Single Skill Tree Tourney

R.I.P. Primal. A valiant effort.
Shadow Druid said:
I found with this character the only areas where he was in significant danger were inside tomb like areas where movement was restricted.
Isn´t that nearly always the case, for any character (and the main reason the Kurast temples are so dangerous)?



Mark and Isolde got through the rest of act 4. :)
We drew Grotesques, Maw Fiends (yuck, sooo much life they have!), and Abyss Knights on the River. Most interesting (and also frustrating) of the random bosses was this one. It took a while until I had the situation in the picture: all six Wyrms behind Sin Crawler, blinded. I brought a column a of mana potions in the belt, just for this fight. Whenever I felt my two curses were about to expire (15 seconds duration on Decrep is the shortest), I drank a mana potion and refreshed them both.

When I play the RoF with an underpowered character, I avoid the Hellforge area until I have cleared the rest of the place up to the waypoint. That way I can look for potential Hephasto portal parking spots, and have the choice to return from two different directions. I found the best type of place possible, the segment that has something that looks a lot like the Hellforge platform, minus the side stairs. I am so glad I did, because Hephasto had Might + Cursed. :eek:
Mark said "No thanks!" to tanking that brute, led him a long way away and introduced him to the wonders of portal parking.


Warrior of Light said:
I wish you to find Um or Io!
I did get an Um! My first in 1.10, and my second highest rune ever.
But what is so good about it? What did you have in mind? There are some interesting possibilies, but I would actually have preferred an Io (for Black), a Lum (for Smoke) or a Lem (for a Passion elite bow). Those would have been more straightforward uses, and much appreciated. As I see it, I have three things I can do with it (I don´t use 1.11 so I can´t make a Duress armor, which would otherwise have been a good option.):

* Find a Fal rune, then upgrade Isolde´s bow to a beyond-Cruel Shadow Bow. That would kick @ss!
* Make a Crescent Moon weapon for Mark. The fastest eligible weapons that Mark can use and that can have 3 sockets are Long Sword, Military Pick and Phase Blade. Not hard to see which is the best choice, but also by far the most difficult to acquire...
* Socket it in armor/helm for the resists (arrgh, blasphemy! I usually pick on the twinkers when they do this instead of using a simple Resist All Jewel (even if it´s just 10-11%) Such jewels are..uh..at least 20 times more common than an Um)


I did some equipment changes for the major part of the Diablo fight:
* Swapped amulets again, drank Thawing potions, got the lightning/cold resists up to 75/85. Fire was about 65.
* Sigon´s gloves and belt, for the extra attack speed. The belt is a puny imitation of my 20/90 Russet Plated Belt of the Whale, but that´s the only Sigon´s piece I have beside the gloves. The helm would have been much better, with its large AR bonus.
* Strength Cutlass and Goblin Toe.

50% Crushing Blow against a /p3 boss was almost ridiculously effective. Pwnage.


I am building up the final MF piece now, my 4s Gothic Plate. Got the first PTopaz in. One more and it´s better than Isolde´s "ancient" +42% MF Breast Plate. Once it´s finished (if I manage to do that before Hell), I will switch our armors and lose some of Mark´s FRW penalty (and give some to Isolde instead...).


Character Names: Slayer Isolde (& Destroyer Mark)
Character Class: Fire Rogue (assisted by curses-only necro)
Character Levels: 67
Farthest Quest: Terror´s End, NM
Farthest WP: Harrogath, NM
Game Version: 'vanilla' 1.10 HC
Total MF: +469% for Isolde´s kills, +355% otherwise
 
Shadow Druid said:
@Cormallon: Good luck, I'm passing the curse on to you :o

Duh. R.I.P. Primal. I was out of town the last two days, couldn't play. And now my family caught a bad cold, I fear I'm next with that, too. If so, I won't play HC in hell, too dangerous, and with this curse it will be sure death :rolleyes:

Nevertheless, I still have to find some equipment before I can seriously play in A2 and later.
 
R.I.P. Primal

Latest update..

Well.. I am not so wise.. lol.. I went down to ancients without checking out how many arrows I had or anything.. so halfway through killing the first of them my arrows were out.. then I used my javelins.. they went out too and there was still two ancients to go.. and one of them were physical immune.. eek.. so it took me about forever to wait until my merc and valkyrie took care of them.. in the end I had no more potions or anything.. but I refused to give up and start over..

Right now I am gathering some levels before I dare face Baal..

Char: LiveAndLetLive
Farthest wp: Worldstone keep lvl 2
Farthest quest: Ancients
Level: 64
 
Got some nice findings today..

First I found The Tannr gorerod for my merc.. Then Tals mask..

then I decided to face Baal and he dropped:

39% MF wartravelers and Toothrow

So my merc got a new armor as well.. and a bit later I found Guillaume's face.. My merc got that too..

Now LiveAndLetLive is in Hell
Farthest wp: Rouge Encampment
Farthest quest: Baal NM
Level: 67
 
Hopefully it's not too late for me to sign up, if it is, just let me know, I can't start playing until this weekend anyways.

Forum Name: skoolbus
Character Name: myterra
Character Class: Shadow Discipline Assassin
Character Level: 1
Farthest Quest: None
Farthest WP: None
Game Versions: 1.11 Vanilla HC

I'm wondering, if I find a claw with +1 DS am I allowed to use that skill? Also should I be keeping items for a prize stash?
 
Act 5 has been easier than act 4 so far. Most dangerous encounter was a Spectral Hit Mana Burn Gloam boss in Frozen River that spawned from an evil urn. It did much more damage than I expected it would.

Another place that would have been really tough and dangerous if it weren´t for the river and portal parking was Drifter Cavern. NINE Champion Moon Lords and one Fanatic! Isolde killed them all across the river. I must have run from the GT waypoint to the Drifter Cavern at least half a dozen times. Number of hits Isolde needed to kill an Amped PMH-ed Moon Lord Champ: 44!
There were two Evil Urns on this level. Luckily, they spawned Afflicted and not Frenzytaurs.

I gambled a couple of really nice amulets, including two for the prize stash; one Golemlord´s Amulet of the Squid and one rare +2 Martial Arts, life steal, resist all, etc. Also, one amulet that was near perfect for my plans for Mark in Hell. I´ll let you know what it is if we get there...

When Mark reached level 69, it was major crafting time. Items bought from stores and then crafted will have an ilvl of 71, which guarantees 4 random affixes. I promptly crafted 9 pairs of Blood gloves. Some crappy, some quite good. I settled for a pair with a high number of CB, 19% cold resist and large bonuses to STR and DEX. I tried 3 Safety boots crafts as well. All crap. I will probably try more once I know how many Orts I have left after socketing armor/helm to ensure good resists in Hell.

I found The General´s unique Flail. Cool, always nice to see a unique (I had a string of over 10 dull set items in acts 4 and 5 before this). I sold it to Malah and clicked on the portal to go back to the game.

"NOW WAIT JUST ONE MINUTE!!!"

I slammed on the breaks (clicked on the ground where Mark was running from), went to Malah and bought it back. That is 50% slowing on a one-hander (and a fast one at that). This changes my plans. 'Black' and 'Crescent Moon' weapons may be fancy additions that can speed up the killing a lot, but they won´t really let me kill anything we can´t kill anyway (except maybe against the Ancients). With this tool, Mark will be able to tank just about anything that can´t kill him in one hit (or is FE + LE). Combined with Decrep, not only have I reduced the 'damage output over time' from a boss to 1/8, I can also successfully "tempt fate" (move away just when a monster attacks so it swings in the air) with very large error margins. I tested this against one of Frozenstein´s minions. I felt an attack was about to take place and moved away. Got 4-5 meters away from it before the arms were even above the head of the brute! And that is slow-as-dirt Mark with his Full Plate and Tower Shield and no FRW. In Hell, he will have +20-30% Faster Run, instead of -20% as it is now.

This can get interesting.

Character Names: Slayer Isolde (& Destroyer Mark)
Character Class: Fire Rogue (assisted by curses-only necro)
Character Levels: 70
Farthest Quest: Prison of Ice, NM
Farthest WP: Glacial Trail NM
Game Version: 'vanilla' 1.10 HC
Total MF: +473% for Isolde´s kills, +329% otherwise
 
Some progress. I have gone to Andariel and tested my skill against here, no problem. Now I'm in Act 2 hitting stuff with a rare flail. A fast/nice damage mace which fits my mastery nicely.

Character Name: Richard
Character Class: Barbarian
Character Level: 19/20 (not sure)
Farthest Quest: Radament's Lair
Farthest Waypoint: Sewers 2
1.11 HC + RWM

Randall
 
A little bit of progress. Einbaum has defeated NM Duriel, and moved onto Act 3. One very useful find, from a random boss in the Dry Hills (or one of those other desert areas): Waterwalks! Not half bad.
 
I don't have much time this week, unfortunately.

Mithuad is now level 75 and reached the outer cloister. The countess is still to do though. The merc has severe problems with PI boss packs (ghosts). I need a better weapon for him, but that's not a new problem. Well, I have to think about a strategy... 3os Thresher is highest on my wish list, but perhaps I need an intermediate solution.
 
I am doing a bit more killing as usuall this time, taking a bit of time to get my character level high enough for a good AR. I first collected the complete staff and I am now on the way to the summoner. I've seen 2 false branches, the other 2 will be tonight.

I've switched to a 2-handed weapon though, I "found" a very nice rare hammer with around 42-64 damage (+12 poison, +5% LifeLeach and PVM). Except for the fact that it's a little slow, it's a fine weapon. To be more correct it was not found from any monster (I haven't seen a single one drop), Elzix was so friendly to put these up in his gamble screen. I've gambled around 5-10 times to get this one.

Now I need some gloves with attack speed to make better use of it and increase my damage output.

Character Name: Richard
Character Class: Barbarian
Character Level: 25
Farthest Quest: The Tainted Sun
Farthest Waypoint: Arcane Sanctuary
1.11 HC + RWM

Randall
 
DarkWind has progressed into Act 5 and is currently levelling with Shenk and Eldritch.

No real problems, and Venom is starting to show as a useful attack.

Current Status:

Character Name: DarkWind
Character Class: Shadow Assassin
Character Level: 35
Farthest Quest: Kill Shenk, Normal
Farthest WP: Frozen Highlands, Normal
Game Version: 'vanilla' 1.10 HC
 
Damn the D2 saving system! I HATE IT!

Very, very dangerous long trek from GT waypoint to the exit. Mark had to go past Frenzytaurs and snakes, all the while being chased and bitten by two very annoying and dangerous bat Champions. I thought he got totally surrounded once, but finally squeezed past that. Dim Vision a lot, but it´s hard to focus on the cursing when you have a pair of bats flying around you all the time. Finally saw the exit, but a Frenzytaur boss pack was approaching from the side and Mark was almost out of stamina. I did get out. Phew! Mark suffered 2 NDEs and used up 5 full rejuves during this nightmare.

Isolde was since long dead. I went to Qual-Kehk. "You don´t have enough gold to do that". :bonk: That´s right, I gambled myself almost broke last session...

Sigh, had to sell a flawless ruby and two 'cubing rings' to get enough money for a resurrection.

When we finally were in place on the Frozen Tundra, it was a very relaxed and easy playing session. :) Crush Beasts/imps, lightning skeleton magi and Hell Spawn hardly posed any threat. Come to think about it, I´ve met those Baalspawn (the Enslaved type monsters) on all four outdoor areas in the act. Weird.

I tested my new Decrepify-Slowing-Tempting tactics against a couple of the Crush Beasts. If I could bother to move enough, Mark didn´t have to suffer (or even need to block) one single attack. I am definitely onto something important here. I may even go so far as to say I have discovered a new character build variant: the Slow-Mo-jomancer!

Infernal Pit had Doom/OB Knights, Salamanders and the interesting Hell Witches, my absolute favourite among the native act 5 monster types. They really shine in this environment, where they are able to levitate over the lava. Because they can move towards you, away from you or even sideways, they make for a dynamic and very enjoyable gameplay where I try to outsmart them, dodge their missiles (sometimes blindning them if they are too many) and coax them into flying near me. Then I Decrep them, hit them with my slowing weapon and Isolde mops them up. I was quite succesful in not killing them over lava (where they can´t drop items), only failed once.

Character Names: Slayer Isolde (& Destroyer Mark)
Character Class: Fire Rogue (assisted by curses-only necro)
Character Levels: 71
Farthest Quest: Prison of Ice, NM
Farthest WP: Frozen Tundra, NM
Game Version: 'vanilla' 1.10 HC
Total MF: +493% for Isolde´s kills, +329% otherwise
(I decided to put in a flawless topaz in the 14th and final socket in our gear. If I had waited until the next Gem Shrine or two more flawless topazes there would have been very little left of NM, if anything).
 
sorry for my absence.

who's still in this thing?
 
Mercurial is back playing after a pretty long vacation.

Not sure where I posted last, but I believe it was right around the beginning of Act 2 NM. I've since advanced to Act 3 Flayer Jungle WP- Hone Sundan is pretty much my savior to this point. Duriel was tough on my merc, but a few timely TPs solved that problem.

I've experienced a lot of weapon-switching, particularly after finding Visceratuant and its +1 to sorc skills. I also found an orb with +2 cold skills on it. It's hard to decide whether to equip a weapon that will emphasize the melee side or casting side of Mercurial's personality.

Early in Act 3 I found Kelpie Snare, which I am using right now. It's a pretty good defensive weapon for the fire resist and +life. The slows target is also useful against champions and superuniques, since they cannot be fully frozen by my cold skills. It's hard to hit things with my melee attack, though...only 1600 or so AR, slow attack speed.

BTW, I am using 1.11b, HC, no RWM. Sorry for not posting that info earlier.

Mercurial
Lvl 61
Flayer Jungle WP, NM
 
@corax: Still alive (with my second character)

Just killed Duriel in Normal

Character Name: Richard
Character Class: Barbarian
Character Level: 25
Farthest Quest: The Seven Tombs
Farthest Waypoint: Kurast Docks
1.11 HC + RWM
 
corax said:
who's still in this thing?
I'm still here, my playing time has just been severly limited by school. Psycho didn't help matters with TWD3 either. :D Gabrielle is still waiting in the normal Kurast Jungle, and can't wait to go smack 30-million little fetish with her staff. :D She has fallen way behind everyone else, I fear.
 
I'm still here with my long neglected Amazon.

I condensed Primal's Prize stash into items that people might want:

Raven Frost
Magewrath
Hwanin's Justice
Bing Sz Wang
Wizardspike
Veil of Steel
Spired Helm
Buriza-Do Kyanon
Spellsteel
Aldur's Rhythm

Soul Emblem
Preserved Head
Defense: 7
Chance to Block: 33%
Smite Damage: 0 to 0
Durability: 14 of 20
(Necromancer Only)
Required Strength: 12
Required Level: 7
Item Version: 1.10 Expansion
Item Level: 15
Fingerprint: 0xe60a799c
+29% Enhanced Defense
+10% Increased Chance of Blocking
Adds 2-7 poison damage over 3 seconds
15% Faster Block Rate
+2 to Corpse Explosion (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
Half Freeze Duration
10% Chance to cast Level 3 Charged Bolt when struck

Glyph Circlet
Circlet
Defense: 62
Durability: 35 of 35
Required Level: 33
Item Version: 1.10 Expansion
Item Level: 65
Fingerprint: 0x2f9ebb23
+32 to Life
+100% Enhanced Defense
Damage Reduced by 6
Magic Damage Reduced by 3
All Resistances +19
+1 to Assassin Skill Levels

Scintillating Ring
All Resistances +14

Armageddon Horn
Horned Helm
Defense: 57
Durability: 27 of 45
(Barbarian Only)
Required Strength: 45
Required Level: 42
Item Version: 1.10 Expansion
Item Level: 60
Fingerprint: 0x6eea3e57
+8 to Life
+84% Enhanced Defense
Cold Resist +21%
+2 to Barbarian Skill Levels
+1 to Natural Resistance (Barbarian Only)
+2 to Battle Orders (Barbarian Only)
14% Chance to cast Level 5 Nova when struck

Captain's Grand Charm of Lightning
Adds 1-7 lightning damage
+1 to Offensive Aura Skills (Paladin Only)

Natural Grand Charm of Greed
17% Extra Gold from Monsters
+1 to Elemental Skills (Druid Only)

9xPerfect Amethyst
6xPerfect Diamond
9xPerfect Emerald
7xPerfect Ruby
6xPerfect Sapphire
5xPerfect Skull
3xPerfect Topaz

@corax: I would really like to keep the following items for this character:

Buriza Do Kanyon
Natural Grand Charm of Greed
and Ravenfrost

In that order of preference, but I am prepared to send in everything if required.
 
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