- Aug 5, 2005
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The_Nazgul
Frodo was hardly less terrified than his companions; he was quaking as if he was bitter cold, but his terror was swallowed up in a sudden temptation to put on the Ring. The desire to do this laid hold of him, and he could think of nothing else. He did not forget the Barrow, nor the message of Gandalf; but something seemed to be compelling him to disregard all warnings, and he longed to yield. Not with the hope of escape, or of doing anything, either good or bad: he simply felt he must take the ring and put it on his finger. He could not speak. He felt Sam looking at him, as if he knew that his master was in some great trouble, but he could not turn towards him. He shut his eyes and struggled for a while; but resistance became unbearable, and at last he slowly drew out the chain, and slipped the Ring on the forefinger of his left hand.
Immediately, though everything else remained as before, dim and dark, the shapes became terribly clear. He was able to see beneath their black wrappings. There were five tall figures: two standing on the lip of the dell, three advancing.
In their white faces burned keen and merciless eyes; under their mantles were long grey robes; upon their grey hairs were helms of silver; in their haggard hands were swords of steel....Two of the figures halted. The third was taller than the others: his hair was long and gleaming and on his helm was a crown. In one hand he held a long sword, and in the other a knife; both the knife and the hand that held it glowed with a pale light. He sprang forward and bore down on Frodo.
At that moment Frodo threw himself forward on the ground, and he heard himself crying aloud: O Elbereth! Gilthoniel! At the same time he struck at the feet of his enemy. A shrill cry rang out in the night; and he felt a pain like a dart of poisoned ice pierce his left shoulder.
I have had the idea of making a daggermancer around a Nazgul theme probably ever since 1.11 was released and the Treachery runeword made Fade available to all characters. I didn't even know about the Venom + Dagger bug / feature back then that made it even more attractive. I was originally planning to make the build with a 'Passion' flail on switch, as the character appears in the siege of Minas Tirith, but the poor damage just didn't make it attractive.
And some things that should not have been forgotten were lost. History became legend. Legend became myth.
So the build remained in the planning stage. Then came the forging of the eBoTD. One I had made this, another two handed sword Necromancer was always on the cards. Over the summer I was watching the extras from The Fellowship of The Ring Extended Edition and came across the concept sketch below by John Howe. So I decided to combine the two build ideas into one. The Witch King, the Lord of Angmar, Lord of The Nazgul was born.
Patriarch The_Nazgul, LoTR themed Melee / Daggermancer
Stats
Name: The_Nazgul
Class: Necromancer
Experience: 1015287896
Level: 84
Naked/Gear
Strength: 144/179
Dexterity: 46/108
Vitality: 295/365
Energy: 25/60
HP: 789/967
Mana: 191/231
Stamina: 442/741
Defense: 11/1346
AR: 185/1290
Resists before fade - all at 75 when Fade triggers.
Fire: 131/91/31
Cold: 148/108/48
Lightning: 129/89/29
Poison: 129/89/29
MF: 0
GF: 89
FR/W: 40
FHR: 89
IAS: 120
FCR: 20
Skills
Amplify Damage: 1/6
Dim Vision: 1/6
Weaken: 1/6
Iron Maiden: 1/6
Terror: 1/6
Confuse: 1/6
Life Tap: 1/6
Attract: 1/6
Decrepify: 1/6
Lower Resist: 1/6
Teeth: 1/7
Bone Armor: 1/7
Poison Dagger: 20/26
Corpse Explosion: 10/16
Bone Wall: 1/7
Poison Explosion: 20/26
Bone Spear: 1/7
Bone Prison: 20/26
Poison Nova: 7/13
Bone Spirit: 0/0
Clay Golem: 1/4
Golem Mastery: 1/4
Summon Resist: 1/4
Equipment
Over the hills of slain a hideous shape appeared. He halted and held up a long pale sword. And as he did so a great fear fell on all, defender and foe alike, and the heads of men drooped to their sides, and no bow sang. For a moment all was still.
Weapon: Ethereal 'Breath of The Dying' Colossus Blade
Switch Weapon: Blackbog's Sharp 'Shael'
Switch Shield: Trang Oul's Wing
Helm: Crown of Ages
Armour:' Treachery' Kraken Shell
Belt: Verdungo's Hearth Cord
Boots: Aldur's Advance
Gloves: Trang's Claws
Amulet: Mara's Kaleidoscope
Ring1: Ravenfrost
Ring2: Rare 'Blood Spiral' with AR, resists and dexterity.
Inventory: 3x Steel GCs, 3x P&B GCs, a few resist SCs and SCs of Vita.
Equipment Readouts:
Charms
Mercenary
Mizan, A2 NM Offensive
Helm: Tal Rasha's HC
Armour: Treachery
Weapon: Infinity
The Build
Sauron has yet to reveal his deadliest servant. The one who will lead Mordor’s armies in war. The one they say no living man can kill. The Witch King of Angmar. You’ve met him before. He stabbed Frodo at Weathertop. He is the lord of the Nazgul, the greatest of the Nine.
The Lord of The Rings specifically mentions the Lord of The Nazgul as a necromancer. He wears a crown and is himself invisible to normal eyes, although Frodo seems him as a ghostly figure when wearing the ring. So overall, I think the character and his appearance fitted the theme well. Sure, there is no reference to poison novas, but all the elements that are mentioned in the book are present.
Unfortunate D2 allows no spaces in names and only one underscore. Maybe I should have gone with The_WitchKing or something, but I decided on The_Nazgul early on, as a shortening of The Lord of The Nazgul.
Then the Black Captain rose in his stirrups and cried aloud in a dreadful voice, speaking in some forgotten tongue words of power and terror to rend both heart and stone.
Thrice he cried. Thrice the great ram boomed. And suddenly upon the last stroke the Gate of Gondor broke. As if stricken by some blasting spell it burst asunder: there was a flash of searing lightning, and the doors tumbled in riven fragments to the ground.
One of the criticisms that is often leveled at meleemancers is that they are not truly melee if they use Corpse Explosion. On the other hand, without it you can find yourself hiding behind a golem and the mercenary, just casting curses and running away. However you look at it necromancers are weak in melee. I chose to use CE and was very glad I did. It helped in the areas like the Arcane Sanctuary against packs of Ghosts. I didn't use it all the time, but I was glad that I put the points into it.
I was unsure how effective the Poison Nova would be, especially as swinging at 14FPA meant that my kill speed was going to be fairly low. In fact is was quite effective, especially in A1 and the jungle. I was somewhat surprised to find that it triggered not just when I killed something with normal attack, but also when the nova itself killed something. This created many pretty multi novas:
Chasing hobbits on Weathertop:
I didn't use Poison Dagger that much. It really is a bit too slow acting in practice. The time that it came in most useful was fighting The Ancients. My mercenary decided to take an early shower, leaving me and a clay golem facing three full strength ancients. As I had lost the conviction and might, my AR meant I had no chance of hitting with the sword. So I switched to dagger and ran around weathertop cursing them with lower resist and poking them with the dagger occasionally, whilst the golem slowed the pace down to a manageable level. They went down on the first attempt. Actually, ol' Gumby is about the only part of this build that I don't think fits the theme very well. For that reason he was only used for Hell act boss fights and The Ancients.
The Worldstone Keep gave me my biggest problem when I got cornered by Black Souls at The Throne and couldn't retrieve my body. After two further deaths and several merc resurrections, I eventually managed to Dim Vision them and get my gear back. After that the minion waves and Baal posed little problem.
Nazgul with lance by John Howe
Witch King portrait by John Howe
Finds
Hellforge: ? NM, Ko Hell.
I found a 109/23 Steel of GC of Sustenance which is always useful. Apart from that nothing memorable. Although after about six years playing this game, the variety of drops that I class as 'memorable' gets smaller and smaller.
Update 2020
The_Nazgul got respecced as my cow runner for the last few RFLs, he is now level 91. He will stay as a pure poisonmancer for a bit, I may use him to run The Pit at the next MFO. After that he will get respecced back to his original build for retirement.
Frodo was hardly less terrified than his companions; he was quaking as if he was bitter cold, but his terror was swallowed up in a sudden temptation to put on the Ring. The desire to do this laid hold of him, and he could think of nothing else. He did not forget the Barrow, nor the message of Gandalf; but something seemed to be compelling him to disregard all warnings, and he longed to yield. Not with the hope of escape, or of doing anything, either good or bad: he simply felt he must take the ring and put it on his finger. He could not speak. He felt Sam looking at him, as if he knew that his master was in some great trouble, but he could not turn towards him. He shut his eyes and struggled for a while; but resistance became unbearable, and at last he slowly drew out the chain, and slipped the Ring on the forefinger of his left hand.
Immediately, though everything else remained as before, dim and dark, the shapes became terribly clear. He was able to see beneath their black wrappings. There were five tall figures: two standing on the lip of the dell, three advancing.
In their white faces burned keen and merciless eyes; under their mantles were long grey robes; upon their grey hairs were helms of silver; in their haggard hands were swords of steel....Two of the figures halted. The third was taller than the others: his hair was long and gleaming and on his helm was a crown. In one hand he held a long sword, and in the other a knife; both the knife and the hand that held it glowed with a pale light. He sprang forward and bore down on Frodo.
At that moment Frodo threw himself forward on the ground, and he heard himself crying aloud: O Elbereth! Gilthoniel! At the same time he struck at the feet of his enemy. A shrill cry rang out in the night; and he felt a pain like a dart of poisoned ice pierce his left shoulder.
I have had the idea of making a daggermancer around a Nazgul theme probably ever since 1.11 was released and the Treachery runeword made Fade available to all characters. I didn't even know about the Venom + Dagger bug / feature back then that made it even more attractive. I was originally planning to make the build with a 'Passion' flail on switch, as the character appears in the siege of Minas Tirith, but the poor damage just didn't make it attractive.
And some things that should not have been forgotten were lost. History became legend. Legend became myth.
So the build remained in the planning stage. Then came the forging of the eBoTD. One I had made this, another two handed sword Necromancer was always on the cards. Over the summer I was watching the extras from The Fellowship of The Ring Extended Edition and came across the concept sketch below by John Howe. So I decided to combine the two build ideas into one. The Witch King, the Lord of Angmar, Lord of The Nazgul was born.
Patriarch The_Nazgul, LoTR themed Melee / Daggermancer
Stats
Name: The_Nazgul
Class: Necromancer
Experience: 1015287896
Level: 84
Naked/Gear
Strength: 144/179
Dexterity: 46/108
Vitality: 295/365
Energy: 25/60
HP: 789/967
Mana: 191/231
Stamina: 442/741
Defense: 11/1346
AR: 185/1290
Resists before fade - all at 75 when Fade triggers.
Fire: 131/91/31
Cold: 148/108/48
Lightning: 129/89/29
Poison: 129/89/29
MF: 0
GF: 89
FR/W: 40
FHR: 89
IAS: 120
FCR: 20
Skills
Amplify Damage: 1/6
Dim Vision: 1/6
Weaken: 1/6
Iron Maiden: 1/6
Terror: 1/6
Confuse: 1/6
Life Tap: 1/6
Attract: 1/6
Decrepify: 1/6
Lower Resist: 1/6
Teeth: 1/7
Bone Armor: 1/7
Poison Dagger: 20/26
Corpse Explosion: 10/16
Bone Wall: 1/7
Poison Explosion: 20/26
Bone Spear: 1/7
Bone Prison: 20/26
Poison Nova: 7/13
Bone Spirit: 0/0
Clay Golem: 1/4
Golem Mastery: 1/4
Summon Resist: 1/4
Equipment
Over the hills of slain a hideous shape appeared. He halted and held up a long pale sword. And as he did so a great fear fell on all, defender and foe alike, and the heads of men drooped to their sides, and no bow sang. For a moment all was still.
Weapon: Ethereal 'Breath of The Dying' Colossus Blade
Switch Weapon: Blackbog's Sharp 'Shael'
Switch Shield: Trang Oul's Wing
Helm: Crown of Ages
Armour:' Treachery' Kraken Shell
Belt: Verdungo's Hearth Cord
Boots: Aldur's Advance
Gloves: Trang's Claws
Amulet: Mara's Kaleidoscope
Ring1: Ravenfrost
Ring2: Rare 'Blood Spiral' with AR, resists and dexterity.
Inventory: 3x Steel GCs, 3x P&B GCs, a few resist SCs and SCs of Vita.
Equipment Readouts:
Code:
Breath of the Dying
Colossus Blade
VexHelElEldZodEth
One Hand Damage: 198 - 520
Two Hand Damage: 467 - 923
Durability: 26 of 26
Required Level: 69
Required Strength: 144
Required Dexterity: 80
Fingerprint: 0x3fffe1eb
Item Level: 87
Version: Expansion
50% Chance to cast level 20 Poison Nova when you Kill an Enemy
Indestructible
+60% Increased Attack Speed
437% Enhanced Damage
-25% Target Defense
+50 to Attack Rating
+200% Damage to Undead
+50 to Attack Rating against Undead
7% Mana stolen per hit
13% Life stolen per hit
Prevent Monster Heal
All Stats +30
+1 to Light Radius
Requirements -20%
Ethereal
6 Sockets (6 used)
Socketed: Vex Rune
Socketed: Hel Rune
Socketed: El Rune
Socketed: Eld Rune
Socketed: Zod Rune
Socketed: Eth Rune
Crown of Ages
Corona
Defense: 378
Durability: 25 of 50
Required Level: 82
Required Strength: 174
Fingerprint: 0x61cbabc1
Item Level: 86
Version: Expansion 1.10+
Indestructible
+1 to All Skills
+15% Increased Attack Speed
+30% Faster Hit Recovery
+79 to Attack Rating
+50% Enhanced Defense
+129 Defense
All Resistances +30
Damage Reduced by 11%
1 Sockets (1 used)
Socketed: Argent Jewel of Fervor
Argent Jewel of Fervor
Jewel
Required Level: 36
Fingerprint: 0xd42913b9
Item Level: 85
Version: Expansion 1.10+
+15% Increased Attack Speed
+79 to Attack Rating
Treachery
Kraken Shell
ShaelThulLem
Defense: 504
Durability: 47 of 48
Required Level: 61
Required Strength: 174
Fingerprint: 0x842ab1bf
Item Level: 85
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem Rune
Trang-Oul's Wing
Cantor Trophy
Defense: 186
Chance to Block: 40
Durability: 20 of 20
Required Level: 54
Required Strength: 50
Fingerprint: 0x9253a337
Item Level: 85
Version: Expansion 1.10+
+2 to Poison and Bone Skills (Necromancer Only)
30% Increased Chance of Blocking
+125 Defense
+25 to Strength
+15 to Dexterity
Fire Resist +44%
Poison Resist +40%
Set (3 items): -25% to Enemy Poison Resistance
Set (4 items): Replenish Life +15
Blackbog's Sharp
Cinquedeas
One Hand Damage: 30 - 76
Durability: 24 of 24
Required Level: 38
Required Strength: 25
Required Dexterity: 88
Fingerprint: 0xc1d52b46
Item Level: 87
Version: Expansion 1.10+
+50% Increased Attack Speed
Adds 15 - 45 Damage
Adds 488 Poison Damage Over 10 Secs (250 Frames)
+5 to Poison Dagger (Necromancer Only)
+4 to Poison Explosion (Necromancer Only)
+4 to Poison Nova (Necromancer Only)
Slows Target by 50%
+50 Defense
1 Sockets (1 used)
Socketed: Shael Rune
Verdungo's Hearty Cord
Mithril Coil
Defense: 139
Durability: 14 of 16
Required Level: 63
Required Strength: 106
Fingerprint: 0x74db0c7d
Item Level: 87
Version: Expansion 1.10+
+10% Faster Hit Recovery
+112% Enhanced Defense
+35 to Vitality
Replenish Life +12
+119 Maximum Stamina
Damage Reduced by 15%
Aldur's Advance
Battle Boots
Defense: 39
Durability: 9 of 18
Required Level: 45
Required Strength: 95
Fingerprint: 0xae71fad6
Item Level: 87
Version: Expansion 1.10+
Indestructible
+40% Faster Run/Walk
+50 to Life
+180 Maximum Stamina
Heal Stamina Plus 32%
Fire Resist +50%
10% Damage Taken Goes To Mana
Set (2 items): +15 to Dexterity
Set (3 items): +15 to Dexterity
Set (4 items): +15 to Dexterity
Trang-Oul's Claws
Heavy Bracers
Defense: 73
Durability: 15 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0xc5c1abd6
Item Level: 85
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%
Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0x35d8bdcd
Item Level: 87
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +21
Raven Frost
Ring
Required Level: 45
Fingerprint: 0x485fa3ec
Item Level: 85
Version: Expansion 1.10+
+226 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+18 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen
Blood Spiral
Ring
Required Level: 31
Fingerprint: 0x674e9873
Item Level: 85
Version: Expansion 1.10+
+1 to Maximum Damage
+82 to Attack Rating
+9 to Dexterity
Lightning Resist +26%
Poison Resist +28%
26% Extra Gold from Monsters
Charms
Code:
Amber Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xb919fd58
Item Level: 86
Version: Expansion 1.10+
Lightning Resist +11%
Emerald Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xa8a3e8f9
Item Level: 85
Version: Expansion 1.10+
Poison Resist +10%
Emerald Small Charm
Small Charm
Required Level: 32
Fingerprint: 0x7c3770e4
Item Level: 85
Version: Expansion 1.10+
Poison Resist +10%
Amber Small Charm
Small Charm
Required Level: 32
Fingerprint: 0x4500a4f1
Item Level: 56
Version: Expansion 1.10+
Lightning Resist +11%
Steel Grand Charm of Balance
Grand Charm
Required Level: 41
Fingerprint: 0xbe3cd39d
Item Level: 86
Version: Expansion 1.10+
+12% Faster Hit Recovery
+131 to Attack Rating
Steel Grand Charm of Balance
Grand Charm
Required Level: 41
Fingerprint: 0x2705f770
Item Level: 85
Version: Expansion 1.10+
+12% Faster Hit Recovery
+122 to Attack Rating
Lapis Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0xec5fd8a4
Item Level: 70
Version: Expansion 1.10+
+5% Faster Hit Recovery
Cold Resist +7%
Fungal Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x4ca0edcf
Item Level: 85
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
Fungal Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xd0075b4b
Item Level: 85
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x365e2b0d
Item Level: 80
Version: Expansion 1.10+
+18 to Life
Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x306bec96
Item Level: 80
Version: Expansion 1.10+
+18 to Life
Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xdd764d07
Item Level: 80
Version: Expansion 1.10+
+18 to Life
Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x2786c82c
Item Level: 87
Version: Expansion 1.10+
+18 to Life
Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x64efa826
Item Level: 80
Version: Expansion 1.10+
+18 to Life
Fungal Grand Charm of Greed
Grand Charm
Required Level: 42
Fingerprint: 0xefcbb718
Item Level: 68
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
13% Extra Gold from Monsters
Steel Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x3c258b31
Item Level: 85
Version: Expansion 1.10+
+105 to Attack Rating
+38 to Life
Mercenary
Mizan, A2 NM Offensive
Helm: Tal Rasha's HC
Armour: Treachery
Weapon: Infinity
Code:
Tal Rasha's Horadric Crest
Death Mask
Defense: 127
Durability: 11 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x352d6f8b
Item Level: 82
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15
Treachery
Great Hauberk
ShaelThulLem
Defense: 1084
Durability: 26 of 26
Required Level: 56
Required Strength: 108
Fingerprint: 0x2d9806ae
Item Level: 88
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
Ethereal
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem Rune
Infinity
Thresher
BerMalBerIst
Two Hand Damage: 71 - 833
Durability: 33 of 33
Required Level: 63
Required Strength: 142
Required Dexterity: 108
Fingerprint: 0x2c532938
Item Level: 80
Version: Expansion 1.10+
50% Chance to cast level 20 Chain Lightning when you Kill an Enemy
Level 12 Conviction Aura When Equipped
+35% Faster Run/Walk
295% Enhanced Damage
-53% to Enemy Lightning Resistance
40% Chance of Crushing Blow
Prevent Monster Heal
+42 to Vitality (Based on Character Level)
30% Better Chance of Getting Magic Items
Level 21 Cyclone Armor (30/30 Charges)
Ethereal
4 Sockets (4 used)
Socketed: Ber Rune
Socketed: Mal Rune
Socketed: Ber Rune
Socketed: Ist Rune
The Build
Sauron has yet to reveal his deadliest servant. The one who will lead Mordor’s armies in war. The one they say no living man can kill. The Witch King of Angmar. You’ve met him before. He stabbed Frodo at Weathertop. He is the lord of the Nazgul, the greatest of the Nine.
The Lord of The Rings specifically mentions the Lord of The Nazgul as a necromancer. He wears a crown and is himself invisible to normal eyes, although Frodo seems him as a ghostly figure when wearing the ring. So overall, I think the character and his appearance fitted the theme well. Sure, there is no reference to poison novas, but all the elements that are mentioned in the book are present.
Unfortunate D2 allows no spaces in names and only one underscore. Maybe I should have gone with The_WitchKing or something, but I decided on The_Nazgul early on, as a shortening of The Lord of The Nazgul.
Then the Black Captain rose in his stirrups and cried aloud in a dreadful voice, speaking in some forgotten tongue words of power and terror to rend both heart and stone.
Thrice he cried. Thrice the great ram boomed. And suddenly upon the last stroke the Gate of Gondor broke. As if stricken by some blasting spell it burst asunder: there was a flash of searing lightning, and the doors tumbled in riven fragments to the ground.
One of the criticisms that is often leveled at meleemancers is that they are not truly melee if they use Corpse Explosion. On the other hand, without it you can find yourself hiding behind a golem and the mercenary, just casting curses and running away. However you look at it necromancers are weak in melee. I chose to use CE and was very glad I did. It helped in the areas like the Arcane Sanctuary against packs of Ghosts. I didn't use it all the time, but I was glad that I put the points into it.
I was unsure how effective the Poison Nova would be, especially as swinging at 14FPA meant that my kill speed was going to be fairly low. In fact is was quite effective, especially in A1 and the jungle. I was somewhat surprised to find that it triggered not just when I killed something with normal attack, but also when the nova itself killed something. This created many pretty multi novas:
Chasing hobbits on Weathertop:
I didn't use Poison Dagger that much. It really is a bit too slow acting in practice. The time that it came in most useful was fighting The Ancients. My mercenary decided to take an early shower, leaving me and a clay golem facing three full strength ancients. As I had lost the conviction and might, my AR meant I had no chance of hitting with the sword. So I switched to dagger and ran around weathertop cursing them with lower resist and poking them with the dagger occasionally, whilst the golem slowed the pace down to a manageable level. They went down on the first attempt. Actually, ol' Gumby is about the only part of this build that I don't think fits the theme very well. For that reason he was only used for Hell act boss fights and The Ancients.
The Worldstone Keep gave me my biggest problem when I got cornered by Black Souls at The Throne and couldn't retrieve my body. After two further deaths and several merc resurrections, I eventually managed to Dim Vision them and get my gear back. After that the minion waves and Baal posed little problem.
Nazgul with lance by John Howe
Witch King portrait by John Howe
Finds
Hellforge: ? NM, Ko Hell.
I found a 109/23 Steel of GC of Sustenance which is always useful. Apart from that nothing memorable. Although after about six years playing this game, the variety of drops that I class as 'memorable' gets smaller and smaller.
Update 2020
The_Nazgul got respecced as my cow runner for the last few RFLs, he is now level 91. He will stay as a pure poisonmancer for a bit, I may use him to run The Pit at the next MFO. After that he will get respecced back to his original build for retirement.
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