dropped! Imbue was terrible though, I was hoping for +java skills or IAS. The act 1,2,3 in NM was easy, but I have several NDEs when I didn't notice FE bosses. CS high damage is dangerous - I go comfortably killing all creatures in one or two strikes and then BOOM. I shouldn't forget that this zon is Hardcore and has lower resists, life, block and DAE than my lvl 95 CS/LF softcore zon.
 
According to the rules, I should have updated the table after act 1, but since I am almost done in act 2 (will play in Arcane Sanctuary next session), I´ll wait until the next update.

Only one dangerous situation during the rest of act 1. Not surprisingly, it happened in Pit level 2. Why do I always seem to have trouble in Pit level 2?!

It started out innocently enough. The first Devilkin pack, some melee rogue Champs and a skellie boss pack were easily killed. All Devilkin corpses got used up right away. I slowly advanced down towards the lower right and I saw archer women. When I spotted the boss, I knew we were in trouble. Extra Strong + Cursed + Spectral Hit. Holy cr*p!

Dim Vision only helped against the minions, of course. There was no way to control the boss. The space down here is too small to safely use Bone Walls/Prisons (and she would probably have shot them down quickly anyway).
She became a horrifyingly dangerous rogue element for quite some time. She could kill the merc in three hits, golem in 4-5 hits, mages in one hit. Archer rogue bosses are the absolute worst type of enemy for this character. Freddie has it much easier against the skeleton archers, because they hold position and are much more predictable. I think the merc died 5-6 times while I made very little progress. I also instinctively felt the need to raise some mages (more targets = less danger for Freddie!) from a few corpses that I may otherwise have been able to use for explosions if I had been more precise in my playing.

Between cursing the boss, feeding merc potions, recasting golems, drinking potions and dodging arrows, I lost the Dim Vision grip I had on the minions. While we are Cursed, those minions are no picknick to handle either! As so often happens, I retreated (it didn´t seem like a good idea to wake up the remaining two Devilkin packs) upwards. The boss and the three remaining minions followed us to the very small entrance area. Knowing the power of those arrows, I was almost terrified! Then I thought of my teleporting staff. It´s for situations like these I have kept it, right? Zip, zip, down and to the right, TP out, resurrect merc, cast golem, heal curse. Phew! When I returned, the boss had lost sight of us for a moment. Then one of my mages ran downwards and a couple of Devilkins followed. Dammit, I don´t have TIME for these now! Terror away them, then Dim Vision. Merc found two of the remaining (and Dimmed) archer minions and killed them. The boss came back. I continued to Dim the rest of the monsters. Suddenly the boss walked closer and up to the merc. I saw the chance I had been given, and quickly took advantage of the situation. A golem behind her and YES, WE`VE GOT YOU!. I kept the rest of the awakened population Dimmed, merc got fed a potion, I kept the boss Decrepified and I finally gained control of the situation.

After that, it was pretty smooth sailing all the way up to Jerhyn´s palace. Some more pictures:

This boss killed the merc (Stone Skin + LE can do that sometimes; high physical resistance => just a little life steal when the boss is Amped, merc does no damage if I use Life Tap). I thought the rest of my boys had the situation well in hand, so I let them kill Spirit Skull (and two minions) on their own.

I´m sure you´ve seen this plan before... I call that screenie "Iron Maiden of Anguish!"


Advancing through the early act 2, I got a feel for just how good this character is. The 1.10 mages are much tougher and easier to keep alive than in 1.09. As you may know, high-level Dim Vision and Corpse Explosion are very effective and powerful skills. This character shines the most in semi-closed areas, like Halls of the Dead and the Claw Viper Temple. Merc and golem blocks a doorway, Thorns does its thing and I explode corpses and can often clear the entire room (they had all bunched up in a pack, trying to get to my 'tanks'). I look forward to the seven tombs! That is not common for my characters in Hell.


I finally found an imbuable ethereal elite. Only problem: it´s a Colossus Voulge (requires STR 200!). Merc has 181 strength as of now. I have recently found a 2-socketed Breast Plate with +5 to STR. With the Fal rune in this armor, I could get his strength up to 196, but that would still be 3 levels of STR away from using a CV. :bonk: If I had kept the flawless amethyst from NM Hellforge, I would have been there. Idiot! I guess I still hope for an ethereal elite of a less demanding type. Hyperion Spears and Threshers drop regularly, but no ethereal ones yet.

I had a rough time in Palace Cellar level 3. I met Fire Eye who had spawned with LE + Conviction. Talk about a meleers worst nightmare... I had to spam the golems to keep Fire Eye in place. To protect the merc, I pulled him back with movement, then I trapped him among some Bone Walls which kept him from entering the fight. His 'job' here was only to survive and lend Thorns to the golem. No fancy tanking heroics here, please! Invaders stop attacking when they have around 1/3 life left, so Fire Eye and his minions stood there pressed against each other after a while. My mages brought down a minion, I cast CE and could breathe again.

Then it was the Horror Archer Boss from Hell. Multishot + Cursed + CE! That´s pretty bad in itself, but this bugger had two different Horror Mage bosses lending him Fanaticism on top of that. Here I used Bone Prison and Decrepify on the archer boss. Golems were used as well. Once I tried that, this boss was manageable (gave my merc enough time to kill the mage bosses).

Conqueror Freddie, Lord of Mages
Level: 82
Next area: Arcane Sanctuary, Hell
Score: 143 pts
 
After Victor's trauma in the Stony Tomb, I was concerned about the Halls of the Dead. Sure enough, two levels had minor stairtraps, but nothing like the Tomb. I needed to use a few teleports to "reset" my tanks for better position. After that it was all good. I never got to see Blood Witch's gang. The treasure room was jam packed with skeletons and champs; and the eventual CEs wiped out her whole gang from afar. Fine by me.

I cubed up to a PSkull, giving me six. I tried another reroll of a rare jewel. Once again, the level went up, but the mods went down. On the plus side, the Far Oasis monsters coughed up a few treats: Baranar's Star Devil Star (my 2nd elite unique), Dangoon's Teaching Reinforced Mace (my first elite set item), a 47% Tarnhelm (sigh), a rare hyperion spear with 191% damage to demons + fire damage (good Act-boss killer), and a sweet rare dirk. Its short range makes it impractical for fighting, but the +2 skills is cool. I tried to use it as my primary weapon, but I need my PMH knives. Hell p5 minions regenerate too quickly. It takes noticeably longer for Razan to kill monsters I haven't hit with PMH, especially bosses/champs , gorebellies etc...
So I use the dirk on the switch for occasionally casting stronger golems/curses. Plus, my CE gets boosted to lvl 24.

Maggot Lair spawned an unkillable freak, Bone Fist. Amp Damage was barely able to remove the PI. After a few minutes, we had it down to 1/6 life. The problem was, it started burrowing down every few hits. The game treats this activity like a "teleport", which awards it a few slivers of life, even though it had been hit with PMH. Net result: Bone Fist consistently recovered the damage we inflicted. I tried the rapid-fire exploding golems, my buzzing/condensing jo staff, herding in a pack of beetles for CE.... nothing was good enough. Sadly, I gave up and cleared the rest of the lair.
As I cleared out Coldworm's den, I leveled up. I wasn't excited about my extra skillpoint, since my major skills are already maxed. Still peeved about Bone Fist, I had an idea. I put a point into Lower Resist (convinced I'd just wasted it), boosted it to level 4 with the dirk and a field-found +1 Necro ammy, and paid a return visit to Bone Fist. Right away, as I exploded golems, I could see the effect of reducing its fire resist 44 points. It quickly tunneled down, then emerged with less life than when I started. 20 mana potions later- I got you now, you scummy maggot!!

Claw Viper Temple contained all snakes. My favorite.
Very little danger here. The golem held his ground (is he immune to knockback?), and 3 or 4 snake corpses were enough to clear out each bunch. Level 2 had Fang's pack and another boss pack coming at me from both sides. A quick teleport into the altar mound made this contest a laugher.

PI ghosts were taking forever to kill in the Arcane Sanctuary. Even amped, their physical resistance was too high for efficient p5 killing. I quickly learned to save neat piles of vampire/goat corpses, as CE traps for ghosts. It took a while to herd them, but it was worth it. Lower Resist came in handy for two Stone Skin PI ghost bosses. Plus, I got to break out my staff again.
Likewise for False Tomb ghosts. Three tombs were full of them. Fortunately there were also gorebellies whose bodies provided potent CE bombs, but I needed to risk some tricky teleporting to separate them, often temporarily cutting off my escape route. I had some tense spots, including a couple panicky entrances, and several FE boss scares; but no NDEs in any of the Tombs. Long range CE really shines here. A few gorebelly corpses, plus some wimpy beetles/skeelies-- Ka-Blammo! Everything dies! I picked an OK rare jewel out of this mess.

The fight with p5 Duriel was predictably tedious and free of danger. Clay Golem + IM with occasional decrep to save the golem. I lent my support with the staff, probably shaving 30 seconds off the fight. :rolleyes:

jiansonz said:
I finally found an imbuable ethereal elite. Only problem: it´s a Colossus Voulge (requires STR 200!). Merc has 181 strength as of now. I have recently found a 2-socketed Breast Plate with +5 to STR. With the Fal rune in this armor, I could get his strength up to 196, but that would still be 3 levels of STR away from using a CV. :bonk: If I had kept the flawless amethyst from NM Hellforge, I would have been there. Idiot! I guess I still hope for an ethereal elite of a less demanding type. Hyperion Spears and Threshers drop regularly, but no ethereal ones yet.
Amazing. :lol: I'm in the exact same dilemma. p5 Hell drops have provided a couple dozen stygian pikes/threshers, with at least 10 being gray. But all were socketed! Then I found my ethereal Colossus Voulge in the Arcane Sanctuary.
Victor's 2-socket armor has native +8 Str, and I still have my Hellforge PAmethyst. I'm tempted to imbue the CV, and if it's good, then Hel the runes out of the armor and insert the amethyst. Razan would then have 204 Str. For the other socket, I have a meager jewel that might work. 8% ED, +5 min dam, Lightning Resist 17%. It's not amazing but it'll help. It's very tempting. The only reason I haven't done it already is because I'm a little put off by the CV's slowish speed. We'll see...

Conqueror Victor Shen, level 85, Act 3 Hell, Kurast Docks
 
A bit more progress with CrossCheck, she defeated Diablo to move into act V NM. There's still enough time to catch up to the frontrunners! In the process, she reached lvl 65. She has maxed Immolation Arrow and Valk, so it is time to consider what will be the next skill.... thought about pierce and penetrate, but I don't have any AR issues yet, plus the elemental damage doesn't need AR, D/A/E, good for a couple of points but I don't feel they deserve a high investment, decoy to boost Valk... already have enough pts...
I ended up trying to decide between exploding arrow (Synergize) and Freezing Arrow (Hybridize). I went with the freezing arrow, as I noticed fire immunes were already a pain, so it will help the merc and valk a lot. If I get lucky with some cold damage here and there (maybe on circlet, bow, jewelry (?), rare jewel) then I could get decent freezing length.

Anyway, on killing D, id'd the rares and the best thing was this drop:

Beast Cloak
Ghost Armor
'Ort'
Defense: 149
Durability: 20 of 20
Required Strength: 38
Required Level: 24
Item Version: 1.10 Expansion
Item Level: 62
Fingerprint: 0xff45c1da
+27% Enhanced Defense
Damage Reduced by 3
Fire Resist +29%
Lightning Resist +30%
Cold Resist +29%
Socketed (1: 1 used)

29% both fire and cold resist! I was thrilled. Immediately I took it to Norm Larzuk and put the socket and added the Ort from Normal Hellforge to give a nice resists armour. I'm glad I waited on that last armour now!

Also gambled a circlet from Nilhitak. I don't know what made me do it but...

Brimstone Horn
Coronet
Defense: 34
Durability: 30 of 30
Required Level: 39
Item Version: 1.10 Expansion
Item Level: 63
Fingerprint: 0xf265a79b
Damage Reduced by 4
Cold Resist +8%
Adds 8-19 cold damage over 1 seconds
30% Faster Run/Walk
20% Faster Cast Rate
+2 to Poison and Bone Skills
(Necromancer Only)

The game seems to really want me to play a bone necro. I love the combo of FRW, Fast Cast and Skills... so I muled this one off too.

CrossCheck, lvl 65 Magezon, act V NM 103 pts
 
crazy_bear said:
Immediately I took it to Norm Larzuk and put the socket and added the Ort from Normal Hellforge to give a nice resists armour
weren't we supposed to use quest rewards before advancing to the next difficultie?
 
jiansonz said:
Imbue rewards yes, but socket rewards can be kept until they are needed.

Yes, or to clarify: you must complete the *quest* before moving on... meaning that the little box in the quest window must be colored gray. But that doesn't mean you must insert the runes/gems into sockets. You can hang onto them forever, if you want.
 
rarnonn did the 1st 4 quests of act 1 in nightmare. so far his lev 7 bone spirit is killing enemy number 1 quickly, and then corpse explosion takes over. decrepify is nice, and bone prison were only needed to ensnare bloodraven thus far.

level 38, score now : 70
 
Ursula is moving steadily though Act 5. I am leveling up and upgrading equipment before facing the Ancients next. (I used my Hel rune to replace my own armor sockets, BTW.) Right now Ursula can deal 1000 damage per swipe, and with shockwave at level 10 the monsters just stand there and take it. I socketed her gothic axe with a flawless skull, which cured her potion "drinking problem". The Ancients still worry me, though, since they can't be stunned or run away from to regroup.

Anya's gift was crap, as usual, as was Diablo's loot. I've been trying to gamble a +druid skills club, but no luck. I've gambled & returned five clubs with +barb skills, but nothing druidic. Typical. I'm saving my circlet gamble until after one last try at a decent imbue on a pelt.

I'd like to see this character set a claw in Hell before the tourney ends. Maybe this weekend...

Ursula
lvl 60 Werebear
Act 5 NM
Score: 122 pts
 
skunkbelly said:
Yes, or to clarify: you must complete the *quest* before moving on... meaning that the little box in the quest window must be colored gray. But that doesn't mean you must insert the runes/gems into sockets. You can hang onto them forever, if you want.

You have me a little confused here. Are you talking about the quests (Hellforge & Rescue) where you receive the socketable gems/runes here? Because Larzuk´s reward icon does not have to 'turn grey' before we move on to the next difficulty. Rule #1 (in PART ONE) in the final rules list clearly states this. And rule #7 (in PART TWO) states that you can leave the 'Tools of the Trade' icon colored within that difficulty.


Just to clarify that I didn´t do anything wrong when I:
* Went to Hell Rogue Encampment and saw my horrible resists
* Used both my Normal and NM Larzuk rewards at this stage
 
skunkbelly said:
Yes, or to clarify: you must complete the *quest* before moving on... meaning that the little box in the quest window must be colored gray. But that doesn't mean you must insert the runes/gems into sockets. You can hang onto them forever, if you want.

Ok, this is not the same interpretation I got from this:


skunkbelly said:
RULES, PART ONE: CHARACTERS

1. HC characters only. You must get all WPs and complete all quests before moving to the next act. You may, if you wish, wait to redeem your socketing quest reward (but ONLY this one exception applies... all other rewards must be gathered before moving on, or they are lost).

Which was the original statement. And for that matter, I forgot about the inscription by Anya. Does anybody care, since it has no effect on the play itself?

I haven't actually played at all since adding the socket and rune, but I'll be pretty disappointed if I have to throw out the armour, as I sold my old armour, and also cost me a socket that I would have used in normal.
 
I could have sworn that the original rules stated that all the quests in that act had to be completed before you entered the next act for them to count. So this means you have to use your imbue before you go to act 2 and socket before moving onto the next difficulty.
At least thats what I've been doing.
 
skoolbus said:
I could have sworn that the original rules stated that all the quests in that act had to be completed before you entered the next act for them to count. So this means you have to use your imbue before you go to act 2 and socket before moving onto the next difficulty.
At least thats what I've been doing.
You're right (about the imbue), there was some confusion there.
It was resolved shortly after the "Final Rules" post.
See post 75 and 77.

Regarding the sockets, Rule #1 by itself seems clear.
However, this "gray quest-box" requirement seems to be a contradiction, since the box turns gray only after larzuk creates a socket. :scratch:
 
Code:
Name             Build           Level   Act/Diff.  Forum Name         Pts
----------------------------------------------------------------------------
HCTornNecroI     Bonemancer         76    5/Hell    Thov               191
Freddie          Lord of Mages      84    3/Hell    jiansonz           150
Victor Shen      Meleemancer/Curses 85    3/Hell    Insane Wayne       149
Ursula           Shockwave bear     60    5/NM      jgreg7             122
CrossCheck       CrossbowZon        65    5/NM      crazy_bear         103
Sarah            Javazon            56    3/NM      Hrus                92
Rarnonn          Jailkeeper         38    1/NM      Mordalles           70
Undead_WingWong  Bonemancer         33    1/NM      Starving_Poet       61
Fang             Javazon            37    1/NM      phatbrava           60
Arial            Firewall/Tstorm    39    1/NM      BFD                 58
Phrozen_Phire    Firezon            41    5/Norm    skoolbus            53
LuckyCharm       ConcBarb           24    3/Norm    OpethAZ             23
Yorel_X          Shadow-sin         24    3/Norm    Reid Fleming        22
Patsy            Leap Barb          20    1/Norm    Radagast            20
Jonathan         Hunter Druid       23    2/Norm    Cattleya             5   
Freezydinny      Frost Zealot       18    2/Norm    Rickyson1            2
Coraxasn         MA-Sin             20    2/Norm    tinantlu             1
Slayer           Berserker           6    1/Norm    Immortal_Slayer     -2
DeadKnight       Avenger             6    1/Norm    Frosty              -2
Icy_Hot          Bowazon            15    1/Norm    Exarkun             -4
WalkingDead      Hybrid Zon         12    1/Norm    MAAM                -6
Reinard          Ranger             14    1/Norm    BennB               -6

Fallen Heroes:
---------------------------------------------------------------------------------
Plak             Frost Zealot       29    1/Nm      Sint                86 R.I.P.
Rare-Skunk       Barb (Frenzy)      44    2/NM      Skunkbelly          83 R.I.P.
Chillibit        Freezealot         41    1/Nm      Slothman            71 R.I.P.
JagerMeester     Summon/WereWolf    25    4/Norm    Horobi              45 R.I.P.
Wolronett        Sorceress-Cold     31    3/Norm    Wolron              27 R.I.P.
Inferno          HolyFireadin       27    3/Norm    SuperSavage         21 R.I.P.
Fenris           RabidFury Wolf     20    2/Norm    Quickdeath          16 R.I.P.
Bremm            Tesladin           25    2/Norm    Nacaa               15 R.I.P.
Halisstra        HydraSorc          20    2/Norm    Liliel               9 R.I.P
GlacialTyro      Frost-Zealot       13    1/Norm    SeDnA                6 R.I.P.
Elolroel         Charged Boltress   13    1/Norm    goltar25             0 R.I.P.



I said earlier that archer bosses are the worst enemies for Freddie and his army. Add ghost boss packs to that list! Durga can´t leech much from them, even when they are Amped, so he can only survive a boss pack if the golem takes ALL (sometimes 'all except from one minion' is OK) the damage. And if the golem takes all the damage, that means I need to cast a new one after a VERY short while. Every resummoning runs the risk of the ghosts turning on Durga instead, killing him in about 2 seconds. Ghosts can of course be taken care of with Corpse Explosion, but at /p3 it will require at least 3 ghost corpses to do enough damage to kill them. Of course, if there is a boss Gorebelly corpse close by, we´re good. :D
More about ghosts later.

I found a Sol rune and a magical Hyperion Spear in the Arcane Sanctuary. Strangely enough, that´s the first magical elite spear that Freddie has seen (I later found out that Fara can sell Ghost Spears (Elite Spetums) but those have too high DEX requirement anyway). This suggested it was time to go for the Hell crafting attempt. But would the resulting ilvl be high enough for Cruel? I need an 'output ilvl' of at least 78. After two legs of the AS, I saved and exited, then went to check the monster levels for this area. I supposed I could have simply checked the ilvl of the spear in ATMA, but I didn´t know if that would be considered cheesy. Anyway, all monsters in the AS are at least level 79 and Freddie was level 82, so I should be OK. Here we go...

[Highlight]Bone Nails
Hyperion Spear[/Highlight]
Two-Hand Damage: 81 to 277
Durability: 22 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 61
Spear Class - Fast Attack Speed
Item Level: 82 (the magical spear was from a boss, hence this output level)
+10% Enhanced Defense
+133% Enhanced Damage
+192 to Attack Rating
Damage Reduced by 3
Magic Damage Reduced by 2
Adds 1-27 lightning damage

Not a bad result. Less damage per hit than the Lance but since it´s a much faster weapon type (speed -10 instead of 20) the 'damage over time' was better and I gave it to Durga. He promised to put it to good use...


Back to the ghost bosses (and there were sooo many of them!). I more or less needed poison to stop their regeneration to be able to take them down. In one of the false tombs, I encountered a very tough boss pack of ghosts. I went the other way. Another nasty boss pack of ghosts! When I tried to separate them with curses and movement, I attracted the attention of the first boss back. What a mess this became! I portal parked one of the bosses, then took on the other. During the events before, I had lost all my mages. Puke Lust had two minions with him here. I Terrored them away, then kept them Dimmed. I had to give Durga the poisonous Lance again (good thing I saved it!) to stop the regeneration.

Sometimes when Durga died against ghosts, I could still fight on if I had a large army (including at least one poison mage). Ghosts don´t really have that much life, it´s just the physical resistance that makes it seem that way. Even with Lower Resist applied, I would lie if I said that my mages 'did short work of them', but they (and CE) got the job done.

Best were situations like these. Full army, Thorns (with no danger for the merc :D ) and no risk of the ghosts attacking something else when I resummon the golem.


I found something weird, a unique charm. I didn´t know something like this existed. It was pretty good, with a nice chunk of MF, some gold find and a weird ability, "reduced vendor prices". That would have saved me much more gold when gambling than the 2800 I received for selling it...
Too bad there aren´t any rare charms. :uhhuh:


/p5 Duriel was a cakewalk. He killed one mage at first, then he focused solely on my clay golems. Golem, Decrepify and cold hits from mages made him very slow. The other 9 mages survived and I didn´t need any potions at all!
 
jiansonz said:
Not a bad result. Less damage per hit than the Lance but since it´s a much faster weapon type (speed -10 instead of 20) the 'damage over time' was better and I gave it to Durga. He promised to put it to good use...
That's pretty good. I also considered a safety spear, but passed on it after my decent imbue. In hindsight, I should've tried it anyway, for a free shot at a Cruel.

jiansonz said:
I found something weird, a unique charm. I didn´t know something like this existed. It was pretty good, with a nice chunk of MF, some gold find and a weird ability, "reduced vendor prices". That would have saved me much more gold when gambling than the 2800 I received for selling it...
Come on! :lol: Are you kidding us? You never heard of Gheed's? I know you like to find your uniques rather than read about them and spoil the surprise; but this one gets discussed a bit (especially when someone tries to pick up Gheeds when they already have one)
My Emerald found one in the Poison Tourney. It rocks! The vendor price reduction is awesome for gambling. Big MF on a charm can't be beat.

btw there is a unique small charm as well, with a higher level requirement, but you'll walk on water before you find it in this tourney. :uhhuh:
 
Insane Wayne said:
btw there is a unique small charm as well, with a higher level requirement, but you'll walk on water before you find it in this tourney. :uhhuh:

actually even if he walks on water he wont find it in SP
 
Insane Wayne said:
Come on! :lol: Are you kidding us? You never heard of Gheed's? I know you like to find your uniques rather than read about them and spoil the surprise; but this one gets discussed a bit (especially when someone tries to pick up Gheeds when they already have one)

I wasn´t lying. I have read some discussions about Gheed´s, but I didn´t know it was a unique charm.

So there are no other unique charms in SP? I didn´t want to know that... ;)
 
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