The Certain Death Tournament.

Re: The Certain Death Tournament.

@UllaV: Yeah, of course. Barracks must be underground!

(sidenote: Yes, GPS gizmos can usually give you a z-coordinate, but on most 'non-luxury' devices, the accuracy in that dimension is often pretty bad)




Very nicely done against Andy! Did she manage to even attack you, trapped behind all those Bone Walls?

Morte didn´t take a single point of damage. :yes:
Iantha got hit by the poison spray twice (before the 'major jail' was created) but a Super Healing potion fixed her up those times.




Was the Andariel fight scary for Blake? I understand that it was short, but without shield and not much life, it seems dangerous.



 
Re: The Certain Death Tournament.

Was the Andariel fight scary for Blake? I understand that it was short, but without shield and not much life, it seems dangerous.

It was scary, but i was ready for her. We both had our pre-battle dose of Antidotes and i was feeding reds to Blake constantly during the battle. His life dropped below half twice, IIRC, but it wasn't too dangerous at all. Andariel fell in less than 20 hits, so it was a very short battle indeed.



 
Re: The Certain Death Tournament.

Some nice progress by above posters, good luck with the barb morathi.

Well, i have decided on my next entry.
It will (again) be a sorceress, but this time a orb&fireball one.
The one thing i really missed as firewall sorc was an area freeze (wich the act 2 NM merc would have solved, but it was not to be)

I probably will be leveling a werebear druid a little along the way, just so if the sorc dies (wich is not the plan btw :D), i wont have to do the tedious act 1 again.

The main difference between this sorc and the last one will be that she will be going for energy shield + block instead of just energy shield.

so into the fray jumps Zapsarrap, the orb/fireballer (determined to kick some red *** :smug:)
 
Re: The Certain Death Tournament.

[Highlight]Destroyer Morte the Mojo/Bonemancer and Iantha the Cold Rogue, level 53, NM Lut Gholein[/Highlight]

:wave: Josephine says "Hi" to Morte as she emerges from the sewers after cleaning up the monster of Lut Gholein.

The rest of Act 1 NM was a lot of fun. The game is often cruel and keeps reminding me of GeneralJoe. Josephine has found Maelstrom and Ume's Lament and sheds a little tear each time a golden wand falls. Chalan got an upgrade in weapon when he found a green bill in one of the underground areas.

The Countess dropped a Tir.

There was one "scary" situation in the Hole when I ran into a pack of mana burn archers. (They may have been extra strong too but I'm not 100% sure). One shot (or a flurry) took the mana bulb almost to zero and the health bulb went down to about 1/4. A quick reposition and chugging of the blue and red pots let us reassess and attack more carefully. Even though this build has been fairly "safe", this is still HC and the journey can end at any time.

I found an ilvl 45 Cathan's ring. Alas, I already have one of that ilvl so my Crazy Cathan's Grail did not improve.

Andariel went down quickly and of course, dropped nothing of interest. After defeating Andariel, I went back to Normal and finally shopped a +2 Fire Wall staff with 2 open sockets. Since that was the first 2 socket staff I saw with any bit of Fire Wall, I took it and called it good (it's not like Leaf is an expensive proposition). With the Radament quest reward, I spent a point in Fire Mastery so now I've got a 750 point damage Fire Wall courtesy of my Leaf Staff.

[highlight]Josephine, lvl 54, ES/FO sorc, NM Radament[/highlight]



 
Re: The Certain Death Tournament.

The remainder of Act 5 lay before Fishyzon, and things started off with a bang as she stormed the heck out of Nihlathak's temple. One of the myriad baddies dropped a not-horrible spear that was stashed. On the second floor she stumbled across another Sigon's piece, but kept her current boots for the Lightning Resist. Nihlathak himself was mostly namelock-LF'd to death after a Decoy was put up to distract the mobs, with a swap to CS when he teleported right next to dear Fishyzon.

The remainder of the temple dropped some magical rings and visits to gamble at Anya turned up more, so Fishyzon got to cubing. One of the results was most acceptable and nearly doubled her mana bulb. Not to be outdone, this was cubed not long thereafter, and would be an excellent amulet for use in NM.

The rest of the act up to the Throne went smoothly. The entrance to the Throne itself put up a heck of a reception. 3 greater/super healing pots and 3 full juvies were downed when Fishyzon was ganked upon by two frenzytaurs, and at least as many mana pots were guzzled to feed Frozen Arrow until Fishyzon could switch back to CS.

Baal's minion waves were simply done, and a weird thing happened with Bartuc. He killed the Valk (well, his bolts did) and then just stood there and took his lumps as Frozen Arrow nibbled him down. Colenzo and Achmed were LF'd, while Ventar and Lister were started with FA until the herds were culled enough to ensure the Valk's relative safety.

On to Baal! The Valk was resummoned next to him, Decoys were put up to distract him, but he wouldn't bite. That's fine; I had red and blue and purple potions in the belt and he doesn't have the freaking lightning hose and I have Charged Strike. Even at /p8, it tore him up something fierce. He was reduced to about half of his health after about a minute of dedicated attacking and decided now would be a good time to clone himself and teleport away. But that didn't really matter; I had the real Baal namelocked and the Valk got hung up on the clone, which was fine because it kept the clone from annihilating me. Death would surely be swift.

It most certainly was.

[highlight]Fishyzon, Fishyzon, Level 48, Baal, RIP[/highlight]

I was, of all things, stunlocked and double-teamed between Baal and the tentacle. The tentacle lashed away health and Baal decided it would be a good time to go into super-crazy novaspam, but my potions were able to keep up with it. Then the tentacle scored a critical hit and Baal scored a critical hit and despite the presence of purples it was over. Darn.

I don't know if I'll rejoin quite yet; I made Fishyzon SC because I actually wanted to make and finish a Fishyzon, so I will probably keep playing her for a while (now with added Vitality and a mercenary!) The other thing is that I don't have any good, vaguely viable build ideas at the moment for use in the tourney that aren't already surging forth. I'll definitely keep an eye on this thread and wish the best of luck to everybody else!
 
Re: The Certain Death Tournament.

Fishyzon, Fishyzon, Level 48, Baal, RIP. Commiserations Alfonso - a horrible way to die by way of Baal's armpit

Some fantastic progress by some folk

Progress for Jezabelle has been slow mainly due to the fact that she hasn't been played much; instead I have been helping out the male child with his cheesadin.
However, she has managed to make it part way through Act 2 having retreived the staff (ammy next). She is really starting to put out some nice damage now from charged strike and can take care of monster packs with relative ease. While she still has her faithful rogue beside her, I'm not sure how much longer that will continue. There has only one NDE so far when ambushed in the catacombs by a group of Tainted Demons with a extra strong beastie amongst them. Jezebelle was frozen like a statue and her life bulb dropped to a slither. Frantic finger work just saved the day - thank goodness for the old rejuvs. There probably wont be too much more progress before or over the Xmas break, as I am off over the ocean in a few days to my place of birth (The Land of the Long White Cloud) to visit the family for a couple of weeks. Jezabelle is currently level23 and still kicking

Jezabelle, Javazon, Level 23, Lost City
 
Re: The Certain Death Tournament.

R.I.P fishyzon (atleast for the tourney), thats the kind of death you really dont see coming (i always considered baal to be a rather safe, but long fight).

Zapsarrap (wallerinas sister, bent on avenging this :whistling: just had the best normal act 1 i ever had with a character (all done in /p8 as usual).

To start things off, she found her first chipped topaz in the second monster she killed.
Her second and third yellow stone soon followed in the den of evil (and an exp shrine was parked directly in front of the den!).
This caused Zap to have a 3xchipped topaz ringmail before she even entered the cold plains.

The plains themselves held a nice surpise too in the form of a gem shrine (at that point i did not have a chipped topaz so i saved it for later).
Two more chipped topazes were soon found in the crypts after dispatching of bloodraven, Zapsarrap went back to the gem shrine to collect her first flawed topaz.
On her way to the tree of inifuss even more ctopazes dropped (3 in total)

All the demons in tristram were quickly roasted with fireball, and after searching through the ashes Zap found a nice rare amulet with +11% MF, 10% FCR +3life and 2%healthreg.
A very good start to say the least, but zaps lucky spree was far from over.

On the way to the forgotten tower a unique dropped a nice weapon that would see its use on the act 2 merc.
The forgotten tower itself did not dissapoint either with this drop (it was a gecglaws), and the countess left behind a very nice rune.

Guess what shrine i found in the tamoe highlands? : thats right.
On the way to andariel i found even more chipped topazes, these 2 charms, and last but (definitively) not least this dead sexy drop (40 life and 30% hitrecovery, what more could you want from gloves in this tournament?)

Andariel was disposed of rater quickly (she did kill my merc, but the fireballs exploding on her back set her on fire just as she turned around to take care of Zap) and as a nice finish to act one her drop was actually pretty good.

-Zapsarraps stash at the end of normal act 1 (i did mule 2 stashes to zaps atma-tourneystash before this one already but i kept the topazes to give an impression of how lucky i was).

-And these are Zaps stats at the end of act 1.

-Zapsarrap, level 20 orb/fireball sorceress lut gholein.(oh and Kharne, level 6 fireclaws werebear cold plains)
 
Re: The Certain Death Tournament.

Well I’ve finally done it! Hadriela performed a full clear of NM Act 5 at Players 7 avenging poor Mara and reaching Hell (at long last).

Heading into NM Act 5 I wasn’t sure what I should be most concerned about. Should I be concerned about Dolls (killed my last character), Frenzytaurs (always scary), Blood Mana (it is after all the Evil Black Magic Voodoo Curse), Cold Immunes (did I mention that I really didn’t have a good plan), Nihlathak (see Frenzytaurs), or maybe I should be most concerned about popping Evil Urns in my quest for the full clear (that almost got Mara before the Dolls did). In the end I couldn’t decide what was most concerning and instead decided it would be best to proceed with an extreme sense of paranoia . . . apparently it worked . . . though it might not have been necessary.

Dealing with the denizens of NM Act 5 wasn’t that bad. Hadriela had smooth sailing until she reached Abaddon and encountered mass cold immunes (Hell Witches). The Hell Witches presented a bit of a problem as their sheer numbers and decent magic damage made them unattractive to charge up to and static and dangerous to both Azrael and Hadriela. The solution, brute force (with a bit of finesse). Hadriela teleported around near the edge of the screen tempting the Hell Witches to break formation and charge and then when they did Azrael ripped them to shreds one by one (sort of slow but my paranoia stopped me from doing something more aggressive . . . probably a good thing).

After Abaddon it was smooth sailing into the Crystalline Passage (where there were only CI Frozen Creepers . . . thank you guest monsters for bumping out those Hell Witches). The Frozen River had more Frozen Creepers and Burning Souls. The Frozen Creepers continued to be pretty easy (they move so very slow) and the Souls weren’t bad either as the Frozen River is pretty much and indoor area and therefore has plenty of corners to hide behind. Anya was rescued and then it was Nihlathak time.

Guest monsters had bumped out the scary Frenzytaurs so the biggest problem really was that my computer’s frame rates per second drops way down whenever I have mostly explored a really large area (such as the Hall of Anguish and Pain) and am trying to keep the mini map up and operating. Anyhow, the monsters were easy and soon enough Hadriela had reached the Halls of Vaught where she was happy to learn that the Snakes had taken the day off and only Hell Witches remained as a source of real concern. As had been done in Abaddon the Hell Witches were drawn apart and soon only Nihlathak’s branch remained. Hadriela approached with caution engaging Nihlathak’s spawn at great distance and then tele’d past the sea of corpses onto the summoner and it was all over (perhaps only Hell Nihlathak is really dangerous . . . )

The remaining bits of NM Act 5 were pretty much more of the same. There were more Hell Witches and more Frozen Creepers (sometimes in the same place . . . the Icy Cellar). Evil Urns continued to be cleared (here was the most dangerous thing that popped out of an urn . . . though these guys popped out of an Evil Urn directly on top of Hadriela). The Ancients were done at Players 1 (why not) and were super easy. The WSK had Frenzytaurs and Burning Souls (but not really any super dangerous bosses). The Throne of Destruction had more Burning Souls (but not Dolls so Hadriela didn’t get to do the corpse dance). Baal’s Minions were defeated with great ease (only the Plucked Chickens forced Hadriela out of the main chamber). Baal used did some Mana Burning and Blood Mana Cursing but Hadriela’s potions and Azrael’s Kelpie Snare were too much for poor Baal to handle . . . he died in under a minute.

Baal dropped nothing interesting (not one set/unique). The rest of NM Act 5 was about the same with the exception of this early find! Ginther’s Rift (I love that weapon) and it’s eth and 2% ed from perfect! I’d been hoping for an eth Ginther’s Rift for years and had never found one until about a month ago but sadly it had the worst ed of any Ginther’s I had found . . . but it doesn’t matter now (this new one is absolutely awesome)! The rest of the set/uniques were pretty boring and included: Arctic Belt, Iceblink, Cathan’s Amulet, Goreshovel, Stormguild, Gleamscythe, Spineripper, Fleshrender, and Sigon’s Greaves.

Here were Hadriela’s stats at the end of NM Act 5.

Conqueror Hadriela then engaged the NM Cows and discovered that at Players 7 they put up a pretty good fight. Azrael bought the farm a few times and nothing interesting was dropping so Hadriela considered dropping the players setting but decided to tough it out at Players 7. Good thing too because she soon had one great drop (so at present her small charm of vita nearly gives as much plus life as her grand charm :rolleyes: ). The rest of the drops were useless. The Cow King didn’t even drop a rare and random set/uniques from the Moo Moo Farm included: Skewer of Krintiz, Doomslinger, and Sigon’s Armor.

Hadriela then checked out her stats entering Hell (oh no, that won’t work). Hadriela then changed out her belt, boots, ring, amulet, some charms, and added eight new slots worth of charms so that:

Here were Hadriela’s stats entering Hell (and at present there are seven skill points in reserve).

[highlight]Hadriela, Frozen Orb/TK, (H) Rogue Encampment, Level 74[/highlight]

Ancalagon – Congrats on the great progress and best wishes as you near the end!

Morathi – A Berserker Barb!? I guess Blake won’t need to worry about style points! Good luck with the challenging build!

Ohomemgrande – Nice progress! Hope NM Act 2 treats Josephine as well as it did her sister! :thumbup:

Alfonso – Ouch :shocked: . I nearly had the same thing happen to my bone necro but got lucky. Hope to see you enter again (whether with an original build or not).
 
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Re: The Certain Death Tournament.

Here were Hadriela’s stats entering Hell (and at present there are seven skill points in reserve).

[highlight]Hadriela, Frozen Orb/TK, (H) Rogue Encampment, Level 74[/highlight]

Nice work there!!

What do your skills look like going into Hell? Between the 7 unused skill points and the 93 unused stat points, you should be able to make your trip through Hell a bit easier right out of the gate.



 
Re: The Certain Death Tournament.

Ah yes . . . the skills . . .

Hadriela has,

1 Point Fire Bolt
1 Point Warmth
1 Point Fire Ball
1 Point Enchant
1 Point Hydra
1 Point Fire Mastery

1 Point Charged Bolt
1 Point Static Field
11 Points Telekinesis
1 Point Lightning
1 Point Chain Lightning
1 Point Teleport
6 Points Energy Shield

1 Point Frozen Armor
1 Point Ice Bolt
1 Point Ice Blast
1 Point Frost Nova
I Point Glacial Spike
1 Point Blizzard
20 Points Frozen Orb
20 Points Cold Mastery

(+2 All Skills . . . and 7 skill points in reserve)

At present I am thinking about starting to put points in Fire Wall (maybe with a Fire Wall / Leaf Staff on switch but that sounds dangerous considering what it would do to Hadriela’s resists . . . –57 all resistances as soon as the shield is gone :crazyeyes: ).
 
Re: The Certain Death Tournament.

MOOsaccre - great start and it seems luck is on your side. Long may it continue

FirstHandShot - congratulations on reaching hell and on the Ginthers drop, etc. Most entertaining write up too
 
Re: The Certain Death Tournament.

@HanShotFirst: Congrats on reaching Hell difficulty!
That looks to be decent stats. Nice resists, and nice +VIT number. IIRC, Sorcies have 10 base, so Hadriela has +44! Where does that come from?




Morte and Iantha are doing a good number on enemies with little life (javelin/potion-throwing cats, vultures, beetles, bats, etc). The Hollow Ones in Halls of the Dead didn´t provide much resistance either. I make sure undead corpses get exploded, or get placed far away from the resurrectors. A good percentage of them shatter on the kill, too. When the greater mummies are alone, they are little more than target practice for Iantha. I met a 2-pack of Champs and Iantha was hurting from the steady stream of Unholy Bolts, but there was a simple solution: let her benefit from a Life Tap hit or two once in a while, and she heals up quickly.

I made another attempt with the socketing recipe on a Gothic Plate. 2 sockets this time. Crap...feels like such a waste when it fails. It´s not like Tal and Thul runes grow on trees and they are darn useful for other things, too. Only 25% risk to fail twice in a row, but of course I beat the odds...

Morte found his first exceptional unique today: Blackbog´s Sharp. Hmm, 50% slowing, very fast weapon, extra AR since I can make use of the +5 to Poison Dagger...interesting. I can clearly see a use for this blade in certain boss battles, together with Goblin Toe and crafted Blood gloves.

Scored a grailer, too: The Eye of Etlich. "Say what?", you might ask. Yup, first time I see it since v1.09, which is almost embarassing...

(Sidenote: I went through my grailer spreadsheet today. Turns out I lack one normal unique armor/weapon. Care to guess which one? Help: It´s not a TC3 unique - I´ve found Bane Ash, Torch of Iro and Knell Striker once each).

At every selling visit to Fara, Morte is on the lookout for Ferocious Throwing Spears. Found a low-end one that also had a little +max damage suffix, but that was not good enough. I suppose I could gamble and upgrade a rare (even something modest like a +75% ED Harpoon would be a significant boost compared to the current rare War Javelin) but even though I have enough Amn runes, I won´t do that until Iantha´s bow is much better than now. Pretty much all money goes to bow gambling at the moment. Also, if I make it to the last parts of the act and hit level 60, Fara starts to sell Cruel Throwing Spears anyway.


[Highlight]Destroyer Morte the Mojo/Bonemancer and Iantha the Cold Rogue, level 54, NM Far Oasis next[/Highlight]
 
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Re: The Certain Death Tournament.

scr, RIP for Summer. We hardly knew ye!:crazyeyes:

Moosa, RIP for wallerina! Diablo is so unpredictable sometimes. Thanks for rejoining.

ancal, congrats on your excellent Hell progress. Odd that the Evil Force was a bigger danger than the dolls though!

Alfonso, sorry for your Baal death. I almost died to several fire novas in a row, myself. Enjoy the rest of your character's life. ;)

Han, congrats on reaching Hell and good luck there!

jian, the parallel dimensions thing seriously weirds me out whenever I see it. Argh, I should have used your tactic to beat Andariel! I'd have saved alot of money if I had some random bow, hired a Rogue, and spammed prisons all over her. Oh well, I'll remember that tactic for later bosses. Also, that is seriously an amazing ring. *drool*
 
Re: The Certain Death Tournament.

Felt like a break from my dentist so Ill try out one of these. Enter Toxarys the bowzon. Here's hoping for a nice bow somewhere around NM.

Just played through the stony field and realized that I dont know what i wanna use as my main attack. On the one hand FA would make a majority of the mobs a cakewalk, but it does hog mana and requires quite a few other investments (+freeze length, +skills and so on) on the other strafe and multi requires a very good bow to be worth while, but opens up more options for my gear and might even prevent being oneshotted by any and all mobs in hell.
Of course I like strafe the most of multi and strafe since it is a mob/boss killer in the same package, so I guess its between strafe and FA. Hmm... will have to think a bit about that.
 
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Re: The Certain Death Tournament.

Been awhile since my last update...just killed Hell Baal, so....I'm kidding, kidding.

Last update was Canyon in normal and Svelte_Savage is now in Act 5 normal, Arreat Plateau.

The fight with Duriel wasn't bad. Merc did die near the end, but as long as I kept in melee I was fine. IIRC, I swapped over to javelin and shield on switch to fight him. Feel safer with the shield, maxed blocking with my high dexterity. Mephisto wasn't bad either with the decoy and merc once I got them situated and engaged, I was able to stand behind the decoy and take him down.

Diablo, wow, I really don't like this guy, especially since this is where my last character bit it. I was fortunate enough that there was a lightning shrine at the entrance to Chaos. Saved that for the Diablo battle. I played it wrong though. I ran around him hoping to get the merc engaged, while throwing up decoys, he would ignore both and send the fire river and lightning my way quite a bit. Merc died a couple times and the lightning shrine ran out, so I really thought I was done for. Got back to town, resurrected the A2 def merc and decided I can't go back, got to take him out, give it your best shot. Each fire ring seemed to take nearly 1/2 my life, even with her 48 fire resist. I stayed closer and engaged myself using the javelin shield combo. This helped the merc survive longer, as he directed his attention to me. He didn't seem to use the fire and lightning attacks near as much when I stayed in melee. He did a few times. The merc died one more time, so I bailed and rezzed him one more time, and was able to finish the job. What a relief when he dropped dead. The whole battle had my heart going, what fun.

Some details:
S - 80
D - 107
V - 20
E - 50
Life 187
Mana 138
Jab Damage 133-363
Weapon: 3 socket maiden spear (socketed with flawless skull, Tal, and Ral)
L10 Decoy
L8 Jab
L6 Crit Strike
L5 Dodge
L3 Charged Strike
Resists (for the Diablo battle, fire and lightning were both 48%)
F - 44
C - 38
L - 50
P - 49

I did make a decent savage weapon for the merc:
Savage Lochaber Axe of Cold, 10-98 damage, +1 cold

[highlight]Svelte_Savage, Spearazon, Level 34, Arreat Plateau[/highlight]
 
Re: The Certain Death Tournament.

Jiansonz – Yep, Sorceresses’ base vita is +10 and then Hadriela has +22 from her Spirit Sword and +12 from her Saracen’s Chance (found at NM Mephisto).

Docturnal – My Bowazon in this tournament used both FA and Strafe and a merc . . . so, Insight was an option and made FA really user friendly . . . on the other hand my Bowazon was deeded in NM Act 2 and I believe all of our Amazons that have reached Hell are using Valks . . . Have you decided on the merc vs valk decision yet? . . Either way it will be interesting to see where you go and good luck!
 
Re: The Certain Death Tournament.

Notwink merc and low life decoy are making it quite difficult for some builds with high players x setting I think.


Act 4 continued with Mortiphye at p8 with with the added bonus of an early skill shrine Izual reduced to impunity on the Plains. Rare gauntlets with 25 mf and a little PR dropped soon after. Hephasto and the forge yielded an el which are in short supply, all being used to repair any low quality heads that are dropping. A +3 to skeleton mastery and a + 3 to raise skeleton, +1 to teeth (equipped) being the best keepers so far. Mortiphye's army left a trail of bodies in The City of the Damned and River of Flame which would prove soon prove useful. The Chaos santuary breached at just under level 34 proved to be a one sided struggle of the forces of darkness
against, erm, the forces of evil and not even the occasional IM curse put a dampener on precedings.The cowardly De Seis tried to book a free ticket to act 5 but was despatched forthwith. Before the final seal was broken Mortiphye showed Harry his cunning plan but Harry scratched his skull, shook his head, and was not impressed.

At p8 decrepified Diablo took a while to get into his stride, the +3 summon resist wand proving its worth but eventually the skeletons started dropping and a retreat to regroup was forced. Getting the un buffed army back into contact again wasn't easy and it took another wave of skeletons before Diablo fell with the best drop being this not too bad ring.

The second session started well with a thul dropped in the foothills and peaked when Shenk dropped the Peasant crown, nearly end game stuff here and a much needed bolster to Mortiphye's life.The Anya quest reward was a poor +1 to summons head and Nihlathaks temple was emptied after finding the Tundra waypoint where a lucky amn dropped in the Halls of Vaught along with a 23 FR GC. With raise skeleton maxed and 10 hard points in summon mastery points were now being put into bone spirit with singletons in armour, wall and prison. All the side areas were cleared and all the evil urns were popped with the strong skeletons being up to the task and the Sanders boots, the 15frw of the crown and a 5 FRW 14 FR large charm helping to keep Mortiphye out of harms reach. The Ancients were defeated at level 45 and Baal despatched less than an hour later dropping Maelstrom which is a very nice item for its level no less!.

A quick reshuffle of gear and a trial foray in nightmare ended safely at the Cold plains waypoint with weight of numbers, amp, a low level CE and a weak BS keeping up the momentum.


Tarantella Mortiphye Summoner Hybrid Cold Plains(N) Level 48
 
Re: The Certain Death Tournament.

[highlight]Josephine, ES/FO sorc, lvl 60, NM Kurast Docks[/highlight]

Yep, that's right, the bug is dead. The rest of Act 2 went by without too much of a problem. I just lobbed frozen orbs through open doorways and everything fell. Currently I'm looking for ingredients for an Insight polearm and possibly for a Spirit sword. I don't have a 4-socket sword yet but I do have an appropriate ilvl Crystal Sword that Larzuk could punch 4 holes in if I needed to go that route. I found my first Amn rune in the false tombs and still haven't seen any Thul's or Sol's yet. I do have 2 Shael runes and 1 Dol rune. Right now, I don't "need" a Spirit sword (especially since my staff is an arch-angels with +2 to Energy Shield (nice for in the field recasts)), however, the mana/life from the sword will be useful. If I don't find something soon, maybe I'll head back to Larzuk...

I'm casting ES at lvl 21 (I bought a handy Powered staff (+3 to lightning tree) with +3 ES on it). The duration is about 22 minutes so I cast it in town every time I go back to sale stuff. My TK has 6 hard points now so the multiplier is down to 1.62. For the rest of NM, I'll probably alternate between TK and ES so that I've got a nice strong defense when entering Hell.

Duriel dropped a Kuko and Arcana's hat along with his customary scroll of town portal.
 
Re: The Certain Death Tournament.

Zapsarrap used act 2 to recover from the insane amount of prereq-skillpoints that her build (fireball,e-shield and frozen orb) requires.

After a few levels her fireball was quite a force, and the whole of act 2 she was turning undead to ashes while gulping down gallons of blue liquid.

The act was rather uneventfull and the drops were rather dissapointing (thats ok though, act 1 was amazing).
My fireball needed 2-3 casts to kill, and prathan my merc was quite a force with his 1-107 lightning damage circlet, and his crafted savage halberd.
Also the 1 point in blizzard made it all even more of a cakewalk.
Duriel was static field+ blizzard spammed and went down quickly. (dropping 1 crappy rare and 4 magic items)

Zap found 2 uniques that improve max resistance (wich are probably usefull but not in this tourney) a darkglow ringmail and some +50 fire resist unique amulet (nokazans relic or somehting like that:whistling:), both were stashed. (perhaps the relic will see its use at diablo, but i would have to get my fr to 0 then to be able to wear it:scratchchin:)

In the spider forest a lance of yaggai was found (totaly amazing damage!:whistling:), and sold to nearest vendor i could find, and after clearing the forest and the great marsh, zap decided she had done enough for the day.

Zapsarrap lvl 29 orb/fireballer, the flayer jungle.
 
Re: The Certain Death Tournament.

Maggot Lair was often easy, but sometimes tricky. The long hallways are good for Iantha, and I often put two 1-segment wide Bone Walls in them. This was as protection against beetles. The Black Locusts got Decrepified and tanked by Morte.
The annoying/tricky part was when monsters stubbornly waited around corners. I spent a lot of time nudging Iantha past such corners.

However, Iantha made nearly no progress against Coldworm. Something had to be done.

I ran into a somewhat scary situation at the start of the Claw Viper Temple. Two Guardians were close enough that a bunch of skeletons approached, as did a boss pack of Vipers. I Dimmed all of them but that didn´t stop the boss, of course. CE + Extra Strong. That´s far too dangerous to handle in this tiny starting area! I fled up a corridor (in the third direction, where no monsters had come from) and ran into yet another Guardian. Major Dim actions again, and Iantha started working on them. Snake boss came over here. I figured this place is far enough away from the entrance for that area to be boss free now, so I TPed out and came back from the stairs. Lots of snakes to Dim (a regular pack in addition to the bosspack). Slowly but safely we could now establish a foothold here.

On level 2, my plan was to inch forward one pixel at a time and play it by ear as soon as we saw any monsters. Altar platform seems to be monster free, that´s good.

"Iantha, NOOO!"

Apparently, she didn´t approve of my cowardly plans, and charged ahead down and to the right. That´s where Fangy usually hangs out. Extra Fast Salamanders came crawling, and they had Might boost! I didn´t hesistate one bit, did a weapon switch to the staff I had brought, and...

HA!
Old Morte wasn´t born yesterday, you know...

After we were done mopping up here, I ended the session (like I´ve done for some time now) with a bow gambling spree. Finally caught something nice, a rare +179% ED, +19 max. Long Battle Bow. A couple of gambles later, I landed an even more powerful such bow. Once I had upgraded it, I said goodbye to Blastbark Gothic Bow. You served us well.
(I hope the ctc flee won´t be too annoying. I figure I can just re-curse the monsters with DV, Amp or Decrep if I don´t want them to move away).


[Highlight]Destroyer Morte the Mojo/Bonemancer and Iantha the Cold Rogue, level 56, NM Harem/Palace next[/Highlight]
 
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