The 1pt smiter guide to Uber Tristram v 1.0.

Wow.. bear with me if this question has been buried in 28 pages discussion :) Is Atma's Scarab good alternative ammy for kill PI (with the amp being triggered)? The only drawback will be that it will cancel out the lifetap curse from Dracs,though.

Chien
 
not worth it imo, there are ways around this one, like Gimmershred on switch, or lacerator and then kill them grief or whatever you wear as a mainweapon.
 
marcello said:
not worth it imo, there are ways around this one, like Gimmershred on switch, or lacerator and then kill them grief or whatever you wear as a mainweapon.

Got it.. but not only for PIs, will the amp curse further increase the damage to no-PIs or boss?

Chien
 
It will cancel life-tap, which is bad. However, it does reduce non PI's physical resist by 100% (which at least doubles damage). That's why this is one of the most commonly used curse for a summon necro.
 
Ugh 29 pages... finally the end. Good guide, I want to use the zealot/smiter because I hate using hammers. I pencil'd a few builds to kinda look at and compare some of the stats. I'm planning to only do ubers/organs/and maybe nihl? Lvl 87 to max main skills, then defiance, with 1pt salv and 1pt BA? Don't wanna waste stat pts... I'll probably end up around 100 strength, a little more dex than needed for max block w/ HS, and rest in vitality. Here's the one that looked the best to me, and what I'll probably go for:

1st Choice Build (Less expensive of the two):

Weapon1: Grief PB (370+ roll)
Weapon2: CtA or Lawbringer (in war scepter) or LT Wand
Armor: Fort (25+ res) (I might try making with dusk/husk)
Shield1: Sanctuary in Elite Pally Shield (100+ res) (ooo slow missiles :P)
Shield2: Spirit or Tiamat's, depending on Weapon2 choice
Helm: Guillaume’s face(Um'd)
Boots: Gore Rider's
Belt: T-Gods
Gloves: Dracul's grasp
Amulet: I have a 24 Mara's, but I'll use a magic one (+15 rep life, +30 res all), til I get a 30+ Metalgrid
Ring1: Ravenfrost (High AR)
Ring2: Wisp (15%+)
Ring3: Natures Peace for Nihl
Charms:
11/19/8 Anni
17/17 Necro Torch (stats/res)
Lots of res charms
A few life charms, no AR charms yet
I Might use the Treachery I have...

Stats for This:
CB: 50% (More than enough)
DS: 50%
OW: 35%
Max smite/zeal speed :D
Damage should be great
FHR: 50% (48% breakpoint, 5 frames)
Not sure how I'll handle physical damage... no % reductions anywhere.
Stacked resists:
30 quests + 30 ammy + 25 armor + 100 shield + 15 helm + 55 all res charms + 11 cold charm + 38 psn charms + 30 light charm + 62 fire charms (-100 penalty, -125 conviction) =
Light: 90 max, 285 stacked, 60 after penalty / conviction, with 15% absorb (same as 30 res) and +20 absolute absorb. I'd say that's equivelant to at least 315 stacked. I'll get 30 more in charms to make sure.
Fire: 75 max, 317 stacked, 75 after penalty / conviction. No worries here.
Cold: 75 max, 266 stacked, 41 after penalty / conviction, with 20% absorb (same as 40 res). I'd say that's equivelant to about 306 stacked. I'll get the 34 more in charms to max it.
Poison: 75 max, 293 stacked, 68 after penalty / conviction. Works for me. I'll probably end up with another psn res small charm.
And I do have a treachery... super stacker?

Optional: **Or, Using Last Wish on Build 1: Trade LW Pb for Grief Pb, Drac's for LoH, Guil's for CoA, Metalgrid for Highlords?????? That adds 5% higher ctc LT, 1 skill, more res, damage reduction, 350ed for demons, my fire res grand charm can be replaced, ctc fade, might aura, and adds two sockets. Give the CoA 2 ums or 15 res jewels w/ mods for 55+ res to make up for lost amulet. Highlords adds DS and maxes light res after penalty/conviction, but loses AR/Def from Metalgrid.


2nd Choice Build would probably be this:

Weapon: Death Eth ZA
Shield: Exile in 40+ res Elite Pally Shield, Eth?
Boots: Gore's (OW)
Belt: Nosf's Coil
Gloves: LoH
Amulet: Highlord's
Helm: High Kira's (60+ res, 15 ias jewel, preferred w/ all res) or High CoA (25+ res, 2 sockets, 15 ias w/ all res jewel & um or 15 all res jewel w/ mods). CoA is great, but would have to end up with 50-55+ res, Kira's would be much easier.
Rings: with CoA: Raven and High cold/psn; with Kira's: total of 20 psn & 25 cold for max
Armor: CoH

And for This:
CB: 65%
DS: (lvl 86) 90%
OW: 10%
Max smite/zeal speed? 65% IAS
Damage should be good, great vs demon ubers
8% To (18-23% w/ CoA) Damage Reduction
FHR: 20-30% (Kira-CoA) (FHR Frames: 15% for 7, 27% for 6, 48% for 5)
Stacked resists:
30 quests + (25+ cold, 25+ psn) rings + 50 fire gloves + 35 light ammy + (55+ CoA, 65+ Kira's) helm + 65 armor + 80 charms + 40 shield (-100 penalty, -125 conviction) =
Light: 75 max, 305 stacked, 75 after penalty / conviction
Fire: 80 max, 320 stacked, 80 after penalty / conviction
Cold: 80 max, 295 stacked, 70 after penalty / conviction (80 w/ 65+ Kira's. Use Raven w/ CoA, and 20% absorb is about 40 res)
Psn: 75 max, 295 stacked, 70 after penalty / conviction
Feel free to trade off resists where you want :P
Targets: for Kira's (65+), and for CoA (55+) after sockets.

It's late and I'm confused and can't tell if the numbers are right anymore. Anyways... what do ya think of these two builds?
 
"Weapon1: Grief PB (370+ roll)
Weapon2: CtA or Lawbringer (in war scepter) or LT Wand
Armor: Fort (25+ res) (I might try making with dusk/husk)
Shield1: Sanctuary in Elite Pally Shield (100+ res) (ooo slow missiles :P)
Shield2: Spirit or Tiamat's, depending on Weapon2 choice
Helm: Guillaume’s face(Um'd)
Boots: Gore Rider's
Belt: T-Gods
Gloves: Dracul's grasp
Amulet: I have a 24 Mara's, but I'll use a magic one (+15 rep life, +30 res all), til I get a 30+ Metalgrid
Ring1: Ravenfrost (High AR)
Ring2: Wisp (15%+)
Ring3: Natures Peace for Nihl
Charms:
11/19/8 Anni
17/17 Necro Torch (stats/res)
Lots of res charms
A few life charms, no AR charms yet"

My build is pretty similar to that, except i haven't been able to get my hands on a wisp yet, i use a rare LL ring, haven't Umed my guillame's yet, and too poor for an anni, and don't carry a torch so i can pick the one up that drops.

I personally find no problem with physical damage. 75% blocking and somewhere like 15k+ defense when shiver armor on fort procs, it seems like i rarely get hit. Only time i ever die doing organs/ubers is in matrons den when a bunch of harpy things spawn in one room, i get IMed in furnace, and sometimes i die on meph. I really don't think with so much blocking/defense that damage reduction is that important.
 
SaWuttae said:
My build is pretty similar to that, except i haven't been able to get my hands on a wisp yet, i use a rare LL ring, haven't Umed my guillame's yet, and too poor for an anni, and don't carry a torch so i can pick the one up that drops.

I personally find no problem with physical damage. 75% blocking and somewhere like 15k+ defense when shiver armor on fort procs, it seems like i rarely get hit. Only time i ever die doing organs/ubers is in matrons den when a bunch of harpy things spawn in one room, i get IMed in furnace, and sometimes i die on meph. I really don't think with so much blocking/defense that damage reduction is that important.

Got anni straight from Dclone- Using my summoner, which I though was pretty good, but I only healed him after merc died... hammerdin friend helped though. Ugh forgot about the torch... Well It'd be fine if I had a friend on. I'll make up for that charm later. Just a few questions: What do you use on switch, and what causes meph to kill you? (Have you died with life tap cast already?). What do you do for mana and how much life do you have? And... merc or not?

The one thing about this build that bothers me most is probably the small 5% ctc life tap. That's why I'm probably going to use the LT wand instead of CtA or Lawbringer.
 
The initial life tap is the hardest - but once it's on, it's almost impossible to die. You're smiting so fast that Life Tap refreshes itself with surprising regularity. If you're *really* worried about that, then yeah, the LT wand will work. It's also not a mutually exclusive decision - prebuff yourself with Treach, prebuff yourself with CTA, and then put the LT wand on for when you actually enter Tristram.

Or, you could be like me and get your roommate to play, so he can cast the Life Tap from his Marrowwalks for me and keep the minions busy while I smite the ubers. Gotten three torches this way, and even my sorta-messed-up Paladin can do it with relative ease with all those minions to absorb hits for me (my roomie has Enigma, so he can keep his minions close and not draw out the other ubers)
 
Ok, i am using this setup:
grief, fort, ikbelt, dracs, gores, raven and that ll rare ring
Do i have to use salvation to kill meph? and how many skill points do i put inside it. also would an exile be better to use than a sanc? how would i approach killing ubers with this setup?
and i use a 27 metal grid ammy.
 
I would use a resists shield until Meph dies, just to be safe. If you want to be certain that the monsters are "life-tapped", find a wand or something with charges of that skill, and cast it (my wand has like.. 80+ charges, so it almost never runs out).

I would ditch the Life leech ring, as you can't leech from some *cant remember* of the bosses, or skeletons.

With Sanctuary on top of max resists, Salvation isn't *really* needed. It could slow your attack down, and not allow you to hit (and leech) fast enough, resulting in death.


Approach the ubers one at a time, unless you're really, really strong. Don't try to rush all of them at once.
 
"What do you use on switch, and what causes meph to kill you? (Have you died with life tap cast already?). What do you do for mana and how much life do you have? And... merc or not?"

I have a life tap wand on the switch, which is usually what kills me. casting with the wand seems slow and flaky, and i don't got the resources to get another high resist shield, so my resists are pretty low while i'm trying to get that lifetap off, but once i get the lifetap off i never die.

I'm sitting at 1305 life and 205 mana. For mana i guess i use a rejuv pot when i need mana. grief gives the +2 mana after each kill, so that covers me for zealing, for smiting i eventually run out, but i usually drop the uber before i run out anyways.

And i don't use any merc, i was told they'd most likely just accidently pull things you don't want.
 
Jackson said:
I would use a resists shield until Meph dies, just to be safe. If you want to be certain that the monsters are "life-tapped", find a wand or something with charges of that skill, and cast it (my wand has like.. 80+ charges, so it almost never runs out).

I would ditch the Life leech ring, as you can't leech from some *cant remember* of the bosses, or skeletons.

With Sanctuary on top of max resists, Salvation isn't *really* needed. It could slow your attack down, and not allow you to hit (and leech) fast enough, resulting in death.


Approach the ubers one at a time, unless you're really, really strong. Don't try to rush all of them at once.
I dont know how to find one of those.
 
i'm currently testing out items for the 1 pt smiter.
currently, im testing armor between fort and CoH, but when i equip the fort, i see no difference in the smite or zeal damage. i thought forts increased the damage of smite and/or zeal. can anyone confirm whether fort does or doesnt increase the damage of smite and/or zeal?
 
acmanalo said:
i'm currently testing out items for the 1 pt smiter.
currently, im testing armor between fort and CoH, but when i equip the fort, i see no difference in the smite or zeal damage. i thought forts increased the damage of smite and/or zeal. can anyone confirm whether fort does or doesnt increase the damage of smite and/or zeal?

Against demons there wont be too much difference... as for other monsters, I couldn't really say. I might conisder CoH if you're right...
 
acmanalo said:
i'm currently testing out items for the 1 pt smiter.
currently, im testing armor between fort and CoH, but when i equip the fort, i see no difference in the smite or zeal damage. i thought forts increased the damage of smite and/or zeal. can anyone confirm whether fort does or doesnt increase the damage of smite and/or zeal?

Fortitude increases both zeal and smite damage,this has been tested and confirmed numerous times.
 
The wands you can purchase from a merchant (Akara, etc). Just check every baal run, or mf run, trading game, or whatever game you're in.
 
skill points

Hi,
I have 9 skills remaining...I have fanat. zealer/+1 pt. smite build. Defiance lvl 11. Where should the rest of my skills go into? I have lvl 7 smite, with only 1 point added. Sacrifice, zeal, holy shield, and fanat. are all maxed already. (I have no gcs, no anni,no torch, no fort.) The lack of fortitude is b/c I'm Non-ladder. I have 17k defense...would it be smart to keep adding to defiance, or should I add 1 pt. into vengeance to boost my damage against immunes. I thought it may help to put a few more points into salvation. Oh, I use gimmershred on them...Should I socket that with a shael? Or something else?
 
I think I remembered reading somewhere in the 30 pages about blessed aim having a hidden... 5% increase in AR per level... but I don't know how much 5%/lvl would help you...

As for immunes... I'd like to see a comparison between 1 pt in vengeance and 1 pt in conviction... though vengeance would probably be better. Most of you probably don't want to waste a skill pt that could be put into defiance or something.

Gimmershred is your main weap or just for phys immunes?
 
Vengeance is ineffective in my book. It is mana intensive and many physically immune monsters that you would want to face with 1pt vengeance are burning mana too. It is slow and unreliable in a zealot.
 
kingdryland said:
Vengeance is ineffective in my book. It is mana intensive and many physically immune monsters that you would want to face with 1pt vengeance are burning mana too. It is slow and unreliable in a zealot.
I have tested Astreon's on my switch to handle the physical immunes and it works fine. The added bonus is the +skills it gives during pre-buff. The Astreon's is Shael'd for IAS so I can continue to use zeal and fanatism while fighting the PI's.
 
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