Re: The Exposure Tournament
I have moved forward with my second character (of the four I have planned) in this tournament - Smaragd the poisonmancer. Smaragd is 'Emerald' in swedish.
While I always thought I had a chance to go all the way with the Phoenix Striker, that is not the case for this guy. There is just so much that can go wrong, and there are a couple of situations already where I have more or less lost control and it's been quite dangerous. The main method of applying his best skill (Poison Nova), running around enemy packs is risky in itself, especially indoors.
Another big problem is the lack of skill points. It is impossible to be good in all areas I want to be good at:
- I want to max all three poison skills
- I want a strong Bone Armor/Prison
- I want an effective level 12+ Dim Vision in Hell
- I want a good duration of Attract. Level 9 gives about 10 seconds, which would be nice
- I want a long duration Decrepify
- I want a strong Corpse Explosion (which Necro doesn't?!)
The access to +skills is of course hampered by the ban on shields.
Moving through the ice caves in Act V, Smaragd
made an interesting find. Awesome, but it also made things more difficult and tedious. Playing like I do, I have to hold this dagger, of course, and that meant giving up my handy Toxic Bone Wand of Enlightenment with +3 to Lower Resist. So a big mana boost disappeared to be replaced by an item with
negative mana. I could cast about 3 fewer Poison Novas per full mana bulb now. I started using more Poison Explosions again, whenever I could.
I had an NDE in an ice cave where I was boxed in next to a wall by a 3-pack of abominble Champions. I escaped by town portal. The only chance I had there, really.
Met my first PoI monster in the throne room.
Hammer time!
(very nice that my range is longer than his!)
I checked out d2data for info on the poison resistance for Lister's pack. 95% across all difficulties. YUCK!
I drew out one at a time, Bone Prisoned it so I could hit it once with my 'Malice' Maul (for the Prevent Monster Heal) with less risk of getting into trouble. Then Lower Resist and Poison Nova running with a whole inventory full of mana potions. Each one of them took several minutes to kill.
Baal fight was not hard (I could stay out of range of his most dangerous attack) but tedious.
Cow level, on the other hand, was the easiest and fastest I have ever played, I think.
I started out in Nightmare, curious as to how well my killing power would hold up. OK, fallen and quill rats fell over from 1-2 PN bursts but the zombies took forever to kill. Even with Lower Resist (although that did help a bit).
I experimented with other killing methods. While that was not so effective, there are still elements in it that I have used and gotten better at. After some more playing, I found that the best way of killing a single skeleton or 1-2 skeleton archers was to use Decrepify and hammer away. Even though my AR is
literally only the same value as the number on Donald Duck's license plate, the large level advantage I have in this part of the game still lets me hit often. And after the first hit, the following hits are increasingly easier to score thanks to the abilities on Malice.
I quickly learned that I needed more foot speed to stay a little safer and be better at using Poison Nova, so I made my first MF sacrifice - replaced my Greaves of Luck with some Acceleration boots. It hurt, but it had to be done.
I had trouble in Black Marsh, because that large fenced Carver section was not there. With underpowered ranged characters, that place is where I will usually trap Treehead's pack on the other side of the fence. Treehead's pack was CE and every time a minion hit me, I had to run in panic. Could not do
anything else until the cold had worn off. (I have had an idea about using a belt column for thawing potions, but I do not think I can afford that.) These guys get faster the more hurt they are, so danger was increasing. Eventually, I Decrepified the pack, TPed out and returned from the WP so I could fight one at a time. Heavy use of
this method to stay safe. Those segments are still weak, so I had to spam BP often.
Short status report at the Outer Cloister Waypoint, Nightmare (Cloister, Tamoe Highlands and Pit still to play).
Smaragd the Necromancer
Level 50
About 80 stat points in STR, a little in DEX and the rest in VIT. A little over 450 life at the moment.
Resists in NM: Fire 50, Cold 26, Lightning 19, Poison -26 (cold can be taken to 76 with potions; lightning and fire can be boosted to high numbers with assorted jewelry I keep in my stash)
Skills
Poison Nova 16
Poison Explosion 7
Poison Dagger 8
Bone Prison 2
Corpse Explosion 1
Lower Resist 2
Dim Vision 6
Prereqs and all other Curses 1
Primary Gear
* Artisan's Great Helm of Sorcery (+14 ENE) with 3x perfect topaz
* Amulet of Luck (35)
* Gull unique Dagger
* 3s Breast Plate with topaz and 2x flawed topaz
* Garnet (27) Leather Gloves of Fortune (24)
* Fortuitous Ring of Chance (22)
* Rare Plated Belt with 30% lightning resist, a little life regeneration and some other minor mods
* Ring of Fortune (21)
* Sapphire (39) Heavy Boots of Acceleration (thanks, Gheed!)
Switch
* 'Malice' Maul
* Three Grand, two Large and five Small charms with assorted resists, +life and a little foot speed.
(I can accept filling up five more inventory spaces, so gimme that Shimmering/Coral Grand Charm now, please!)
[highlight]Smaragd the poisonmancer, level 50, NM Tamoe Highlands next.[/highlight]