Countess runs FYI
Hey, I know most of you know this but since it hasn't been said in this thread I'll go ahead and say it. One thing that's odd about Runes and the Countess is that extra players are a bad thing. Every monster is allowed so many items per drop. If you have more people in the game the higher the likelihood that a magic, rare, set, unique item will drop. So what happens in games of 5+ people is that the runes that would have dropped from the countess become magic, rare, set, unique items like armor and weapons.
So... keep the number of players down... most likely this wouldn't have been a problem since most 'run' games have low player numbers.
Also, if you really want to run the countess you may want to use an Enchantress or a CL/FO sorc. Of course the main benefit is the teleport already in the build but the standard Meteorb sorc sux vs the Countess since she is often Cold and Fire immuned.
The enchantress works well on a crushing blow act 2 merc. Just pick a merc and get him a Hone Sudan, Guillame's Face, and Rattlecage. Another option is the Sazabi set Act 5 merc. The bonus demon damage will take the countess apart. In both cases the enchant is for the ancillary monsters but really helps with the AR vs the Countess (although she isn't that hard to hit).
If you want ot read up on the CL/FO sorc m0nk made a guide that's stickied at the top of that forum.
In practicality, I've gotten more runes walking to the Countess than dropping from the Countess. Most likely with the lvl caps on the Countess you'd be better off walking around the Pits or some other lvl 85 area.
Hey, I know most of you know this but since it hasn't been said in this thread I'll go ahead and say it. One thing that's odd about Runes and the Countess is that extra players are a bad thing. Every monster is allowed so many items per drop. If you have more people in the game the higher the likelihood that a magic, rare, set, unique item will drop. So what happens in games of 5+ people is that the runes that would have dropped from the countess become magic, rare, set, unique items like armor and weapons.
So... keep the number of players down... most likely this wouldn't have been a problem since most 'run' games have low player numbers.
Also, if you really want to run the countess you may want to use an Enchantress or a CL/FO sorc. Of course the main benefit is the teleport already in the build but the standard Meteorb sorc sux vs the Countess since she is often Cold and Fire immuned.
The enchantress works well on a crushing blow act 2 merc. Just pick a merc and get him a Hone Sudan, Guillame's Face, and Rattlecage. Another option is the Sazabi set Act 5 merc. The bonus demon damage will take the countess apart. In both cases the enchant is for the ancillary monsters but really helps with the AR vs the Countess (although she isn't that hard to hit).
If you want ot read up on the CL/FO sorc m0nk made a guide that's stickied at the top of that forum.
In practicality, I've gotten more runes walking to the Countess than dropping from the Countess. Most likely with the lvl caps on the Countess you'd be better off walking around the Pits or some other lvl 85 area.