jiansonz
New member
Re: Skunkbelly's Ultimate Tournament Challenge 2011
For safety's sake, and to ensure that I wouldn't miss any parts of it, I decided to clear out all of Ancients' Way again. That felt a bit like cheating (I know the tourney rules say we can do runs, but single-pass is my own rule) but the monster draw was tougher this time: Hell Lords (including some nasty bosses), abominables and Afflicted so I didn´t feel that bad about it.
I used Teleport charges on my amulet to separate out the Ancients. First up was Madawc, who was easy once I had recast the Grizzly so it took the damage instead of Mizan. Korlic was a pushover (Teleport + Spectral Hit). Talic was much nastier: FE + Cursed. Binks didn´t dare going close for fear of getting whirled at while Amped, so Mizan did pretty much all of the damage himself. I had him use Kelpie first, to get the slowing going, then a 'Strength' Hyperion Spear for massive Crushing Blows, and finish off with Kelpie again. Total potion use: one healing and two full purples.
During the late half of WSK 1, I did find a 3-socket max helm. Recipe yielded maximum sockets, so I could make this. (I like it that I made it in such a 'posh' item type. I mean, it´s both regal style and also, you can count the number of Coronas I have ever seen drop on one hand (one of the five was set quality...).)
WSK 1 had a tough monster draw, with Amp-tossing witches, Death Lords and Zealots/Heirophants. I had hoped Delirium would make it easier and safer.
Did it? Not at all! The Confused monsters just drew far too much attention to the fight! With all those ranged attackers, this was BAD. In addition, I missed two important abilities for the merc that were present on the old crafted helm: poison damage and his only source of life steal.
I can imagine Delirium being awesome for a melee character (especially those with a ranged merc) without much other crowd control, but it didn´t work well here, not for this character the way I play it, at least. Took back the Blood helm.
Throne level had Death Lords, Doom Knights and snakes. Nothing too bothersome, and the five waves weren´t too tough either.
Then I had probably my easiest fight ever vs. Hell Baal. I kept switching merc weapons (Kelpie and Strength) to keep both slowing and CB going. Unlike the Ancients fight, Binks was in there, adding constant Hurricane damage.
[Highlight]Guardian Binks the Wind Druid and Mizan the Holy Freeze guard, level 87, Complete Act V Hell clear[/Highlight]
It was interesting to try this build. Undeniably powerful, but I didn´t like the gameplay that much. When I play casters, I prefer to be far away (read: enemies at the edge of screen) from the action.
Of all the acts I played in this tourney, Chewbacca in Nightmare Act V was the most memorable for me. I like to think that I took him from 'quite underpowered and underlevelled' to 'reasonably buttkicking' in this act. :wink:
For safety's sake, and to ensure that I wouldn't miss any parts of it, I decided to clear out all of Ancients' Way again. That felt a bit like cheating (I know the tourney rules say we can do runs, but single-pass is my own rule) but the monster draw was tougher this time: Hell Lords (including some nasty bosses), abominables and Afflicted so I didn´t feel that bad about it.
I used Teleport charges on my amulet to separate out the Ancients. First up was Madawc, who was easy once I had recast the Grizzly so it took the damage instead of Mizan. Korlic was a pushover (Teleport + Spectral Hit). Talic was much nastier: FE + Cursed. Binks didn´t dare going close for fear of getting whirled at while Amped, so Mizan did pretty much all of the damage himself. I had him use Kelpie first, to get the slowing going, then a 'Strength' Hyperion Spear for massive Crushing Blows, and finish off with Kelpie again. Total potion use: one healing and two full purples.

During the late half of WSK 1, I did find a 3-socket max helm. Recipe yielded maximum sockets, so I could make this. (I like it that I made it in such a 'posh' item type. I mean, it´s both regal style and also, you can count the number of Coronas I have ever seen drop on one hand (one of the five was set quality...).)
WSK 1 had a tough monster draw, with Amp-tossing witches, Death Lords and Zealots/Heirophants. I had hoped Delirium would make it easier and safer.
Did it? Not at all! The Confused monsters just drew far too much attention to the fight! With all those ranged attackers, this was BAD. In addition, I missed two important abilities for the merc that were present on the old crafted helm: poison damage and his only source of life steal.
I can imagine Delirium being awesome for a melee character (especially those with a ranged merc) without much other crowd control, but it didn´t work well here, not for this character the way I play it, at least. Took back the Blood helm.
Throne level had Death Lords, Doom Knights and snakes. Nothing too bothersome, and the five waves weren´t too tough either.
Then I had probably my easiest fight ever vs. Hell Baal. I kept switching merc weapons (Kelpie and Strength) to keep both slowing and CB going. Unlike the Ancients fight, Binks was in there, adding constant Hurricane damage.
[Highlight]Guardian Binks the Wind Druid and Mizan the Holy Freeze guard, level 87, Complete Act V Hell clear[/Highlight]
It was interesting to try this build. Undeniably powerful, but I didn´t like the gameplay that much. When I play casters, I prefer to be far away (read: enemies at the edge of screen) from the action.
Of all the acts I played in this tourney, Chewbacca in Nightmare Act V was the most memorable for me. I like to think that I took him from 'quite underpowered and underlevelled' to 'reasonably buttkicking' in this act. :wink:
Last edited: