scottee enters HC! ...a sept progress thread

scottee

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scottee enters HC! ...a sept progress thread

Well, I've never really done mat/pat threads or anything much like that before. I thought I'd throw up a few words from time to time, though, about my entrance to the HC scene.

I was rereading Superdave's passivezon thread the other day, and I thought that I might do something at least kinda similar, to introduce myself to the concepts and playstyle required for playing this game in HC. I haven't chosen the same set of restrictions as him, though. Here they are:

Restrictions:
*All characters are HC (duh)
*One character of each class
*Each character may use only one piece of equipment- no rings/ammys, but charms are allowed

Now, this needs a bit of explanation. Having tried once to go completely naked from the very beginning, I got bored with trying to punch Bloodraven to death on /p8- and I dreaded the thought of doing so 6 more times. I therefore decided that each character may use their starting weapon- but not shield- until they beat Bloodraven and have a merc. After that, they can use that starting weapon until it breaks, then keep it equipped in that weapon slot so that I can pick up other weapons without having them auto-equip.

*Mercs can use whatever equipment I find
*/p8 except for act bosses; those are at my discretion :p
*I am not doing full clears or restricting myself from rerunning if I want
*ATMA is used for extended stash purposes and muling off good finds only- no twinking!
*No S/E to avoid death

Again, a point of clarification. Though I will not S/E to avoid death, if I get completely stuck, and I can get clear well enough to Town Portal out, I am allowing myself to exit that game, start another, and give that area a try on a lower player setting. No TPs in belt slots, though.


My first HC character

I have decided to start with what I think will be the easier characters, and work my way towards the harder ones. My first character is (eventually going to be :p ) Gaurdian NakedBear. He's going to maxx Lycanthropy, Oak Sage, Dire Wolves, and Grizzly, with as many points as I feel necessary in Shockwave and remnants in Ravens. Ravens and Shockwave should make him a fairly safe character, while the summons and merc will do all the killing.

Right now, he is level 20, in Lut Gholein. His Rogue merc (who will stay with him for his entire careeer) is using a 3s shortbow with a chipped sapphire and two chipped rubies, and has the best damage output of everyone in the group. His three dire wolves are really helping keep the heat off of him, but he can't wait to get to 24 for Shockwave. With a pretty fair bit in Oak Sage and Lycanthropy already, and every stat point going to vita (duh), he's running around with over 600 life :)

That's all for now, folks- I gotta run. I'll be back on tonight with a few questions for those who do the HC thing regularly. Until then, have yourself a nice day!
 
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Re: scottee enters HC! ...a sept progress thread

Why don't you spend more time on the Cold Plains and buy the merc to kill Blood Raven. I do that everytime as it's much easier to kill Blood Raven with the merc.

Ulla
 
Re: scottee enters HC! ...a sept progress thread

I did consider that, Ulla. In fact, I may change my mind and do that later on, since it doesn't fall outside of my restrictions. For now, though, I plan to keep doing things this way.

I really only have one question so far, and it isn't really anything to do with HC specifically- more the "naked character" thing. Does anyone know if paladins can zeal without a weapon equipped? In other words, could I make a weaponless tesladin? (I considered trying a fanazealot, just for kicks, but no matter how much %ed and IAS you have, you're just never going to get any kind of respectable damage punching things :p )

Edit: I just recalled that I have what I was going to make into a fanazealot, but stopped at level 12 to work on other characters I thought were more interesting. Loaded him up, took him out onto the moor with no weapon equipped- and zealed a few fallen to death. It works! Now I have a few ideas on what my naked pally is going to use for skills.
 
Re: scottee enters HC! ...a sept progress thread

It seems they can.

At least when I tried it with one of my zealots several adjacent monsters died while I was namelocked to one while zealing barehanded and the graphics supported it, my character did punch those adjacent monsters.

Ulla
 
Re: scottee enters HC! ...a sept progress thread

Looks like a wild project; I hope it goes well for you. And just in case you didn't know, for your Druid, you'll never need more than 15 points in Shockwave as the game's stun is capped at 10 seconds (which is what 15 points will grant). Regardless, good luck with your foray into HC, scottee!
 
Re: scottee enters HC! ...a sept progress thread

When I posted that I started HC, the replies all had two words in common - "Good luck!"

Consider my luck wishes transfered to you. With your ruleset you need it more than me ;)

I'll be following your progress for sure.
 
Re: scottee enters HC! ...a sept progress thread

You're going to need a lot of patience to complete this challenge Scottee, best of luck and keep us updated :)
 
Re: scottee enters HC! ...a sept progress thread

Sounds like a pretty tough project scottee! I can't make it past Normal on HC even if I let my characters use all the gear slots :p. I wish you the best of luck and I'll be sure to read up on all your deaths ;).
 
Re: scottee enters HC! ...a sept progress thread

Wow, some harsh restrictions there...good luck and I really hope to see some Guardians from that project! :thumbsup:
 
Re: scottee enters HC! ...a sept progress thread

Finals time is here! It's definitely been cutting into my playtime for the last few days, but I did manage to at least get the Cube! Now I can cube up all those half-juves and chippies I've been saving. I've been saving a 3os longbow for the merc, for higher-quality gems. The damage output is going to go up- and just in time; I'm dreading the Maggot Lair experience that is coming my way :scared: Level 22, now- almost to the magic 24! (And thanks for the info, Liq- I have no skill points to waste here!)

Thanks for the well-wishes, all. I'm surely going to need the luck when I hit Big D!
 
Re: scottee enters HC! ...a sept progress thread

I've been saving a 3os longbow for the merc, for higher-quality gems. The damage output is going to go up- and just in time; I'm dreading the Maggot Lair experience that is coming my way :scared: Level 22, now- almost to the magic 24! (And thanks for the info, Liq- I have no skill points to waste here!)

Why not go with an Act 2 merc now? I thin at level 24 you can shop pikes which can have some pretty good damage on them.


 
Re: scottee enters HC! ...a sept progress thread

Why not go with an Act 2 merc now? I thin at level 24 you can shop pikes which can have some pretty good damage on them.

Seconded, although you can only gamble Pikes in Act II once you hit level 24. But, my favourite thing to do at that stage, you can cube a Savage Partizan of X with the Belt/Kris/Diamond recipe. With that you can easily manage whole Normal and NM, and by then you should already be able to make Insight.



 
Re: scottee enters HC! ...a sept progress thread

I'm planning on sticking with my fire rogue merc throughout, for my druid. I figure either wolves or a bear will be tank enough, and I really have no other ideas for how to handle PIs. Elemental skills just are not happening with this guy :p
 
Re: scottee enters HC! ...a sept progress thread

EDIT: I take too long to hit "submit". Thanks, Grisu. Except it's level 20 where you can start gambling pikes. :wink:

Nothing wrong with a rogue merc, though; she has her own advantages and style points are the best kind of points.
 
Re: scottee enters HC! ...a sept progress thread

Act 2 down! Duriel was a real pain- I forgot to go down to players 1, and Durry has quite a few hps on /p8. It took around 7 minutes for my wolves and merc to chip them away. However, there was really never any danger- as soon as I realized what I had done, I went back to town and bought 12 manapots, so it was just a matter of recasting minions as they died, and making sure the merc stated far enough away from D to not get frozen :p

I am really, really hoping that I happen across a few mana charms pretty soon here, as I can't keep stuff locked down with schockwave for long right now! It'll get better as I gain mana and the stun length gets longer, but it is more of a panic button than a gameplay style for now :(

More later, folks, but I am- so far- still alive and kicking!
 
Re: scottee enters HC! ...a sept progress thread

Huh. Well, not a lot of progress to report- my bear has started act 3, and I started on my sin as well, but she hasn't even hit Andy yet. I think it'll be best if I have a few characters going at once, to minimize the time I spend bored with a particular playstyle :p

I do have a question for 'sin lovers out there. I'm considering whether I want shadow warrior or master, and how many points I want to put into it. Which would you choose, with how many points, and why? Remember, I'm hoping to get both tankability and damage out of her- but I don't want to completely gimp my traps by maxxing her if the damage tradeoff is too high.

Oh yeah, by the way: I'm playing her as a trapsin w/ fade and a shadow warrior or master :p
 
Re: scottee enters HC! ...a sept progress thread

I think Shadow Master cast traps, doesn't it? One of them does, so you don't want to use that since her traps will be worse than yours and count towards your total number of active traps. Good progress so far Scottee :). Oh, and you might want to check out the assassin forum, I think the stats for the Shadow Warrior/ Master can be found there.
 
Re: scottee enters HC! ...a sept progress thread

If you havent yet, i would recommend not cubing up your pgems. Their damage might help a little bit now, but down the road thehy may be more useful in rerolling elite weps for a merc.
 
Re: scottee enters HC! ...a sept progress thread

@Smips: I did take a look in the assassin forum. It's pretty hard to tell which one will be better for me. Since warrior uses the skills I have selected, that means I would have to be pretty hotkey-intensiveto keep her from using traps. On the other hand, I'd have no way to stop a master from using them. Hm, I guess that means the warrior is my best bet- even though her gear may not be as good. With the 15-frame AI delay, I probably shouldn't be expecting much in the way of damage from her, so I think I'll just put enough points in for her to not die all the time and keep the rest for my traps.

@Rss: Right now I'm using no better than normal quality gems for my merc. Since I'm picking up every single gem of any quality that drops, I don't think this is going to put a serious dent in my pgem supply later on. Also, since I am doing reruns with these characters if I need to, I'm thinking that relatively cheap runewords are probably going to be my best bet for merc weapons.
 
Re: scottee enters HC! ...a sept progress thread

Here scottee. Hope it helps a little bit:

Q: What are the differences between Shadow Warrior and Shadow Master?

A:
Shadow Warrior can cast only the two skills readied in your left and right skill button, while Shadow Master can use any of the Assassin's skills, even if there are no points in it.

Both the Shadow Master and Shadow Warrior come with inbuilt resistances. However, up till the level 17, the Shadow Master gains elemental resistance at a greater rate. Beyond that, SWarriors spawn with greater elemental resistance than SMs at the same level. Shadows gain elemental resistance at these rates:
Shadow Warrior: 4 * Slvl <capped at 75% for skill-based elemental bonus>
Shadow Master: 0.75((110*lvl) / (lvl+6)) + 5 <no cap>

Though neither Shadow can become innately immune to the elements, if she spawns with +resist all equipment or receives the effects of a Paladin's Salvation aura for example, both Shadows have the ability to be completely immune to an element(they cannot absorb, unfortunately), as their resistance is pushed to 100%(being minions, they have no 75% cap).. Both Shadows spawn with 40% PDR regardless of level(this can be increased if they decide to use Fade).

The SM attacks roughly one frame faster with DC/CoT/BoI/FoF. The SWarrior attacks roughly one frame faster with BF/DFlight. Both have the same Normal Attack speed.

The SM spawns with items at a higher level than the SWarrior(this is in addition to the SM spawning with better quality equipment at higher levels, consult the other FAQs). Specifically:
Shadow Warrior item level formula: 18 + 2 * Slvl
Shadow Master item level formula: 24 + 3 * Slvl

The SWarrior has a defense bonus of 12%/level, SMs have no innate defense bonus.

The SM has a life regen of 50 hp/sec, whereas the SWarrior has a life regen of 75 hp/sec.

Both Shadows attack twice with DF/DC/CoT/FoF/BoI in one 'click' (that is, when you see your Shadow DF'ing someone, she actually has the chance to inflict the damage of two DFs in one stroke, even though only one DF is seen)

Both Shadows have an AI delay of 0.6 seconds (15 frames) before they can do any other action.

Shadow Master costs 40 mana to cast and Warrior costs 27 at level one and rises by 2 with each skill point.


 
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