Skill-less tournament (3rd edition)

Adriana has made some progress. She is now at the Jail Level 1 WP, and seeing that level 51 was obtained, she took a break to gamble massive amounts of gold (7 million - all the gold gathered from beginning of Act 4 until now). She began by aiming for circlets/coronets (scored a coronet of Teleportation which was very nice; might repair it later with the Personalization quest, if the cost will be too high), cestuses (which from my calculations should 1/10 yield an upgrade to exceptional - after about 20 of them I gave up, none were upgraded), balanced knifes (hoping for one with good IAS and, maybe, some extras), and, of course, merc weapons (polearm class and pikes). All these targets were gambled as, at the beginning with all that gold available, I was feeling very rich, but as the gold was flying, I was starting to feel poorer so I gradually stopped gambling other stuff and stuck to merc weapons. The rares were pretty rare and only 2 ferocious were seen (bardiches both). Even those were quite low (116 the most).

You are probably wondering how would Adriana begin gambling merc weapons. Has the Amn dropped if a break in play was instated in order to take on such an endeavor? Well no, but a few middle runes got Adriana in the position to cube one. By the way, the /p1 countess dropped an Ith, an El, and a Tir.

From the last update fights have been relatively safe. The devilkins again made a tedious fight, but, again, we managed. The highlight of Adriana's tactics was in barracks/jail where merc was again ignored. Adriana began luring monsters, running away and locking herself behind a door or in a cage. Not all monsters can open doors, so merc was left alone with them, slaughtering away undisturbed. The most funny situation was when the merc was locked inside a room with a double boss pack of wraiths. Adriana was standing not far from the door and eventually one wraith opened the door, but should she have moved a little further the entire fight would have been over with no help from her. One observation though: ranged attackers don't ignore merc.

Drops have been ok. A few socketed which could be useful, short war bow, gauntlets, scale mail (a candidate for the merc armor when MF run is over).

Still undecided what should I upgrade: the gambled rare bardiche that had 116% ED, +4 min, +9 max dmg, 1-148 lightning dmg, or an old pike I found earlier with 78%ED, 149 AR, +1 min, +7 max and ctc Ice Bolt. Dmg per frame seems higher for the lance, but the bardiche also deals good elemental. As this is only temporary until a Sol drops, it is unlikely that the lack of elemental would prove decisive. We have the poisonous kris to deal with highly physical resistant bosses, so I think I'll go with the lance.
 
Skilllass and Azrael have completed the Horadric Staff and are at level 57 waiting to enter the palace. The combo has proved so tough that my play style has become too cavalier; blind teleporting into rooms or near boss packs with unknown mods. This will need to be tightened up, but for now it is fun to play like on softcore.

For instance here:

View attachment 654

We are separated and being swarmed however Skilllass has just frozen those directly in front of her allowing her to move the southeast, switch, and telestomp the slinger hanging out on the left of the screen.

Some caution was warranted in dealing with Fangskin and his pack:

View attachment 655

A couple of welcome sights along the way:

View attachment 657

View attachment 658
 
Don't forget the 'repair and recharge armor item' recipe: item + Ral + flawed gem.

Forgot about that :). Anyway, for now, all my Rals and most of Tals are gone (cubing the Amn). As I was checking the recipe to find the required type of gem, I realized I also needed an Ort :). So I still can't upgrade the pike and that means Adriana will hit Andariel without it, as she has reached the Inner Cloister. That was her last chance to access the extended stash before Andy.
 
Just a quick update for Unlikely, having reached the Black Marsh and cleared the Forgotten Tower.

A green amulet dropped in the Crypt. I always find green amulets exciting. This one was Cathan's, giving me 4 of the 5 set items now.

Stony Field had a huge welcome with two skeleton boss packs mixed together. One was Extra Strong/LE, while the other was Might aura/LE. Ouch. Then, just on the edge of screen was another two boss packs mixed together (I was very careful no to drag them into the first fight). This time Fanaticism aura/Stoneskin Hungry Dead and Extra Fast/Cursed Moon Clan. Not so nice combinations but we were able to prevail.

Our first Shael dropped in the Stony Field and we were able to make Rhyme in a nice Head:
Rhyme
Zombie Head
ShaelEth

Defense: 5
Chance to Block: 25
Durability: 12 of 20
Required Level: 29
Required Strength: 14
Fingerprint: 0x2a49e264
Item Level: 13
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Adds 2 - 7 Poison Damage Over 3 Secs (75 Frames)
+1 to Teeth (Necromancer Only)
+3 to Dim Vision (Necromancer Only)
+1 to Corpse Explosion (Necromancer Only)

Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
2 Sockets (2 used)

Whistan's Guard dropped in Tristram. Will probably need the shield staffmods from heads too much to ever use it, but always nice to have a high block shield around.

Then Jemali had our first merc NDE in level 1 of the Hole. He wanted to tank a double boss pack of Cursed/LE Brutes and Extra Fast/FE Vile Archers. We managed to pull him away and pour a purple down his throat just in time.

This was followed by our first merc death on level 2 of The Hole when we met up with a group of Champion Misshapen, Boss Vile Archers (Magic Res/Tele), normal Brutes and normal Carver Shaman with Carvers. All just too much for our poor merc. Luckily his death bought time for Unlikely to get away and after a rezz we were able to break the groups up and take them down piece-by-piece. Although still not easily and a second merc death was averted with some quick purple potion work.

The Forgotten Tower dropped Hellplague, The Patriarch and then an eth Superior Partizan (10%). I was disappointed when I found that it was only ilvl 39, thinking this would yield only 3 sockets from Larzuk. But from some research it appears that it will give 4, which will be perfect for an Insight! Once I reach the Inner Cloister (edit: I meant the Outer Cloister) I will head back to Normal difficulty to do the deed.

The Tower level 5 had yet another double Boss pack for us, this time Stoneskin/Cursed Blood Clan and Might/Magic Resistant Ghosts. Luckily it wasn't a stair trap or we would have been in too much trouble. As it was Jemali had his second death before we could finish them off.

Countess was a piece of cake and dropped a Nef.

Unlikley the Necro with Jemali the Prayer merc and the Clay Golem, Level 50, NM Black Marsh
 
Last edited:
@jiansonz - Hmm, perhaps I could have killed those archers after all; I just really did not want to die. Great technique with Bash on the priests!

@Dezrok - congrats on Baal and Cows! Thanks for the neat screenshot of cows + attract, I learned a lot from that post.

@epaminondas - mwahaha! Go invisible merc! Those wraiths deserve the worst!

@Sput - nice positioning for Fangskin and congrats on the runes!

Rocks fall, Duriel dies.

The Canyon had some tricky cold enchanted/fanaticism slinger packs. Terror split them up; Waheed could kill one at a time. There were also crushers (who move quite slowly when decrep'd) and hellcats (who are just plain squishy). Playing this character has taught me how to use Terror effectively. The monsters always run away from where the curse is cast. Hitting them with Terror multiple times makes them run away faster.

The first false tomb began with a stair trap of apparitions and cursed gorebellies, and some back row ghoul lords for extra spicy firewall action. It was a long, difficult fight to clear the stairs, and our troubles weren't over yet. There were 4 other apparition bosspacks! Some were unbreakable physical immune, but I was able to lure those to more monsters for CE. I had to park a cursed, lightning and cold enchanted apparition boss. This first false tomb was very expensive, both in terms of purple pots and merc resurrections.

The second false tomb was much gentler, with ghoul lords, beetles, and unravlers. Most of the bosses were champions, and that was good for my potion stash.

3rd had unravelers, preserved dead, and apparitions. Ugh, mummies and ghosts together! Thankfully, most of the bosses were mummies instead of ghosts. Halfway through, as I was running away from some ghosts, I got hit with the ignore merc bug. I lured a ghost boss into a pillar where it got stuck and became easy prey for Waheed. Found Goldstrike Arch, nice! That will solve my AR woes for Mephisto.

4th had ghoul lords, beetles, preserved dead.

5th had preserved dead, apparitions, ghoul lords and Ancient Kaa. After I noticed that this was a larger tomb, I made sure to blow everything up, although there was an interesting tension between saving corpses to quickly remove ghost bosses and worrying about Kaa resurrecting things.

6th had a cursed apparition stair trap that very nearly killed me. I escaped with a town portal and decided to skip that tomb.

The true tomb had gorebellies, preserved dead, and unravelers. Phew, no ghosts.

For Duriel, I put on Sigon's hat and gloves, Hsarus's boots and belt, Black flail, and Whitstan's Guard. I had 51% hit chance and 72% block. With this setup I had negative resists, except for 30ish cold, so I needed thawing potions for both me and the merc. I started off decrepifying Duriel, and then switching to CB/block and rushing in to tank. When I got this right, Waheed didn't instantly die. Then, when Duriel would knock me back, I'd switch to curses and recast decrepify. Repeat, with many many trips to town for merc resurrections and (mostly red!) potion refills.

View attachment 660

The loot was junk, but I sold it all to try to recoup the merc resurrection expenditure.

Yredelemnul and Waheed, lvl 80, Hell Kurast Docks
AT next, then back to normal to buy a teleport staff
 
Last edited:
Quick update on Vladimir. We're about halfway through nightmare arcane sanctuary. I really hate this portion of the game in these tournaments. They layout of the sanctuary and the mummies in the tombs makes it such a pain to get act 2 merc kills.

I was trying to run ahead to pull Jemali down some stairs, and got completely surrounded on some stairs. Popped a few portals, but none of them ended up next to me. I tried using terror on the goats, but it wasn't effective. So I whipped out the meteor charges, through a few life taps around, and beat my way out. I used every potion in the belt, but Vladimir lives to fight another day! Lesson learned :)

It's been a crazy couple weeks, so progress has been slow. Should make it at least to A3N this week.

We're level 57.
 
Last edited:
I'm still playing, but only for short sessions because otherwise I would risk my sanity, for watching hours and hours of mindless whacking.

NM Hellforge had the worst possible drop: a Sol rune.

Clearing the Chaos Sanctuary took some time, but Razan performed better than expected (at /p5). Only one death, IIRC.

Seal bosses (/p3) were no problem, and Diablo fell quickly, as I managed to position Razan in point-blank range where he could not be hit by the lightning. Diablo only attacked Razan, did minor damage which was regained by Life Tap, and finally died to OW + Razan's partizan. He dropped Hwanin's armor, Venom Ward, and useless junk. It was such an easy fight (grand total of 1 super healer needed for Razan) that in hindsight I regret not taking him at a higher player setting.

The bloody foothills were much harder due to archers, but nothing that Dim Vision could not take care of. Ironically, an archer dropped the Dimming Dagger of Doom:

Plague Spike
Stiletto

One Hand Damage: 22 - 43
Durability: 24 of 24
Required Level: 25
Required Strength: 47
Required Dexterity: 97
Fingerprint: 0x6e70da75
Item Level: 58
Version: Expansion 1.10+
+1 to Necromancer Skill Levels
+20% Increased Attack Speed
20% Enhanced Damage
+107 to Attack Rating
Level 4 Dim Vision (90/90 Charges)


which has now replaced the Wand of Dim Vision, just for style points. Too bad the +1 necro does not work with charges!

The first attempt to craft a Divine Scepter failed miserably, getting one without extra %ED and with +1 FoH, yeah.


[highlight]Incompetentus and Razan, level 66, Frigid Highlands (NM)[/highlight]
 
Adriana has pressed on toward Andariel starting from Jail level 1 WP.

Right away, in level 2, knowing we need runes, the game failed successfully in providing something useful by making a Dol sprout from a forgotten monster. I was so surprised, I almost didn't notice another short war bow right next to it. Would really preferred a Sol, though. A little later we also found an ethereal belt.

As I was saying, once we reached to Inner Cloister, we attempted a rare pike upgrade, but failed because we were an Ort short (hey, that rimes!). @felixbavaria: Adriana laughed hysterically at your disappointment with the Sol rune :). So we approached the depths of the Catacombs using a mere savage partizan of nothing.

As usual, shamans were a pain, until we realized we could close groups of devilkin behind doors they didn't usually open. So when resurrected, they would not bother merc and leave him to his business of whacking shamans. That was very useful in an encounter with a champ pack of shamans and their zillions devilkin. We would have gone mad trying to shatter them with the small charm of 1-2 cold damage which is our entire combined might of shattering power.

Catacombs level 4 brought on our toughest challenge until now. Stair trap of cursed afflicted ones (a really BIG pack of them). Put the coronet of teleportation to good use by TPing beyond a wall where only devilkin dwelled. Still a tough spot (some afflicted followed), but slowly we established the foothold. Then we tried to clear the boss pack, but lost the merc a few times before realizing the best bet would be a life tap abuse. Still Adriana needed to stand in harm's way in order to keep the fighting in the merc. I think we had a lot of NDEs without very much acknowledging them.

Next came the shaman pack (3 usual ones) to the far side of the room and their minions, but the door to the entrance chamber was blocked by a ghoul corpse and we could not hide devilkin behind it. So we again experienced a NDE, surrounded by devilkin, unable to reach our TP. Luckily, merc mercifully killed one blocking the way and we were saved. While fighting our way deeper into Andy's lair we noticed the corpse blocking the door disappeared but we still could not close the door. Damn! We were very worried of having devilkin bothering us when Andariel is about, but thankfully the shamans in her chamber were: one very close to the door (and could be killed before Andy spotted us) and the other two - too far away to care about the entrance room fallen.

The fight with /p8 Andariel brought forward again the wonders of full Cleglaw's Set. The AR was unspeakable high (close to 4k), but resists to poison were only 65 (with potions). Again, I forgot to make use of a Poison Shrine situated, not very conveniently, at the beginning of Catacombs level 1. The merc wore the Venom Ward with little success. He was put into hit recovery for far too long to manage to leech his life back, so Adriana went on without him. She used quite a few potions, but in the end, merc's done Andy in, wearing (along with Adriana) full MF equipment. The only trick was to get Andy to hit Adriana instead of merc, and that was achieved after several tries (most ended in merc deaths).

The drops have been nice: a very low sallet (23/24/22 resists; it really doesn't matter which is which), sharskin belt, demonhide boots, some failed sets, a grand charm (ilvl 49, so no skiller potential), a topaz and some chippies. Although a bad roll on the Rockstoper, it will make a fine survival helm later.

Nothing else to report except maybe another merc death as we left him battling a single ghoul champ by himself (we were busy drinking some antidote potion we found on the ground (!?!?) ). He started with full health and lost.

Code:
Alive characters:
Forum Name      Class       Char Name    LVL   ACT     WP             Version
------------------------------------------------------------------------------
SunsetVista      Necro      Yredelemnul   80   A3(H)   Kurast Docks      1.13 
HanShotFirst  ***Sorc       Two           80   A2(H)   Lut Gholein         
felixbavaria    *Paladin    Incompetentus 66   A5(N)   Frigid Highlands  1.13d
jiansonz         Assassin   Helena        64   A4(N)   Pandemonium Frt   1.13
japanzaman       Barb       Babs          57   A3(N)   Kurast Docks      1.13
Dazliare        *Barb       Vladimir      57   A2(N)   Arcane Sanctuary
Sput             Sorc       Skilllass     57   A2(N)   Lost City
epaminondas     *Assassin   Adriana       53   A2(N)   Lut Gholein       1.11
Dezrok           Necro      Unlikely      50   A1(N)   Black Marsh       1.13d
Southpaw8668     Necro      Goulash       14   A1      Black Marsh       1.13
imakeigloospat   Druid      Glenn          1   A1      Rogue Enc         1.13d
xXxGrimmxXx      Amazon     WaffleStrike   1   A1      Rogue Enc         1.13d
Atroz           *Assassin   ?              1   A1      Rogue Enc
------------------------------------------------------------------------------

Dead ones:
Forum Name      Class       Char Name    LVL   ACT     Place of Deeds  Version
------------------------------------------------------------------------------
Southpaw8668    *Paladin    Lucious      >19   A2      Duriel           1.13
xXxGrimmxXx    **Druid      Roland      >=17   A1      Monastery        1.13d
xXxGrimmxXx    **Assassin   Noctyria       9   A1      Cave Lvl 1       1.13d
------------------------------------------------------------------------------

Notes: 
*  = this class has been randomly chosen
** = this class has been somewhat randomly chosen
*** = this character needed a random decision that it would not be random :)
 
The first false tomb began with a stair trap of apparitions and cursed gorebellies, and some back row ghoul lords for extra spicy firewall action. It was a long, difficult fight to clear the stairs

Cursed Gorebelly boss pack stairs trap on Hell, and you still managed to get a foothold by holding the stairs! I'm impressed - must be some neat crowd control you have there.




Life is good for my duo. Act IV was quite slow but not very dangerous. OK, it was dangerous once or twice against boss packs of Burning Souls.

Against the boss below, I had to get it into pursuing behaviour, CoS the small ones, back away and not let the boss bump into anything or it would start spawning again:
HelenaNM15spawnerboss_zps0931b02c.jpg

It's not so hard to do this with a mercless ranged character. It's quite a bit harder with my setup, since I need to be over-obvious to Meghan when I want her to move and when I want her to stop.

Hephasto provided one of the scarier fights I've had with him. Aura was Holy Shock, but I do not remember his added mod. Must not have been too scary or I would not have tanked him the whole fight. Needed four full purples.

I had a drop by the Hellfoge that would turn out to be game changing! Not the rune from the forge itself, even though that one was also nice (Fal rune) but something that a random Pit Lord close by dropped: a Pul rune.


Diablo seemed to have an intense hatred for Meghan. He ignored Helena if Meghan was within awareness distance. Look here:
HelenaNM16BoneBrison_zps2b3337d6.jpg

(Note that there is already a smashed prison in the same spot)
It was sluggish to fight him without Meghan because I had something like 38% chance to hit. Major AR trouble. But if Meghan managed to cast Inner Sight before she died, that would be active for a long time and help me a lot.
Just like the last act boss, this one dropped an exceptional unique bow - Kuko Shakaku.

Kuko was never a candidate for this, though:
[Highlight]Riphook
Blade Bow[/Highlight]
Two-Hand Damage: 67 to 131
Required Dexterity: 119
Required Strength: 76
Required Level: 52
Bow Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x92e8c80c
+35 to Mana
+220% Enhanced Damage
7% Life stolen per hit
Required Level +7
30% Increased Attack Speed
30% Chance of Open Wounds
Slows Target by 30%

Just before upgrading, I realized that it has a perfect ED roll. OK, the variation is not as large as for many other S/U items (it has 180-220%), but that is still cool. :)

I played Bloody Foothills still with Edge on the switch. But I never used it. With that damage output and the OW, there was no need for PMH anymore. For the next session, I equipped Helena with the Harmony Double Bow instead. Much better! We did tandem firing against evil demon huts and imp towers to bring them down faster.

Regarding the Valkyrie, I have found this:
* As long as I have the bow up, she won't go poof. She can still die (only 615 life) but usually not before the casting delay has expired.
* Switching from the bow kills her instantly.
* With a skill shrine active, switching from the bow kills her within a couple of seconds.
Haven't tried the Revives yet.

Helena runs very slowly in her claw/shield setup, but switching to the bow activates Vigor. Very convenient for the many selling trips and otherwise when I want to move fast in cleared areas.

Slight improvement in moving speed when my newly bought Jeweler's Gothic Plate of the Mammoth (+31 life) was completed with perfect topazes and character and merc switched armors.

This guy was one of our hardest foes:
HelenaNM17taurboss_zps83611661.jpg

This boss did usually kill the Valkyrie before I could cast another, so it got a bit lively. Thankfully, this type of bullhead can be chilled. The chilling + Riphook slowing got him to manageable speed, at least when he wasn't 'pumped up'.

After I had rescued her, I did some extensive claw shopping at Anya's. Got me some quite interesting ones, including a duo that I can prebuff level 6 Fade with (45% resist all for 3 minutes). Some were expensive (600k+!). My current main claw is this:

Massive Scissors Quhab
One-Hand Damage: 29 to 61
Durability: 68 of 68
(Assassin Only)
Required Dexterity: 82
Required Strength: 82
Required Level: 40
Claw Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x9ec26935
+54% Enhanced Damage
+2 to Dragon Tail (Assassin Only)
+1 to Cloak of Shadows (Assassin Only)

Had to push STR a bit for this. My native STR is now 77. I have saved 5 points because the Arctic combo (that gives +5 STR) needs go in Hell to make room for more potions in my belt (I've developed a habit of drinking big reds from inventory in boss fights...).

The DTail gives me another option of handling dangerous fast melee bosses and champs. This one was not particularly fast or dangerous but was good for some practice:
HelenaNM18forkicks_zpsacb844dc.jpg


Other finds:
- Lem rune, in one of the vast outdoor Act V areas. Yay, Treachery, here I come!
- Jewel of Fervor
- 10% fire resist small charm
- 13% fire resist large charm (Helena has crawled up to 42% now)
- Russet Russet Armor (novelty item - one of 15 to look for in the "stutter items" category of Svavenger Hunt 4 (that I still try to complete even though the competition is long over))


[Highlight]Destroyer Helena the CoS (and sometimes bow) Assassin and Meghan the Riphooking Cold sister, level 71, NM Nihlathak's Temple next[/Highlight]


(Oh, and I think Assassins look quite professional firing a bow. OK, the hip swinging is a little extravagant but overall, not bad.)
 
Last edited:
Cursed Gorebelly boss pack stairs trap on Hell, and you still managed to get a foothold by holding the stairs! I'm impressed - must be some neat crowd control you have there.

Thanks! I got lucky in several respects. First, the entry was one of the more open rooms, so there was space for monsters to be Terror'd away. Second, the cursed Gorebelly boss was kept away from us by most of the rest of his pack and all those ghosts (Terror kept them going in all directions instead of stacking), and he didn't have a damage aura, so he wasn't able to curse too effectively. A combination of Terror and Decrepify let me control somewhat which monster my merc was hitting (and also kept them moving, not stunning him), so we could get a corpse as soon as possible. With two Gorebellies down, the rest of the mob soon followed in a gory explosion. At least that's what I remember. I need more experience before I can keep my cool enough to screenshot stair traps like you do.

@jiansonz - That upped Riphook is incredibly awesome! So's the progress!

@epaminondas - congrats on surviving a tough stair trap and killing /p8 NM Andy! so brave!
 
@jiansonz Nice finds with the Pul and the Fal! I especially like the pic of the fight against Black Venom; girl power!

@SunsetVista Huge congrats taking down Duriel. Hopefully act 3 will go as nicely.

@epaminondas Sounds like your battle with Andy on p8 went a lot like mine. Hope for Andy to attack you since if she attacked the merc he crumpled.

Skilllass and Azrael have taken down Duriel, full clearing on p8. They now sit on the docks at Kurast at level 60. Skilllass again had to do attempt to do the tanking of the boss. Here she is giving Duriel a hug even though he was feeling green and she was feeling blue:

View attachment 661

Duriel's drop was crap (348 MF on Skilllass, 118 on Azrael = 458 MF total). Thanks to a timely Gem Shrine, Skillass is wearing a 4 PTopaz Ancient Armor. No other finds of note except for a pair of two socket Tower Shields! Now I just need the Shaels.
 
Unlikely has moved on to Lut Gholein.

After reaching the Outer Cloister we paid a quick visit to Normal, where we Imbued a Demon Head and got Larzuk to socket the eth Partizan. Just after I socketed it I realised that the Superior was 10% Durability, not 10% Damage. Oops. Still, went ahead and made Insight in it. Would have been a waste of the Socket reward otherwise and still makes a weapon that should easily see us into Hell (decent rolls too). 10% wasn't really going to make that much difference.

Insight
Superior Partizan
RalTirTalSol

Two Hand Damage: 175 - 366
Durability: 36 of 36
Required Level: 27
Required Strength: 103
Required Dexterity: 57
Fingerprint: 0xd287885c
Item Level: 39
Version: Expansion 1.10+
Level 16 Meditation Aura When Equipped
+35% Faster Cast Rate
227% Enhanced Damage
+9 to Minimum Damage
241% Bonus to Attack Rating
+1 to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+4 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
Increase Maximum Durability 10%
Ethereal
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune

A bit of gambling turned up Naj's circlet and we continued to shop wands, fine tuning our collection. A +3 Amp Dam/+2 Terror one was the latest addition, kept handy in the stash in case we come across PIs that Decrep can't break (don't think that will happen until Hell though).

Heading back to NM and the Outer Cloister, I was a bit concerned about Jemali not having any life leech, so kept a 5% ll circlet in the stash, just in case. Turns out my fears were groundless. He needs to be fed a few more potions to keep him alive but so far has been generally happy without leech. He did die a few times though, so will stop commenting on his deaths now… unless they are spectacular.

The eth Insight made quick work of just about everything through the Jail and Catacombs. Quite a few normal set items dropped but it wasn't until level 3 of the Jail that things got a little bit interesting with Pus Spitter and Brainhew. A Boss in the Inner Cloister dropped Trang's Claws, which could be very useful later on.

Then it was down through the Catacombs until we found Andy. Feeling pretty confident we left things on p8. One early merc death before we got set, but after that it was pretty easy, with Decrep and the CG slowing things down to a crawl and Jemali packed full of antidotes to keep the green at bay. With Andy having a strong preference for hitting the CG, Jemali and Unlikely were both pretty happy. Andy dropped junk, Infernal Torch the only S/U.

And some pics …

That Skellie double Boss pack from the Stony Field
View attachment 662

The nastiness from level 5 of The Forgotten Tower
View attachment 663
(they had started outside the room and i had dragged them back to this point to try and get them away from the Might aura ghosts (which obviously didn't work)

and lastly, some carnage on level 2 of The Pit
View attachment 664

From The Pit onwards, Unlikely has started using CE on Carvers (and their relatives) when there are just too many of them. As this doesn't give us the mercs MF we avoid it as much as possible, but sometimes it just isn't worth the potential for disaster.

Unlikely the Necro, Jemali of the BIG stick and the CG, Lvl 53, NM Lut Gholein

And some really amazing progress everyone! Such good reading!
 
Rocks fall, Duriel dies, and SunsetVista's footprints are still fresh :cool: .

View attachment 667

or to put that another way,

Hell Act II is complete!

Let me sum it up for you:

View attachment 668

That's really all you need to know . . . but since everyone else insists on writing such nice updates I better put some more words on the page :D .

If Hell Act II had been a joke it would not have been funny. Well, at least not until the punch line at the very end (more on that later). Hazade was using his Insight Bec-de-Corbin that had been forged in the Ancients Way of NM Act V. At the time it had been a pretty nifty improvement. By Hell Act I it was obsolete. By Hell Act II it was a thing of great misery. I had cleared Hell Act I at players 5 and had not found a single white or grey elite polearm. Hell Act II continued the trend. I cleared Hell Act II at players 5 with the exception of the Claw Viper Temple (players 1), the Arcane Sanctuary (players 3), the False Tombs (players 3), and Duriel (players 1) and up until the final moments had precious little to show for it. I found a substandard (crude, cracked . . . whatever) Colossus Voulge in the Rocky Waste and while I have my Um Rune from the NM Hellforge and Crescent Moon was an option . . . making it in that base was not. A one socketed Thresher dropped next in the Lost City :rolleyes: but then a white Thresher dropped soon after! It was a one in six chance but it was as close as I'd gotten in an Act and a half of Hell. I cubed it at the next waypoint and got five sockets :oops: . I thought about making Honor but it really didn't seem much better and I was running low on Amn and Sol Runes. So on we pressed. Then it happened! We found a white Colossus Voulge that we could take to Larzuk! One problem though, I had found it while dreaming. Literally. That's how bad the situation had gotten . . . I was actually dreaming about finding white Colossus Voulges. And not once or one night . . . for three nights straight . . .

As Hell Act II approached its end I was in death spiral. The Arcane Sanctuary and False Tombs had forced me from players 5 to players 3 and the drop rate from monsters and objects was noticeably decreased. I needed stop the no drops but Hazade's Insight Bec-de-Corbin was no match for most monster groupings (there seemed to be PI Specters everywhere). Then in last tomb, the true tomb, we finally caught a break. Beetles, Ghoul Lords, and, and, and, Zombies! By far the weakest combination we had seen! I increased the players setting back to players 5, and then perhaps due to the increased players setting, the law of averages, divine intervention, or goodwill from the Easter Bunny:p , all my Christmases came at once:

View attachment 669

a white (real) Colossus Voulge I could take to Larzuk. Though, it was too late to do so before Duriel . . . so Hazade continued to clear the tomb with his Insight Bec-de-Corbin . . .

and found, a Raven Frost Ring in an urn (no screen shot because I obviously didn't know what it was at the time).

And then came the final present. The one I had really been wanting. The one I had been wanting so badly I didn't dare dream of it . . .

View attachment 670
Now that's an elite polearm worth showing to Larzuk :cool: .

But first things first. I still had a tomb to finish clearing and Duriel was waiting at the end. I (obviously) managed to finish clearing the tomb without getting killed by the overconfidence generated by dread-doomsday-weapon-of-the-apocalypse (that I in fact did not yet possess). I would have loved to use it against Duriel . . . but hey, it didn't drop in time. BUT IT DID DROP! So anyhow, I had to use my original game plan for Duriel. First, and this was important, I remembered to drop the players setting to players 1. Upon entering the chamber, Hazade began by tanking long enough for me to use Static Field (for as much as I could use it for ;) ). I then returned to Lut Gholein, and then the Rogue Encampment, hired and equipped Heather (with a freshly made at the last waypoint Harmony Blade Bow), and then returned to face Duriel. And then, it wasn't easy, but it wasn't hard either. I began by tele-strafing in circles around the chamber but quickly stopped after frequently falling into no-tele-zones. I then settled on tele-strafing straight left to right and right to left across the chamber and that worked just fine. In about ten minutes? . . . and sixteen or so mana potions later, the Demon was dead. No fatalities yet again! . . . except of course of the demon :D .

Strategy for the rest of Hell Act II was much the same as Hell Act I and pretty much what you'd expect. Hazade was still using either Boneflesh or Duriel's Shell depending on the situation. Boneflesh for monsters immune to physical. Duriel's Shell for cold enchanted monsters. My Sorceress has Teleport, Telekinesis, and Glacial Spike on her orb. Frozen Armor, Energy Shield, and Static Field on her switch staff. Lastly, Weaken is available on her armor. Play is surely how you'd imagine it . . . with maneuverability reigning supreme. It's gotten past my bedtime (and I must be approaching my desired word by now) . . . so if your curious about anything in particular let me know and I'll get back to you . . .

Before I go though, tradition mandates I mention set/unique drops! Set/uniques were far more numerous than I would have expected for a character operating with 102 MF and included: The Tannr Gorerod Pike (from the Sewers Level 3), Sigon's Armor (from the Rocky Waste), Cathan's Armor (from the Rocky Waste), Cleglaw's Sword (from the Rocky Waste), Gorefoot Heavy Boots (from the Rocky Waste), Sander's Wand (from the Dry Hills), Skull Splitter Military Pick (from the Maggot Lair Level 1), Spectral Shard Blade (from the Maggot Lair Level 2), Husoldal Evo Bec-de-Corbin (from the Maggot Lair Level 3), Battle Branch Poleaxe (from the Lost City), The Face of Horror Mask (from the Lost City), Langer Briser Arbalest (from the Ancient Tunnels), Vidala's Bow (from the Palace Cellar Level 1), Isenhart's Armor (from the Arcane Sanctuary), String of Ears Demonhide Sash (from the Canyon of Magi), Cathan's Ring (from a false tomb), Raven Frost Ring (from Tal Rasha's Tomb), Sander's Boots (from Tal Rasha's Tomb) Cathan's Mask (from Duriel), and Twitchthroe Studded Leather (from Duriel). The Raven Frost got equipped on the spot (replacing a mf/mana ring). I want to equip the String of Ears but will need to take a look at shifting a lot of things around . . . but I really want to . . . because mighty Hazade having the dread-doomsday-weapon-of-the-apocalypse . . .

View attachment 671

. . . doesn't do me any good if the Sorceress goes and gets taken out by some lucky hit . . .

Hanshotfirst, Sorceress, Two, Level 85, Act III Hell, Kurast Docks
 
Last edited:
@Sput Hone Sundan is one of my favourites!

@HanShotFirst Thanks for taking the time to do the write-up. While a picture tells a thousand words, the words were well worth the reading and ... that dread-doomsday-weapon-of-the-apocalypse!!! I'm super impressed that you have been going a p5 too.
 
Impressive. /p5 in Hell is above what I tend to play on in these tourneys, I usually go with /p3. That has me at level 83-84 at the and of Act II.

Yeah, a cool weapon. I suppose the Meditation aura also helps your Teleport + GS spamming. What gear does the merc use to solve the 200 STR requirement?

Why are you so eager to use String of Ears? I see that it has an OK damage reduction but that is only for physical damage. Won't you achieve roughly the same protection with a bigger life pool, using a belt of the Whale? Those can come with a nice resist prefix as well.
 
@HanShotFirst : Man, that's an impressive weapon! I have never seen something like that for any of my D2 chars. Well, I haven't made it to Hell that often (only once actually, with a sorc, in a patch long since forgotten).
 
Back
Top