- Sep 22, 2021
- 24
- 29
- 13
Intro
They trade, they craft, they buy. They challenge their friends and themselves to top the roster. Some of them are better, some of them are worse, some don't even like the hobby, they're in it just because of their friends. Who kills dclone first? Who is the fastest to ding 98? Who tries to spare the SoJ and get away with it? Who is still without a good character name when everybody else is clearing Act 3? Who becomes the ultimate deckmaster with the sickest gear and wins the title of Hellslayer?
In my years of D2 most of the classes and builds have been left for supporting roles only to serve the greatest few. Whole classes have been reduced to a couple of HF drops from a few novelty builds, their legacy lying in a shared stash of semi-high runes that were not even worth a screenshot.
So I thought about making a sept where everyone plays for themselves and competes with everyone. And even if it's impossible for a druid to compete with an amazon for the title of the fastest (or faster) Baal runner, it should be interesting to see how much every class can improve within their own boundaries and at least try to overtake the next place in the ladder.
Rules and goals
I'm playing in softcore with GoMule stashes. Not really any restrictions. Dying is ok, every build is ok, respecing is ok, no limits to equipment. Just some pretty random, not-too-carefully-thought-out competition elements:
Slayer Card™ points are awarded in the following four categories:
Hell Gear™ points are awarded in the following three categories:
Rule clarifications
Gentlemen rules apply in everything.
Challenge ends when everyone has reached level 98, killed dclone and übers and has clocked in their hours.
Everybody can clock in as many hours as they want and everybody has the right to match those hours.
The winner of every category is awarded 7 points, the next one 6, and so on until the last one is awarded 1 point.
There are eleven categories so it's possible to collect a max of 77 points. The worst possible score is 11 points.
*) Bartering:
-Any equippable item can be traded as long the trade is seen co-beneficial, meaning both parties equip the item after trading.
-The above applies to jewels, too.
-Free swapping of skillers is allowed. Since every skill GC grants one point in the award category, and since we're all gentlemen, there's no declining. For worthy** skillers two must be given in return.
-Free swapping of magic GCs, LCs and SCs is allowed.
-Free swapping of unique SCs is allowed.
-Free swapping of unique LCs is allowed as long as the classes match, e.g. necro has a sorc torch and sorc has a necro torch.
-Free swapping of unique GCs is allowed.
-Free swapping of PGs to PGs, chips to chips is allowed
-Rune swapping is ok as the cube transmutes them.
**) Other misc. definitions:
"Found", no max limit, not required to be worn or held in inventory.
"Carried", at the end of the tournament, only six columns of charms is counted toward point awarding.
"Worn", at the end of the tournament when you ding 98, equipped to run your target normally with exping purposes, without cheesing.
"Worthy", with useful prefix and suffix for your build, in general a charm you wouldn't want to reroll because there are others to reroll.
Ties are settled by highest ilvl.
The idea behind bartering was to allow good class or build specific items to be passed on, but on the other hand to prevent one or two good MF characters from equipping everybody in the sept. It should allow some specialization and engage everybody in some form of magic finding whether it was boss runs, more general area running or maybe shopping or gambling. In general I thought it would be more fun like this rather than everybody doing 1000 Mephisto runs one at a time.
Runners
Amazon, Flash, Furyzon
Assassin, Thunderbags, Trapper
Necromancer, Barov, Summoner
Barbarian, Tiny, ???
Paladin, Sixlash, Zealot
Sorceress, ???, Blizz/CL
Druid, ???, Hunter
Amazon, Assassin and Necro are going straight for the Baals with power builds, fury, trap, summoner.
Barbarian will be something until I have enough of something for him to be a bag of support skills for his merc in Trav runs. Eventually he'll be something else for the Baals, maybe.
I'd like to not go for the hammerdin with Paladin, but if need be, then ok. Elemental zealot would be an easy solution as well but I really feel like playing a good old brute force physical zealot. Probably stay in Trav for some time before Baals.
Sorc will be a dual elemental cold/light and I'll probably run Travincal with her at first. When I find the runes for Infinity I'm planning to go for pure lightning for Baals.
Druid will be a pretty basic summoner hunter during leveling. I think I'm either going to go hybrid already during leveling or respec him to a windy with some hybrid points elsewhere, maybe somewhere in his 80s. Either way I'm a bit worried what kind of an abomination ends up in Baal runs.
I try to keep the characters within 20 levels of each other during leveling. Not a strict rule but I think it should be more interesting and keep the bartering going. First goal, timing their first Hell Baal runs.
They trade, they craft, they buy. They challenge their friends and themselves to top the roster. Some of them are better, some of them are worse, some don't even like the hobby, they're in it just because of their friends. Who kills dclone first? Who is the fastest to ding 98? Who tries to spare the SoJ and get away with it? Who is still without a good character name when everybody else is clearing Act 3? Who becomes the ultimate deckmaster with the sickest gear and wins the title of Hellslayer?
In my years of D2 most of the classes and builds have been left for supporting roles only to serve the greatest few. Whole classes have been reduced to a couple of HF drops from a few novelty builds, their legacy lying in a shared stash of semi-high runes that were not even worth a screenshot.
So I thought about making a sept where everyone plays for themselves and competes with everyone. And even if it's impossible for a druid to compete with an amazon for the title of the fastest (or faster) Baal runner, it should be interesting to see how much every class can improve within their own boundaries and at least try to overtake the next place in the ladder.
Rules and goals
I'm playing in softcore with GoMule stashes. Not really any restrictions. Dying is ok, every build is ok, respecing is ok, no limits to equipment. Just some pretty random, not-too-carefully-thought-out competition elements:
- Seven characters who compete, one from each class.
- Play time is clocked.
- Everyone plays self-found but bartering* is allowed.
- Winner is the one who racks up most points from eleven point-awarding categories listed below.
- Fastest to reach level 98.
- Fastest to obtain Annihilus.
- Fastest to obtain Hellfire Torch.
- Fastest Baal run time.
- Most magic GCs found** granting a +1 to skill tree.
- Most magic GCs carried** with a worthy** prefix AND suffix.
- Most magic LCs carried** over SCs or GCs, no cheesing.
- Most magic SCs carried** with a worthy** prefix AND suffix.
- Most unique and set items found**, TC87 only.
- Most unique and set items worn**, merc included, weapon switch not included.
- Most crafted, rare and magic items worn**, merc included, weapon switch not included.
Gentlemen rules apply in everything.
Challenge ends when everyone has reached level 98, killed dclone and übers and has clocked in their hours.
Everybody can clock in as many hours as they want and everybody has the right to match those hours.
The winner of every category is awarded 7 points, the next one 6, and so on until the last one is awarded 1 point.
There are eleven categories so it's possible to collect a max of 77 points. The worst possible score is 11 points.
*) Bartering:
-Any equippable item can be traded as long the trade is seen co-beneficial, meaning both parties equip the item after trading.
-The above applies to jewels, too.
-Free swapping of skillers is allowed. Since every skill GC grants one point in the award category, and since we're all gentlemen, there's no declining. For worthy** skillers two must be given in return.
-Free swapping of magic GCs, LCs and SCs is allowed.
-Free swapping of unique SCs is allowed.
-Free swapping of unique LCs is allowed as long as the classes match, e.g. necro has a sorc torch and sorc has a necro torch.
-Free swapping of unique GCs is allowed.
-Free swapping of PGs to PGs, chips to chips is allowed
-Rune swapping is ok as the cube transmutes them.
**) Other misc. definitions:
"Found", no max limit, not required to be worn or held in inventory.
"Carried", at the end of the tournament, only six columns of charms is counted toward point awarding.
"Worn", at the end of the tournament when you ding 98, equipped to run your target normally with exping purposes, without cheesing.
"Worthy", with useful prefix and suffix for your build, in general a charm you wouldn't want to reroll because there are others to reroll.
Ties are settled by highest ilvl.
The idea behind bartering was to allow good class or build specific items to be passed on, but on the other hand to prevent one or two good MF characters from equipping everybody in the sept. It should allow some specialization and engage everybody in some form of magic finding whether it was boss runs, more general area running or maybe shopping or gambling. In general I thought it would be more fun like this rather than everybody doing 1000 Mephisto runs one at a time.
Runners
Amazon, Flash, Furyzon
Assassin, Thunderbags, Trapper
Necromancer, Barov, Summoner
Barbarian, Tiny, ???
Paladin, Sixlash, Zealot
Sorceress, ???, Blizz/CL
Druid, ???, Hunter
Amazon, Assassin and Necro are going straight for the Baals with power builds, fury, trap, summoner.
Barbarian will be something until I have enough of something for him to be a bag of support skills for his merc in Trav runs. Eventually he'll be something else for the Baals, maybe.
I'd like to not go for the hammerdin with Paladin, but if need be, then ok. Elemental zealot would be an easy solution as well but I really feel like playing a good old brute force physical zealot. Probably stay in Trav for some time before Baals.
Sorc will be a dual elemental cold/light and I'll probably run Travincal with her at first. When I find the runes for Infinity I'm planning to go for pure lightning for Baals.
Druid will be a pretty basic summoner hunter during leveling. I think I'm either going to go hybrid already during leveling or respec him to a windy with some hybrid points elsewhere, maybe somewhere in his 80s. Either way I'm a bit worried what kind of an abomination ends up in Baal runs.
I try to keep the characters within 20 levels of each other during leveling. Not a strict rule but I think it should be more interesting and keep the bartering going. First goal, timing their first Hell Baal runs.
Code:
Class Ama Assa Nec Barb Pala Sorc Dru
Lvl 1 1 1 1 1 1 1
Hrs 0 0 0 0 0 0 0
Baal 0:00 0:00 0:00 0:00 0:00 0:00 0:00