- Feb 24, 2004
- 6,400
- 1,362
- 113
Originally posted by BongoFury on Feb 22, 2006:
The Adventures of Nekkidromancer
I've been quite busy lately, and combined with Internet connection problems
I haven't been on the Realms except to refresh characters in the last 6-8
weeks. Played some Broodwars and PS2. As far as D2 though it has only been
SP. I had a totally pure character (once through the game, no twink, no
cheeze) that was in A2 Hell when 1.11 hit, but given the FE changes I
figured it wasn't 'pure' to continue her (Trapper/BF hybrid). So I had to
come up with a new challenge, and settled on a totally Nekkid character. The
only items he is allowed to use are scrolls/tomes and potions (drinking and
throwing). Along with my usual challenge rules; HC, untwinked (though I did
allow an ATMA stash), quitting the game only from town.
I figured a Skellimancer would be the best chance to make Guardian. Though I
have my doubts whether he'll have enough power to get past the Hell
Ancients. Given he'll have no items (hence no plus skills) the build will be
a little different from the normal Skellimancer builds. My plan:
Skellies - 20
Mastery - 20
Mage - 1
Revive - 5+
Clay - 1
Blood - 1
Iron - 1
Mastery - 1
Summon Resist - 6 (50%)
Teeth - 1
CE - 15
Bone Armor - 1
Amp - 1
IM - 1
Weaken - 1
Terror - 1
Decrep - 1
Dim Vision - 15
This takes me to L82, roughly the finish level. As I played, I never got
around to putting a point into Bone Armor, and after a while it seemed
pointless, so I never did it. Additionally, since I don't have items, the
plan is to eventually get Energy up to 100ish to help fuel CE.
I played through Normal at P5, and it was really not much of a problem.
Except for one spot. Yup, the typical Skellimancer speed bump, Diablo. I
made it to him at L30, but a couple mistakes made it impossible to take him
down. First of all, I forgot to switch back to P1 before he spawned, so he
was 'super sized'. And also, I played through all of A4 in one sitting, so I
had no beefy Revives to go get. I spawned him with a full army and raced to
the Pentagram. He fried most of my Skellies and the Merc in the first few
seconds, and the rest didn't last much longer. No problem I thought, I'll
just use the IM/Golem sleaze. Went back to town and filled up on potions and
raised a new army (though I knew their job was only to distract Diablo long
enough for me to get into position). Back down for the big confrontation.
Ran in, found a nice open spot and layed on the IM. Everything died really
quickly and it was all I could do to keep the Golems in Big Red's face.
Unfortunately I was a little too intent, and failed to move around enough.
Normally, with some FR/W boots this is no problem. But Nekkid I got a little
sloppy, and yep, he Bone Prisoned me. Holy ****, it was the longest 24
seconds I've experience in a long time. In my current state, I had no hope
of breaking out. And the big boy was right by me giving me the LBOD. Luckily
all my ability points had gone into Vitality, so I was a beefy little pasty
faced dude. So I could chug grape juice to stay alive, but without a belt,
those go really quickly. So I frantically cast golems to try to distract
Diablo. And I drank potions directly from my inventory, and refilled my
belt. My big, fat, old fingers haven't moved that fast in years. I don't
know exactly how, but amazingly I survived till my prison collapsed. And I
quickly ran back to town to get my heart rate down to triple digits. I
raised another army, and gave it another try. But it was obvious that I
wasn't even scratching the Lord of Terror. So I was forced to abandon the
fight and try him again some other day.
I leveled up to 34 this time, so I could get a few more points in Revive and
Summon Resist. And this time I remembered to switch back to P1. The second
time around it was anticlimactic. I didn't lose one Skelly and the fight was
over in a minute. The rest of Normal was a breeze and I finished up at L42.
I pumped him to 44 before venturing into NM. Which was a whole new ball
game. With resists of -30 all, and no defense, any stray spell or missile
was very hurty. So I backed off to P3 and proceeded with caution. No NDE's
till A3. I got caught in a Flayer Shaman's Inferno once and that took me
down to a sliver. And a few times I was too close to a CE monster and the
Frost Nova death explosion was extremely painful. The crossfire of Knight
spells in the RoF was also a very dangerous place, but I survived without
any undue trouble. The rematch with Diablo was a breeze. A sticky spot was
the Ancients. I took them down, but by the end of the fight I was down to my
Merc, Golem and two Skellies. The Durance was a slow, dangerous journey. But
eventually I made it to the Minions and eventually Baal. CE made the waves
of Minions go a lot quicker and Baal was a slow fight, but never in danger
or doubt. I made Conqueror at L72.
Big problems to this point were the Golem. With only a single point, he was
showing serious problems in late Normal. By late NM he was tissue paper, at
times I could barely cast him fast enough. He mainly serves as a distraction
at this point. Throwing potions are a total waste in this game, useless
beyond A3 Normal. Gear for my Merc is also a problem. Currently he is
wearing: Skin of the Flayed One, Circlet w/ FR & CR, a little Life and Repl
Life, and an Eth. Lance of the Lamprey (40-171).
Started off into Hell at P1. It's even more dangerous. Damned near died to
another CE death explosion, now I'm even more aware of boss mods than
normal. And if they're CE, I stay WAY back. Also, the Skellies are showing
signs of running out of gas. More than once in A1 I got into too thick of a
situation and had to run away and gather a new army, then take on smaller
groups. I'm really wondering if I'll have the power to make it to Guardian,
especially with such a weak merc. I made it to Andy. Cleared out the outer
room and drew her out. It didn't go too well, even with a belly full of
antidotes my merc couldn't last very long. And the Skellies fell pretty fast
too. Again I made the mistake of clearing the last 2/3 of A1 before the
battle with Andy, so no good Revive material. I made about 3 trips back and
forth with Andy. I was making some progress when unexplainably the game
froze up on me. Haven't seen that in quite a while. But I wasn't too
disappointed since I wasn't really prepared to face her. So that's where I
stand, L75 and facing the A1 Hell end boss fight. I have a Venom Ward in my
stash, that might help the merc live a little longer. But he could really
use a better weapon. Not sure if it's worth it to try to MF the Pit without
gear on my Necro. And the best runes I have are an Um, Hel and Amn. I've
saved every gem that fell, so maybe I should try some rerolling. Oh well,
whenever I get some time I'll give it another try.
The Adventures of Nekkidromancer
I've been quite busy lately, and combined with Internet connection problems
I haven't been on the Realms except to refresh characters in the last 6-8
weeks. Played some Broodwars and PS2. As far as D2 though it has only been
SP. I had a totally pure character (once through the game, no twink, no
cheeze) that was in A2 Hell when 1.11 hit, but given the FE changes I
figured it wasn't 'pure' to continue her (Trapper/BF hybrid). So I had to
come up with a new challenge, and settled on a totally Nekkid character. The
only items he is allowed to use are scrolls/tomes and potions (drinking and
throwing). Along with my usual challenge rules; HC, untwinked (though I did
allow an ATMA stash), quitting the game only from town.
I figured a Skellimancer would be the best chance to make Guardian. Though I
have my doubts whether he'll have enough power to get past the Hell
Ancients. Given he'll have no items (hence no plus skills) the build will be
a little different from the normal Skellimancer builds. My plan:
Skellies - 20
Mastery - 20
Mage - 1
Revive - 5+
Clay - 1
Blood - 1
Iron - 1
Mastery - 1
Summon Resist - 6 (50%)
Teeth - 1
CE - 15
Bone Armor - 1
Amp - 1
IM - 1
Weaken - 1
Terror - 1
Decrep - 1
Dim Vision - 15
This takes me to L82, roughly the finish level. As I played, I never got
around to putting a point into Bone Armor, and after a while it seemed
pointless, so I never did it. Additionally, since I don't have items, the
plan is to eventually get Energy up to 100ish to help fuel CE.
I played through Normal at P5, and it was really not much of a problem.
Except for one spot. Yup, the typical Skellimancer speed bump, Diablo. I
made it to him at L30, but a couple mistakes made it impossible to take him
down. First of all, I forgot to switch back to P1 before he spawned, so he
was 'super sized'. And also, I played through all of A4 in one sitting, so I
had no beefy Revives to go get. I spawned him with a full army and raced to
the Pentagram. He fried most of my Skellies and the Merc in the first few
seconds, and the rest didn't last much longer. No problem I thought, I'll
just use the IM/Golem sleaze. Went back to town and filled up on potions and
raised a new army (though I knew their job was only to distract Diablo long
enough for me to get into position). Back down for the big confrontation.
Ran in, found a nice open spot and layed on the IM. Everything died really
quickly and it was all I could do to keep the Golems in Big Red's face.
Unfortunately I was a little too intent, and failed to move around enough.
Normally, with some FR/W boots this is no problem. But Nekkid I got a little
sloppy, and yep, he Bone Prisoned me. Holy ****, it was the longest 24
seconds I've experience in a long time. In my current state, I had no hope
of breaking out. And the big boy was right by me giving me the LBOD. Luckily
all my ability points had gone into Vitality, so I was a beefy little pasty
faced dude. So I could chug grape juice to stay alive, but without a belt,
those go really quickly. So I frantically cast golems to try to distract
Diablo. And I drank potions directly from my inventory, and refilled my
belt. My big, fat, old fingers haven't moved that fast in years. I don't
know exactly how, but amazingly I survived till my prison collapsed. And I
quickly ran back to town to get my heart rate down to triple digits. I
raised another army, and gave it another try. But it was obvious that I
wasn't even scratching the Lord of Terror. So I was forced to abandon the
fight and try him again some other day.
I leveled up to 34 this time, so I could get a few more points in Revive and
Summon Resist. And this time I remembered to switch back to P1. The second
time around it was anticlimactic. I didn't lose one Skelly and the fight was
over in a minute. The rest of Normal was a breeze and I finished up at L42.
I pumped him to 44 before venturing into NM. Which was a whole new ball
game. With resists of -30 all, and no defense, any stray spell or missile
was very hurty. So I backed off to P3 and proceeded with caution. No NDE's
till A3. I got caught in a Flayer Shaman's Inferno once and that took me
down to a sliver. And a few times I was too close to a CE monster and the
Frost Nova death explosion was extremely painful. The crossfire of Knight
spells in the RoF was also a very dangerous place, but I survived without
any undue trouble. The rematch with Diablo was a breeze. A sticky spot was
the Ancients. I took them down, but by the end of the fight I was down to my
Merc, Golem and two Skellies. The Durance was a slow, dangerous journey. But
eventually I made it to the Minions and eventually Baal. CE made the waves
of Minions go a lot quicker and Baal was a slow fight, but never in danger
or doubt. I made Conqueror at L72.
Big problems to this point were the Golem. With only a single point, he was
showing serious problems in late Normal. By late NM he was tissue paper, at
times I could barely cast him fast enough. He mainly serves as a distraction
at this point. Throwing potions are a total waste in this game, useless
beyond A3 Normal. Gear for my Merc is also a problem. Currently he is
wearing: Skin of the Flayed One, Circlet w/ FR & CR, a little Life and Repl
Life, and an Eth. Lance of the Lamprey (40-171).
Started off into Hell at P1. It's even more dangerous. Damned near died to
another CE death explosion, now I'm even more aware of boss mods than
normal. And if they're CE, I stay WAY back. Also, the Skellies are showing
signs of running out of gas. More than once in A1 I got into too thick of a
situation and had to run away and gather a new army, then take on smaller
groups. I'm really wondering if I'll have the power to make it to Guardian,
especially with such a weak merc. I made it to Andy. Cleared out the outer
room and drew her out. It didn't go too well, even with a belly full of
antidotes my merc couldn't last very long. And the Skellies fell pretty fast
too. Again I made the mistake of clearing the last 2/3 of A1 before the
battle with Andy, so no good Revive material. I made about 3 trips back and
forth with Andy. I was making some progress when unexplainably the game
froze up on me. Haven't seen that in quite a while. But I wasn't too
disappointed since I wasn't really prepared to face her. So that's where I
stand, L75 and facing the A1 Hell end boss fight. I have a Venom Ward in my
stash, that might help the merc live a little longer. But he could really
use a better weapon. Not sure if it's worth it to try to MF the Pit without
gear on my Necro. And the best runes I have are an Um, Hel and Amn. I've
saved every gem that fell, so maybe I should try some rerolling. Oh well,
whenever I get some time I'll give it another try.