Thanks Jiansonz, but I feel a bit foolish for not thinking of using quote to see the code.
Dorme is ready to be sent to her next sponsor. Here is a little bit of info if you are interested.
She completed act 1 using Players 8 the whole way and clearing all areas/monsters. She is at level 53 and is an easy character to play, so you should look forward to taking a spin with her.
She has 16 points in tiger strike, 20 points in blade fury and 8 points in death sentry. Of course, those are her power skills. She has enough equipment to give her full resistance (except 71 in lightning) in Nightmare. She is still using a war hammer with Malice runed on it. That could be improved (and should be), but it is working fine for now.
Her personalization item is the Eagle Shroud Light plate. It should be upgraded to mage plate at some point and a socket could be added in Act 5. The Merc is using the Larzuk reward (a nice rare ancient armor with one empty socket). The Anya quest item was a really lousy Cestus that she has saved in her backpack for sentimental reasons.
The normal difficulty Charsi embue is long gone, having been replaced with a crafted item. The Nightmare embue is a demonhide belt that has some nice resistances. Since she does not need resistance now, a crafted demonhide belt is being used. The new belt will be passed with her along with a stock of rings and amulets that can be used to fine tune her when other items are changed out.
While gambling to get rid of some gold, I found a circlet with +2 to Druid summoning skills, +5 life stolen per hit, 30% faster run and +11 resist all. I am saving it in hopes of getting a druid to play in the future. Of course, I can only do that after the act 5 larzuk reward. I hope that I live that long. On second thought, maybe I should sell that circlet. :yes:The other item that I am hanging on to is an Ancient's Pledge large shield that I can use on any character that I receive who is low on resistances.
I am so sorry to report this, but Biggs the Barbarian was killed by Treehead Woodfist in the Dark Woods. He was clvl 47 when he died. My condolences and apologies to everyone who contributed to building Biggs.
There is not much to tell about the way he died. I never saw the Tree of Inifuss -rather Treehead and his superfast superstrong Brute minions swarmed Biggs and encircled him. We used every potion we had, but Biggs was pinned, and did not have enough killing power to clear an escape path in time. He went down swinging.
[HIGHLIGHT]Biggs ACT I NM - Deeds[/HIGHLIGHT]
I received Biggs as a clvl 46 with three power skills: Frenzy (10 pts), Beserk (11 points) and Taunt (2 pts.) He also had about 10 pts in Battle Command. I assume the concept was that one would use frenzy, then switch to become a frenzied beserker. i tried this some but usually just switched between frenzy and beserk depending upon the situation. I think Taunt was an inspired choice and would have been critical to his long term viability.
Biggs had 143 Vitality and 102 Strength, his life was 639 before BO well over 1000 after it.
WEAPONS
First two weapons are his frenzy weapons.
Biggs' Savage War Axe of Slaughter
One-Hand Damage: 17 to 51
Durability: 24 of 26
Required Strength: 67
Required Level: 19
Axe Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0x242673e4
+74% Enhanced Damage
+20 to Maximum Damage
Malice
Superior Broad Sword
'IthElEth'
One-Hand Damage: 9 to 28
Durability: 31 of 32
Required Strength: 48
Required Level: 15
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 20
Fingerprint: 0x6f6ace26
+33% Enhanced Damage
+51 to Attack Rating
+10 to Maximum Damage
Drain Life -5
+0 to Light Radius
-25% Target Defense
Prevent Monster Heal
His beserker weapon on switch:
Havoc Smasher
Great Maul
Two-Hand Damage: 57 to 96
Durability: 60 of 60
Required Strength: 99
Required Level: 15
Mace Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 48
Fingerprint: 0x5a8680c5
+51% Enhanced Damage
+9 to Maximum Damage
Adds 1-4 fire damage
+80 poison damage over 4 seconds
7% Life stolen per hit
150% Damage to Undead
Socketed (1: 0 used)
In retrospect, perhaps I should have moved more rapidly to upgrade his armor. I was planning to craft some blood boots and take another shot at better blood gloves, but I was waiting until after I had rescued Cain. I also should have upgraded the body armor earlier. Not sure it would have made a difference though.
ARMOR
Plague Crest
Jawbone Cap
Defense: 14
Durability: 25 of 25
(Barbarian Only)
Required Strength: 25
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 20
Fingerprint: 0xff578e77
+8 to Life
+3 to Mana
+15 to Attack Rating
Fire Resist +15%
Lightning Resist +16%
+1 to Light Radius
+1 to Leap (Barbarian Only)
+3 to Throwing Mastery (Barbarian Only)
+1 to Mace Mastery (Barbarian Only)
Stealth
Hard Leather Armor
'TalEth'
Defense: 23
Durability: 22 of 28
Required Strength: 20
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 5
Fingerprint: 0x3ecc7198
+6 to Dexterity
+15 to Maximum Stamina
Regenerate Mana 15%
Magic Damage Reduced by 3
Poison Resist +30%
25% Faster Run/Walk
25% Faster Hit Recovery
25% Faster Cast Rate
Socketed (2: 2 used)
Grim Grasp
Heavy Gloves
Defense: 5
Durability: 13 of 14
Required Level: 46
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0x518cc5dc
+20 to Life
Cold Resist +20%
1% Life stolen per hit
Replenish Life +3
9% Chance of Crushing Blow
Beast Strap
Demonhide Sash
Defense: 42
Durability: 9 of 12
Required Strength: 20
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x98383ff8
+3 to Strength
+8 to Life
+6 to Maximum Stamina
+21% Enhanced Defense
Damage Reduced by 1
Magic Damage Reduced by 2
Poison Resist +8%
Superior Light Plated Boots
Defense: 11
Durability: 16 of 21
Kick Damage: 8 to 16
Required Strength: 50
Item Version: 1.10+ Expansion
Item Level: 20
Fingerprint: 0x8bc088c6
Increase Maximum Durability
Biggs had found a unique ring shortly before dieing. Naturally, it was a Manald Heal. He was wearing it when he died.
Manald Heal
Ring
Required Level: 15
Item Version: 1.10+ Expansion
Item Level: 41
Fingerprint: 0xcfce008e
+20 to Life
Regenerate Mana 20%
4% Mana stolen per hit
Replenish Life +8
Beast Band
Ring
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 25
Fingerprint: 0xb6513b28
+9 to Mana
+78 to Attack Rating
Cold Resist +19%
3% Life stolen per hit
Mercenary I did upgrade the Merc's weapon. he came to me with a Malice Pike and I replaced that with a Malice Partizan.
Malice
Partizan
'IthElEth'
Two-Hand Damage: 45 to 108
Durability: 41 of 65
Required Dexterity: 67
Required Strength: 113
Required Level: 23
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 36
Fingerprint: 0x393e2003
+33% Enhanced Damage
+50 to Attack Rating
+9 to Maximum Damage
Drain Life -5
+0 to Light Radius
-25% Target Defense
Prevent Monster Heal
-100 to Monster Defense Per Hit
100% Chance of Open Wounds
Socketed (3: 3 used)
Nadir
Superior Cap
'NefTir'
Defense: 19
Durability: 13 of 14
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 12
Fingerprint: 0x73d3369b
+5 to Strength
+6% Enhanced Defense
+50% Enhanced Defense
+10 Defense
+30 Defense vs. Missile
Increase Maximum Durability 14%
-33% Extra Gold from Monsters
-3 to Light Radius
+2 to Mana After Each Kill
Level 13 Cloak of Shadows (9/9 Charges)
Socketed (2: 2 used)
Good luck to everyone. I'll continue to follow this thread and root for my children: Dorme, Amidala, Ackbar, Dooku and Organa - to make it all the way.
If i remember right about Biggs, i think i chose Berserk so he would have a way to kill physical immunes.
Anyway, about Binks, i just mentioned that it was a high level, because even though i tried i couldn't level him lol. I didn't want it to seem like i rushed him through on players 1.
RIP Biggs... I played him in Act 2 normal, and it is indeed sad to see him go. His helmet was the normal Charsi imbue, because he was wearing that back when I had him. I think I made that malice sword too... (@Jason, yeah it is not a great weapon for a player-character, but in this tournament it is one of the better weapon options (especially in the early game with that +10 max damage), and when I had him Biggs had a nice life regen ring that offset the life drain).
Frenzy is a pretty gutsy call for a power skill. I like it though; too bad he didn't pan out. I think Treehead is probably the first real tough superunique in Nightmare, the extra fast coupled with cold enchanted is a tough combo (Coldcrow is an obvious candidate, but she's easily avoidable).
RIP Biggs... sorry about the deeds, Quickdeath. Did you try howling? Its really nice in such situations and is a core skill, even if it only has the 1 prereq point...
My internet was down this weekend so I couldn't post about it, but Organa (who is doing quite well, and is VERY strong) has been sent to Nualum and Vader has been received from Kestegs
First about the deeds: I am making a point of not blaming the people who had Biggs before me. The truth is that I am probably not as talented and skilled a D2 player as many of the rest of the field in SUTC. I tried my best, but got unexpectedly overwhelmed. I was tempted to S&E, but that was against the rules - so I took the deeds.
RIP Biggs... sorry about the deeds, Quickdeath. Did you try howling? Its really nice in such situations and is a core skill, even if it only has the 1 prereq point...
No I did not try howling. It did occur to me but I thought Treehead and his minions would not be affected by Howl (did I have that right?). Also, to be honest, I had not howled up until that point (I was taunting constantly, though) and I did not know the right hotkey. Again, if I was more experienced at playing other people's characters, I might have done better at learning that hotkey.
Jason Maher said:
Am I the only person who sincerely hates Malice (except as a merc weapon)?
Well, I am leaning in that direction. Given the case of players early in the game who are rune-rich from running the Countess, I question whether Steel and Malice are the best option for weapons with 2 or 3 OS. Adding 2 or 3 Tals, Rals, or Orts (by the time you get to A5) seems like a better option to me. Ral = 5-30 Fire damage, 3 Rals would pwn malice, wouldn't they? Even Tals are +75 poison damage over 5 seconds, 3XTals is 225 Poison damage. Why screw around with Malice?
I gave Dooku's merc a gemmed ethereal Lochaber axe, socketed with ORT ORT, replacing a Malice ethereal Pike. Physical weapon damage on the ORTORT Lochaber was 9-87, but it also had = 2-100 lightning damage. He immediately became a much more effective killer.
Treehead has a Mlvl of 41, so as long as Clvl+Howl level>42 then the minions will all flee, which should be enough to get you safely out. It has been tough for me to transition to new hotkey setups, especially in builds I am unfamiliar with. But I try to keep a similar theme of the keys going. Like summons, TP, trouble skills(howl,MB,TP, etc...) so that hopefully if I get in trouble my instinct to go to that key will kick in.
Regarding the hotkey setup: when you guys receive a character, don't you reassign the hotkeys? I'm sure we all have them mapped a little (or a lot) differently, but usually one of the first things I do when I get a new character is look at the available skills and hotkey whatever is usable/useful. It usually winds up different than what they were before, but at least I know where the pertinent skills are.
In general, I try to keep my main skills and utility skills on the same keys for each class - (i.e. Battle Orders is always on the same key for all my barbs, so is Teleport for sorcs, etc etc...) A skill like Howl might not be used often, but it is hotkeyed on all my barbs, just in case.
On topic.... I've made preliminary progress with Skywalker. He is kind of a high level, so it was nice he had about a dozen skillpoints to assign when I got him, because I'll probably only put 1-2 levels on him by the time I finish the act. He did score kind of a nice drop from a chest in the blood moor that might get passed along, or might be stashed for my own hoarding (of course, I thought I had found worthy candidates for imbue/personalization in act 1 normal that never got used, so it might be better to send this along with him).
One of the fun things about this tournament is seeing how everybody else plays the game wrong :wink:
I mean, it is completely obvious to me that if you're playing a barb, you have to put Battle Command on F9, and BO on F10, and Shout on F11. Also, Battle Cry goes on F5, and Howl on F6, and Taunt on F7. TP goes on F12.
And of course, all characters need to carry a tome of TP and Identify at all times, and these need to be on the left side of the stash, underneath the Cube. That's right. Underneath it. Not on top of it.
Imagine my horror to find that some people don't even carry Tomes. Some even leave the Cube at camp. The mind reels.
And even don't get me started on how nobody knows which belt rows are for which potions :doh:
The first thing I do when I get a character is sell the tome of identify. Akara and Cain do the job of identification perfectly fine, and I can carry an extra charm or two. Also, the Cube goes in the bottom left hand corner, with the TP tome above it. I usually carry as many charms as I can and still leave a 2x4 slot on the far right (with the keys underneath the right-most GC). Also, Q-I are used for right button skills, and A-K for left button skills on those characters where I switch it. Z = inventory, X = character screen, C = moron, V = skill tree, Backspace = map, Ctrl = run toggle, Tab = weapon switch, ` = quest. Obviously.
That was a fun post, skunk. Of course it´s like that for all of us...
Yes, I do a full hotkey survey and makeover when I get a new character. Some key skills for the classes are always the same for me when I play a particular class, and I try to have the hotkeys a little themed, like the biggest summon is always on the 'E' button, a prebuff armor type skill is on W, a 'save my butt' skill (like the aforementioned Howl) is on H, main melee skills are on A, Z and S, and so on.
Yes, I am one of those who leave the cube in the town stash. I make 15-20 town trips per area to sell stuff, which means I need every bit of free space in the inventory that I can get. Some might argue that the Cube gives you extra space, but it´s such a fuss to move stuff in and out from it that it´s counterproductive to have it in inventory for me. It´s faster to make a couple of more town trips instead.
Plus I usually store items in the Cube (for example socketed items that I keep in the cube so I don´t accidently socket them when I move things around in the stash).
What Jiansonz and JoeBruce said is a more eloquent version of what I was meaning to say
Of course I assume everyone checks hotkeys before leaving town.
I am with Jiansonz on the cube/tome. The thing that has surprised me the most is the value people put on the TP hotkey. IT has always been f4 for me, always has, always will be. It seems important to have it more convenient, but maybe that's just me. I have tried to move it, but it is so entrenched in my blood that it is impossible at this point!
On the topic of belts. I was a little shocked to receive my act 5 character without a single juv in his belt. A HC character without juvs? what? I put the first juv I find in my belt, and they never leave. I have gone without reds or blues at times with different setups, but never purples.