I found an amulet of the centaur (+.75 life per clvl I think).
Is it allowed, not allowed or allowed until it reaches 30 life? (I think the last one, but just making sure.)
Pushing onwards from the rogues camp once again Amarantine set off at p8 using the valkyrie as a moving decoy for battlefield control. Full use of slow missiles was made in the darkness of the barracks and beyond to make for an incident free act clearance. The valkyrie at level 24, though recast several times against Andariel held the day with lightning fury bouncing off walls and all and sundry to devastating effect.
Only the countess was run at p1 for safety for an eth. Both spearmaidens and gymnastic gloves of the bat were purchased from Gheed in the many selling/repair trips to the camp that along with the chancies bought in several million gold. Gambling bought several good useful rings and amulets but no extra skills. A hexfire dropped from a brute boss guarding the chest(from which burst more than a dozen blues useful to all classes except a throwing amazon in the second level of the hole) but it was never used in anger despite taking up much needed stash space. For fear of depletion the white ceremonial javelins were imbued early for extra lightning damage, life leech and a single point of cold damage for style.
Act 2 was cleared at p8 except for the tombs and Duriel (level 25 valkyrie soloing in under 2 minutes) at p1 in complete safety apart from one carpet slipper wearing invader incident in the palace clearance who struck for a third of Amarantines life. Several good drops on the way. Hwanins belt and Hawkmail were kept for possible later use, but Hwanins bill and Aldurs jagged star(same room as the Hawkmail)along with a few others were not. The Creeping Feature dropped this rather nice sorceress item which with the poor colour definition of this old thinkpad and the skills stats on it might easily have been a previously undiscovered unique staff.
Best finds were another sol rune, a lum rune in the sanctuary and even before contemplating future rosy options with that lucky drop a spirit shroud dropped on the next chest run!
@Bluechip: I love your attitude I think I`m going to use Spirit as switch weapon for Shockwave spammage and prebuffing myself, so I`m not worthy.
Uzumati has cleared act2 and got to the Lower Kurast WP in act3. No extraordinary finds to report other than my two flawless topaz due to Shrines. The second one was because I was a noob and muled of my other flawless topaz Cleared an insane amount of terrain before I had enough flawed ones to cube to a Topaz. My Werebear laughs in the face of those 200 HP sorcs with his close to 500 HP. It doesn`t mean that he can tank anything, though. No leech makes sure of that. Instead gameplay consists of Uzumati running around like a little girl and spamming shockwave while Emilio pokes things.
Been gambling circlets and boots like crazy lately, but I`m still using my 26% MF and 30% MF, hopefully this will change soon. When I come to think of it, maybe I did find something useful:
Nagelring
Ring
Required Level: 7
Fingerprint: 0x7b853058
Item Level: 13
Version: Expansion 1.10+
+62 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
[highlight]15% Better Chance of Getting Magic Items <<<<<<<< FAIL![/highlight]
Still, the extra AR compared to my blue 15% MF is nice Since Uzumati couldnt use the insane horadric staff anymore, I had to make this:
Steel
Scimitar
TirEl
One Hand Damage: 5 - 10
Durability: 6 of 22
Required Level: 13
Required Dexterity: 21
Fingerprint: 0xd219d76d
Item Level: 20
Version: Expansion 1.10+
+25% Increased Attack Speed
20% Enhanced Damage
Adds 3 - 3 Damage
+50 to Attack Rating
50% Chance of Open Wounds
+2 to Mana after each Kill
+1 to Light Radius 2 Sockets (2 used)
Socketed: Tir Rune
Socketed: El Rune
Needless to say, leech wouldn`t help me all that much with the raw amount of damage this thing does:wink:
[highlight] Thomh, Uzumati, Fire Claws Bear, Lower Kurast, lvl 30[/highlight]
Well, thanks for the kind words everyone.
Also damn you wakiki, for linking to the impalazon thread. You made me read it instead of doing something productive :whistling:. So many insane achievements in this forum wave: jiasonz).
I still have a couple of weeks with way too much spare time during the day, so I guess I'll have to reenter...
(Also glass cannons are my favourite playing style).
After doing a bit of reading, I decided to shelf the singer barb for the moment and instead go for a poison java. Also a totally new char for me. Having a recastable merc instead of a cumbersome merc was a factor in the decision.
Since I just finished watching the latest 30 rock episode, the name Jenna came to mind :smug:.
All right, I'm jumping in with a Summons Necromancer. I will not use Corpse Explosion for this endeavor. Obviously I won't use a merc because the first monster that dies in the Moor will become my first minion
@Quickdeath: I'd check out jian's early MF guide. The early MF tends help you find more blues and yellows, which increases your income, which allows you to gamble more items for more mf and resists, all of which increases the chance that you will find useful a Gull Dagger or Chancies, or set combos, and it all snowballs into the later game when you find the more important stuff. It really is worth it imo, especially since the monsters are so easy in acts I & II.
Wakiki: thank you for creating and hosting a great tournament. You are also quoting to me jiansonz -who I consider to be perhaps the best SPF player ever! But with all due respect, guy, I am not a noob and I don't agree.
[BTW, I am the originator of The Perfect Grail, the SPF Scavenger Hunts, I've hosted about 10 tournaments and wrote the Guide to Sparkly Chests -certainly one of the most obscure guides ever - buts its referenced in the Stats Forum, lol]
First - I beleive one should be very concerned about getting killed in Acts 1 and 2 -as well as later acts. I want my armor, helm and shield to have mods that help me survive - not sockets stuffed with chipped topazes so I can find a ring with a +15 to Attack Rating. I've chosen a Javazon who will have a high block shield, D/A/E skills, Slows Missiles, a Decoy, as much defense as she can, and will play a throw-and-run style because I am obsessed with surviving rather than with MF. (And I can't see how any of this will save me from a gloam! :weep
2nd: given that I am playing a Javazon and combining that with the rules of the tournament, the "return on investment" on MF is unusually low and is a situation that Jianzons' MF guide may not anticipate. Look, a Javazon gets virtually no benefit from Offensive mods - the skills are auto-hit, not subject to increases in damage by most mods, etc. This Tourny has caps on resists. The key mods I am looking for are [+ X to life or vitality], [X% damage goes to mana], increased blocking % and blocking speed for my shield and FHR. But as I find items with those mods, dear host, I am choosing to use them! Because I don't want to end up with Deeds and a corpse that resembles a jaundiced Liberace - filled with yellow jewels!
The three most common mistakes I believe people are making in this Tournament are:
1. Playing on /p7 rather than /p8. Maintaining a higher level than the monsters around you for as long as possible is important to survival.
2. Choosing Shadows, Valkyries and Bears. Normally, those summons are certainly worth 20 skill points. And I agree that they are more valuable than mercs. But, my God, they are are not more valuable than 20 skill points and mercs. Good Lord, what were they thinking when they made that choice?
3. Being unduly focussed on MF in Acts 1 and Act2 of Normal -when the drops are pathetic and there is a genuine hazard of being killed.
Although I've ranted a bit, again, thank you for the good job you are doing in hosting this tournament!
I've only just started playing with /p settings, so maybe this is just the noob in me talking, but wouldn't the diminishing returns for big differences between monster and player levels keep this from being a big difference?
I agree with keeping a higher level being a good idea, though. I was used to going through at /p1, and survivability (especially vs. duriel) is much, much better.
2. Choosing Shadows, Valkyries and Bears. Normally, those summons are certainly worth 20 skill points. And I agree that they are more valuable than mercs. But, my God, they are are not more valuable than 20 skill points and mercs. Good Lord, what were they thinking when they made that choice?
Recastability. You can put your tank wherever you need it, and if it dies, you can recast it in the same spot to keep monsters where you want them.
Also, some builds are less skillpoint intensive than others. My strafer will be more or less complete (attack wise) with 20 in strafe. If I were playing a trapsin, I'd probably go with a merc to save points, since in that case skill points = damage.
honestly quickdeath i disagree as well re: summons. for everyone except sorcs the prime cause of death in a tournament like this will be the merc wandering off to pick flowers (sorcs can teleport him where they want, at high risk to self). mercs are stupid, there is no 2 ways about it
the alternative for a character like me (purely passives) is either have a merc, and a decoy and wasting the synery inherent in decoy, or having a castable valk and decoy, both place-able. nothing is more important for me. and valk kills merc in strength and quality in most situations, until the merc is blinged out, which is unlikely in a twink free tournie
i do agree about MF, the chances of getting something good early are low. but playing properly dying is far less likely early, especially in this tournie where damage vs health is a widening chasm the further you get
i personally feel that the high amount of goldfind that is available early may be more beneficial as gambling finds better gear than most low level uniques, but thats me and others will disagree
anyway, will update later. ive got khalims eye (somehow ssark dropped the jade figurine as well - no boss packs till the spider cavern? bizarre). no major issues yet
Also, some builds are less skillpoint intensive than others. My strafer will be more or less complete (attack wise) with 20 in strafe. If I were playing a trapsin, I'd probably go with a merc to save points, since in that case skill points = damage.
Playing a strafer in this tourny I would be concerned with
Pierce, CrStrike, and an alternate source of damage like FA, maybe even Penetrate, maybe a synergy for FA - and I sure would value the might aura of a NM merc. On defense, a strafer would benefit from D/A/E. That's potentially nine skills of interest. Some have diminishing returns like D/A/E and CrStrike and Pierce but you certainly have lots of ways to invest the 16-20 points in skills your Valk will absorb.
soulmanz said:
the alternative for a character like me (purely passives) is either have a merc, and a decoy and wasting the synery inherent in decoy, or having a castable valk and decoy, both place-able. nothing is more important for me. and valk kills merc in strength and quality in most situations, until the merc is blinged out, which is unlikely in a twink free tournie
Well, I can understand and agree with this argument -given your choice of character and choice of playstyle. You've made an unusual choice as you are intentionally avoiding a set of skills in the other two trees that would make your character stronger. That's a valid choice - good luck with it.
And I do agree that gambling is a good way to get higher level items than would otherwise be available early in a Tourny. But I am following that strategy just like everyone else -with only 25% MF on board.
Ah, Quickdeath, sorry if I offended you. I know you've been around a long time (I think I joined one of your tournaments). The reason why I gave you that advice was that I love early MFing so much, and after reading that guide, I just couldn't imagine playing any other way! Basically, I wasn't having an open mind.
We have a basic disagreement though, and that's about the danger in Act I and II. In my opinion, those acts pose very little threat and basically I see it as free mf. I do die there occasionally, but that's mainly due to carelessness (running into a room without merc) rather than monster difficulty. Since a merc can take down those entire acts, I generally just let them play.
I only consider putting survival gear on starting in Act III. Although, if I had disallowed mercs, I would have used less MF. I don't know how I would handle the beetles if I didn't have a Rogue or desert merc to kill them all! So, if you have not been just letting your merc do everything, then I can agree that it's smart to replace MF with some survival gear.
EDIT: Heh, Quickdeath, I joined your Enchantress tournament, remember? You just reminded me and I reread those posts. What a blast -- I wish I still had that character to play! Unfortunately, that was when I was changing computers every 6-12 months, and I lost her. Sigh. I still remember some of the events for that character. My favorite moment was the extra fast/extra strong apparition pack in Tal Rasha's Tomb. Good times.
ANOTHER EDIT: It's funny how influenced I was by that tournament. I ripped it off and expanded it a little for my Fighter-Mage tournament, and I'm still using basically the exact same table from it.
Also, I have updated the table for this tournament. BathtubPancake is now at Upper Kurast, but I will post an update later.
Uzumati and Emilio cleared the three Kurast areas easily, and for the first time Uzumati`s killing power surpassed Emilio`s. The Dark Swarms went down pretty fast with Fire Claws, but Emilio has clearly superior skills when it comes to every other creature type so far.
In the Kurast Bazaar the team found its second unique amulet, and I was really hoping for an Eye of Etlich instead of a Nokozan this time:
Nokozan Relic
Amulet
Required Level: 10
Fingerprint: 0x48f1206f
Item Level: 24
Version: Expansion 1.10+
+20% Faster Hit Recovery
Adds 3 - 6 Fire Damage
+10% to Maximum Fire Resist
Fire Resist +50%
+3 to Light Radius
Oh well, it is sitting in stash along with its friend.
Time had come to explore the 6 temples in Kurast and they contained a wonderful threestairtraps. Only the first two were dangerous to Uzumati, but the second one was a really scary experience. After taking the screenshot Shockwave was spammed all over the place, and EMilio managed to clean it up after a while.
In Travincal we met a couple of True Believers of the Bear and they watched in awe as Uzumati performed ancient Bear rituals. Unfortunately Emilio hates religious fanatics, so he poked them to death while they were stunned by the sight of their Savior.
Emilio also got rid of the council and almost everything in the Durance of Hate, but sometimes a fiery claw is needed to make progress. Mephisto on players8 was a long and dangerous battle, and it might have been a little foolhardy to handle him on that player setting.
After numerous trips to town and 3 resurrections he finally died and dropped the good stuff. A chipped ruby has multiple uses later on Fortunately one of the Lords behind Mephisto dropped a pretty nice life amulet to make up for Mephistos shortcomings.
Amulet of the Jackal
Amulet
Required Level: 1
Fingerprint: 0xeb9366ea
Item Level: 25
Version: Expansion 1.10+
+1 to Life
Doh!
I could write a whole lot about act4, but I`ll let this express my feelings after encountering Stygian Hags and whatnot all the time. It was sloooooow, but luckily not really dangerous and the loot is good, or not. The Hellforge gave me a nice rune, but unfortunately no Topaz I also found another Thul somewhere in the River of Flame and that pretty much sums up the finds in Act4.
Chaos Sanctuary was pretty easy as it worked pretty well to split the OKs from their Doom brothers, the OKs themselves got shockwaved while Emilio poked them to death. No merc resurrections needed at all At least until Diablo......that thing scared me a lot, so player settings were lowered to 1, and I`m glad I did. Shopping Javelins and throwing at him at a distance was one option, but in the end I decided to just let the merc engage and whack Diablo while he spent his 4 seconds frying poor Emilio. Uzumati could actually tank the lightning a little while, something I wish I`d rather not have know as it nearly gave me a heart attack.
Countless merc resurrections was needed before the big red monster finally dropped. Maybe I should equip the Cathan`s Rule and cash in 1 billion style points
Equipment upgrades since last update:
Rare Plated Belt with Fire resist, Poison resist and tiny life replaced Light Belt of the Tiger
Stormguild equipped instead of White Bone Shield
35% MF boots instead of 30% MF boots
[highlight] Thomh, Uzumati, Fire Claws Bear, Harrogath, lvl. 34[/highlight]
To Summarize Act I with my new poison java:
while (andariel.dead==false){throw poison javelin; run around until first monster dies; start looting and let the rogue merc pick off any survivors;}
Easy going, no ndes so far. Took until the inner cloister to find a 5th chipped topaz (and until dark wood to find a first...). Also no S/U in the entire act (nearly full clear at /p8).
+1 vote for "free" mf in early game (even though it didn't help much this time)
Quick side information: Forgot to mention that Kaiko's NM Forge Drop was a Pul.
Pretty good, but not terribly useful.
2. Choosing Shadows, Valkyries and Bears. Normally, those summons are certainly worth 20 skill points. And I agree that they are more valuable than mercs. But, my God, they are are not more valuable than 20 skill points and mercs. Good Lord, what were they thinking when they made that choice?
3. Being unduly focussed on MF in Acts 1 and Act2 of Normal -when the drops are pathetic and there is a genuine hazard of being killed.
Sorry for the spammage with two posts in a row, but I have some thought on this as well and would rather not mix it up with my update. I actually agree with you when it comes to summons. No argument there.
When it comes to MF, it`s really all about builds. For my own FC bear a ton of early game SUs are top notch end game equipment; Angelics, Bloodfist, Eye of Etlich, Sigons Guard to name a few. Also dying isn`t really a huge issue in the first two acts, so I tend to equip as much MF as possible and check out everything that can drop items
Take that from a guy who usually fails miserably in late NM and Hell in tourneys like this due to still being in complete MF equipment and having negative resists:whistling:
Edit: Ah, scrcrw fixed my double posting by posting in between, looks better that way
Amarantine went off to join her Valkyrie sisters today after an epic effort to reach the World Stone Keep. :hanky:
She'd just reached level 72 ,survived the stairs to the throne room then for one moments lapse of concentration a single fast doll broke through and was killed by either the fury or valkyrie or both resulting in instant death despite good damage reduction and max block.
Despite a crippling lack of storage space and not using the decoy since act 1 nightmare I'm convinced that the soundness of the build (max fury/valkyrie first followed by maxing poison skills) is capable of reaching Hell.Throughly enjoyed playing as a change from current bnet silliness.:nod:
@Tarantella Really sorry to hear that. What a tragic death... Puppets on Nightmare are really scary with such a low life pool. Congrats on taking the (narrow) lead though! :thumbsup:
@Thomh Glad to be of service.
Still easy progress for Jenna, probably because of the leet damage.
She also got an unuseful pul at the forge but the dol, io, lum and hel found on the way were also not used and the very needed single shael that did drop was on a return to clear the act 3 temples and had to be left lying there.:steam:
She also got an unuseful pul at the forge but the dol, io, lum and hel found on the way were also not used and the very needed single shael that did drop was on a return to clear the act 3 temples and had to be left lying there.:steam:
GeneralJoe has cleared the Moor and all associated branches of the Cold Plains. He is now level 12 and has some points in Bone Armor, Raise Skeleton, Skeleton Mastery, Clay Golem, Amp, Dim Vision, and Iron Maiden.
As an aside, I thought I'd share some data of character progress at different players settings for characters that have done single-pass, full clears up through the Claw Viper Temple in NM. I'd add more data but the characters haven't progressed pass that point.
With the exception of Act 5 Normal, there really isn't that big of a difference (in my mind) between progression at P3 as opposed to P8. And P3 catches up quickly in NM1 which is very slow progress for P8.
Well Act I is done, used players 8 in the first parts, and the switched to players 7 for everything, except countess. At level 18 got shadow warrior, though I think I will go with Shadow Master, the Warrior could pretty much tank everything though when facing Andy I had to recast him like 3 times, even at p7 Andy dropped pure junk, no S/U... Through the act I found Rixot Keen which might be put to used later on for it's 25% CB and Stoutnail, though the 7 vitality aren't nearly as good for an Assasin then for a Barb.
Countess was kind and dropped Tal and Tir, the Tir enabling for a steel weapon as soon as an El drops... pretty sure one will drop in the Sewer...
Interestingly since BF fires at a fixed frame it dished dmg out much faster then using melee even with BoS on. For Andy I bought a big hurty Maul and with BF it didn't take really long. Seeing the effectiveness of BF so far, I think maybe I will go for the style points and not go in traps after all... Though I think I might have problems with AR later on... or is there a way to assure I will get enough AR to hit things?
[highlight] Pepitosari, SassyAssasin, Assasin, LutGholein, level 20[/highlight]
@Ohomemgrande: that was an interesting table, and it follows what I have experienced, with a few exceptions (on /p8):
All of my characters have been level 32 at the end of Act III.
At the end of Act II, my characters are level 28 around 80% of the time and level 29 around 20% of the time. It depends a lot on what monster types you draw in the two large tombs. Preserved Dead are the best for experience, followed by Apparitions and beetles. Unravelers are the worst, because you get almost no XP for the Burning Dead.
Quite often (around half the time), I do not make it all the way to the level 49 level-up in Normal.
Once in a blue moon (~5% of the time), I get to level 21 in the first act.