The Official Ex-RuST SCL "Journey to Hell" Group Thread

Corporeal Ghost said:
Does anyone know if oSkills and/or auto-auras benefit from synergies? If so, I'm looking into a quirky conviction paladin build. If not, I'm still undecided.

Auto-auras recieve synergies, but don't give synergies, nor can they be boosted by +skills.
And it's not really an oSkill if you're talking about synergies, since no skill has synergies that work across character classes, so it would work just like if you had, say, a scepter with +1 vengeance and no hard points in vengeance.
 
Sry for ignoring you guys for so long. The forums were also down a couple of days for me. My medic is way behind at 26, but I'll start playing more with him to see if i can catch up some. Happy New Year!
 
Sorry to be scarce, both on the forums and realms. Forum access has been spotty the past two days, and playing time has been hard to come by, as well. NYE was a wash, of course, then our whole gang was exhausted after the Rose Bowl Saturday night, so there was no chance I would make it on. I honestly intended to get on last night, but got hijacked/guilted by my wife (sorry). I will be on tonight, ready to forge ahead.

Sokar, check out the webpage for progress reports: Ex-RuST USWest SCL "Journey to Hell" page. Click on the "roster" and "progress" links for data. We have not yet started A3NM, with most of us mfing/merc levelling/catching up since our last 5+ man session.

I'll see you guys tonight.

EDIT: raskol! Missed your post. Good to hear from you. If we have a small group one night, or some can get on early/stay on late, we can level you quick if you want to catch up. If we can roust tlaloc, we'll be back to full strength...
 
Merick said:
Auto-auras recieve synergies, but don't give synergies, nor can they be boosted by +skills.
And it's not really an oSkill if you're talking about synergies, since no skill has synergies that work across character classes, so it would work just like if you had, say, a scepter with +1 vengeance and no hard points in vengeance.


Yeah...that oSkill stuff got a little garbled. It was meant to ask whether the passive variety work on mercenaries, though that doesn't relate to the build I'm planning. Well aware that activated oSkills are worthless on mercenaries, but is that actually because they can't gain them, or is it just an AI issue (they aren't 'smart' enough to use them). Haven't looked overmuch, but I believe the only skill in question is the critical strike on Insight.

Wasn't thinking. The build isn't very untwinked-party-friendly. He'd basically be a conviction *****. So, unless you want that, let me know if there are any gaps that need filling. I'm open to suggestions.
 
Several things

All skills, regardless of how attained, that have synergies receive them from one of only two things: hardpoints (natural class only) and charges (theorhetorically bugged). Since auras only have other auras as synergies there's no way to synergize them from another class, and this also applies to the natural class with regards to autoauras (Exile on a paladin doesn't act as a synergy to Holy Shield). Hardpoints override charges, hence a bonemancer cannot place even a single point into Bone Prison in order to receive synergistic support from Marrowwalk.

Only two abilities gain from +To All/Class Skills: hardpoints and oskills. Hardpoints obviously gain from both, but oskills only gain from +TAS unless the oskill is natural to the class wearing it, such as a sorceress wearing Flamebellow. In this case, even if it's totally granted by an item (no hardpoints to initiate Inferno), it's still boosted by +1 to Sorceress Skills items.

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CompanyOfWolves is currently CLvl56 but need to make clear: I'll not spend another four hours leveling my character to catch up with everyone else like I just did. It's not about speed, as if we were all going fast there'd be no problem. It's about people not showing up for days on end (holidays) and others not being satisfied with that but continue playing and leveling far ahead of everyone. If people don't show I don't play the character, even as much as I want. I accept, however difficult, that the character must remain still in order to keep the party sated. I have over two dozen accounts (most non-ladder now) on USEast that I can inventory and play instead, I don't Jones to ride one specific character, especially one I know is dependant on playing with, and only with, certain others.

With that said, I have died a total of four times: twice due to Battle.net's outstanding netcode and the other two (I think) to a severe lack of resistances/defense. I have now taken off the Arctic Furs after finding a higher defense/resistance rare ring mail in nightmare Upper Kurast. That's right, I've been starting out from the docks and working my way up to Travincal. Although I've activated all the quests I haven't touched the items necessary to complete them nor the waypoints. In fact, someone else (I'll not mention who) caused the Dark Wanderer just outside the docks in my game to dissipate and spawn the six flesh beasts. I didn't even get to kill them, so I think that shows just how far I'll go to keep the game for the group. That, and dying that fourth time in Upper Kurast without precasting a portal; had to run all the way back up and lost the full rejuvenation potions I dropped.

Expecting everyone to be there tonight, though. As far as I can see there's no excuse for not showing up for at least a few minutes and letting everyone know the JoTH still exists and is worth playing. We're down to six people now, if one more drops it might die, as Sokar has trouble even finding a server with under 250ping. If he begins having trouble one night then there's no chance of playing, at the same time I haven't helped outfit him just to leave him behind, so I'd like to see everyone there at 1EST/10PST/1700AEST.

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As for the USEast JoTH, I haven't heard word one from Cherokee in the last couple of weeks, though he said he'd be sparse until around today. We have two Poison and Bone necromancers, one marrowmancer and one necrodecay. I volunteered a medic variant from the paladin class, so since we already have our dual build I suggest the other five for anyone else wanting to join.

The only problem I have is choosing a pure medic build over a total hybrid based on items, such as a merc's Meditation polearm and wearing a fully synergized Lawbringer. Maxing out Prayer for both a maxed Cleansing (in turn for Lawbringer) and maxed Holy Bolt. This leaves only two more skills to max, which makes it hard to combine the three builds into one. I can max Resist Lightning and Salvation (still making it a defensive skiller-type build) and hope for a Dream helm so it's fully synergized - a Medic/Tesladin or healing shocktrooper - or max Holy Bolt damage by filling Blessed Hammer and Fist of the Heavens, in what essentially becomes a cleric/medic blend.

Clerics max Prayer/Holy Shock/Holy Bolt/Blessed Hammer/Fist of the Heavens for fully synergized Bolt and Fist but only have three hardpoints left as they finish at CLvl96, and medics max Meditation/Cleansing/Prayer/Sanctuary/Holy Bolt finishing at CLvl93, so I'd have to give up something either way. Lawbringer suggests I would be more offensive than defensive, but I'm not sure how to translate that. I think I'd need some help with this decision, and if you guys don't have any ideas I'll have to petition the paladin forum for assistance. Certainly leaning towards a fighting medic/cleric style - less runes, more sense.

So far I'm looking at this gear:
RAL+TIR+TAL+SOL and a 4OS bill or battle scythe, preferrably superior. The bill would require about +10STR for the merc to wear at CLvl27 (requirement for SOL) whereas the scythe would need +15DEX. Both weapons are RLvl25 but SOL is RLvl27. I'm weighing the disadvantage of raising the RLvl of these two polearms two levels over waiting until the merc is CLvl48 to use a colossus voulge or thresher, at which point he'd need a lot more STR/DEX. Either way I'll likely have to remake the runeword in a higher item to keep us both alive.

AMN+LEM+KO and a 3OS seraph rod/caduceus with bonuses to Cleansing, Holy Bolt, etc. and preferrably superior. I can certainly make it out of a lower scepter, but that means remaking later, and these particular runes won't be easy to come by more than once in the short time we'll be playing. Would likely wait to arm him with ideal gear post-hell Baal, but even these two weapons have much higher STR/DEX than a pure medic would have (they're normally an all-vitality build, staying in the back of the group), so a hybrid is a tough nut to crack.

FCR gear to reach 75% with Lawbringer, 125% on switch (last two break points). Holy Bolt doesn't absolutely need fastest cast rate, but it'll come in handy when surrounded by undead or a tank needs something more than leech and our combined replenishment.

Let me know if other gear would help or be less taxing on the group, I'm still searching.

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Raskol, I've joined USWest again and see you there. If you'd like for my pets to form a wall for you as you move up (not rushing, but it would be quicker) let me know. I think we can get you into the 40's in no time with the information on http://www.purediablo.com/guides/news.php?id=551 and a few people in the game.

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Wathombe, since I don't have the funds to party I had no where to go these past two weeks, so it's been damn boring. Glad you'll be here tonight, my chu-ko-nu needs that Enchant.

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Fury, mercs aren't designed to use charges or any other abilities granted to them from their gear that aren't autoactivated, so oskills would be the same. A conviction what? Remember, this is a JoTH, you won't be able to bring BERs in from outside the game until after beating hell Baal, so if you're only using an A2X merc for the added conviction to help a sorc then at least make sure he levels with you. My merc's meditation should help you and Vahdriss after L27 if, indeed, you've chosen that class.
 
Ax2Grind said:
Fury, mercs aren't designed to use charges or any other abilities granted to them from their gear that aren't autoactivated, so oskills would be the same. A conviction what? Remember, this is a JoTH, you won't be able to bring BERs in from outside the game until after beating hell Baal, so if you're only using an A2X merc for the added conviction to help a sorc then at least make sure he levels with you. My merc's meditation should help you and Vahdriss after L27 if, indeed, you've chosen that class.

Paladin, actually, but I've realized that the build I had in mind would be ridiculously expensive. Starting to lean toward a rabies druid, although I tend to get bored with melee fairly fast. Maybe I'll try the paladin elsewhere. And I'm assuming you're excluding passive skills with 'autoactivated.'
 
What passive skills are you speaking of?

Corporeal Ghost said:
Paladin, actually, but I've realized that the build I had in mind would be ridiculously expensive. Starting to lean toward a rabies druid, although I tend to get bored with melee fairly fast. Maybe I'll try the paladin elsewhere. And I'm assuming you're excluding passive skills with 'autoactivated.'

There are no passive paladin skills; necromancer passives are necromancer only (Marrowwalk); druid only has Lycanthropy, which needs Werewolf/bear to utilize so mercs can't use that; assassins have claw-only passives which can't be worn by any merc; sorceress passives are masteries and Warmth, only one of which can be used, that by a necromancer with full Trang's; there are no ways for any character to get barbarian combat masteries so that leaves amazons.

Out of those only Insight provides a single possible passive skill, Critical Strike at SLvl1-6, which would be little difference from giving the weapon 16-46 additional chance of critical strike, it's just that that can't be done. Critical Strike is skill-based, while deadly strike is weapon-based. They wanted them separated and it allows for triple damage. With this being on a weapon only a helm and body armor can add deadly strike, and only a handful of items, like Guillaume's Face, could possibly make it a serious threat. Even then, without leech, the merc won't last very long.

I see this being more for a polearm barb using Leap Attack or Berserk, something mana intensive that can add to the combat mastery's critical strike. Then added dealy strike from other gear a character, and not a merc, can wear can get a lot more damage on each swing. Passive skills added to runewords is new, it's not a good idea but then I'm not Blizzard (thankfully).
 
Ax2Grind said:
Out of those only Insight provides a single possible passive skill, Critical Strike at SLvl1-6, which would be little difference from giving the weapon 16-46 additional chance of critical strike, it's just that that can't be done.

Bingo. Idle curiosity. Doesn't really have any impact on anything. But one wonders. And I don't feel like searching the internet or violating the EULA. As much as it pains me, I'm not half as knowledgable on LoD as I was on Diablo I, and I don't have the drive to gain that knowledge on something that I'm rapidly losing interest in.

That said, there will likely as not be more idle and completely pointless questions to come.

Oh, and that's quadruple damage, not triple damage.
 
Nice game tonight

USWest: While Be-Were didn't show we still had five for a time, since Raskol (not AO4) showed up. Because of this we were able to level him through the last two acts of normal and up to Radament in nightmare. Wanted to get him up to A3NM but we were all a bit weary at that point. Still, great job as this means we still have seven if AO4 can be found. As for Tlaloc, well, he may have gotten completely bored of us and decided to leave. Wathombe will be contacting both tomorrow and finding out the verdict, until then we still need the avenger for non-fire damage due to more immunes in our way.

I haven't broken CLvl57 through all of this, but did get about half a level and feel I'll hit it soon into A3NM if we have 6-7 players tomorrow. Having trouble deciding on gear but there's one thing we all need to get situated, and that's resitances. The way I see it we should be maxed in three of four with the fourth being at least out of the negatives. This way whenever a resistance shrine is found we know who gets it. Four resistances and eight players, two people should lack each resistance, and when coming across a boss with that enchantment they back off. Same goes for certain natural attacks, such as burning dead and fire damage. I think if we coordinate this we can better deal with monsters and survive easier.

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Corporeal Ghost: I was under the impression that each effect of damage was separate, as in weapon damage, skill damage, critical strike, deadly strike, off-weapon enhanced damage, etc. and, therefore, critical strike and deadly strike could not affect each other no more than they could affect other areas of that damage. If there's something in the procedures that makes this game different from all the other games/RPGs out there, well, it wouldn't be the first time Blizzard thought itself special. I just look at each skill as adding 100% to damage, that means +200% - hence, tripling damage. Much simpler that way, which probably means it isn't that way at all.

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USEast: It's been brought to my attention that people would like to start the east JoTH ASAP, but we have yet to have five people let alone hear back from Cherokee. So far it looks like this:

Ax2Grind (paladin)
Corporeal Ghost
Merick
Remlin (necromancer)
Special Guest #1 (the regular I play with on east, unsure of his login here - necromancer)

Possibles include:

AlphaOmega4
Be-Were
Cherokee
JoeJTang (GuyGuy)
Special Guest #2 (the long lost regular I used to play with, no login I know of)

Longshots:

KSechrist
Phaeax
pncwd (RedneckRuler)
prg8ATpitt.edu (Paul3720)
Senff (if he can get his system running properly)
Shaft.ed
Sippy Cup (NKaiser57)
SuperbDragon (Selex)

These are people seen online regularly or were trusted enough when rune hunting that, should they decide to join would be welcome but, have not shown any desire thus far. RedneckRuler hasn't been seen since the beginning of the holidays, shortly after the runewords were released, so I'm unsure if he's still playing or just using another account.

Kasira, Gods_Pawn and the rest who decided to call it quits would also be welcome, and have been seen from time to time, could even play given they only need to create new characters whether on old or new accounts, but aren't likely to even appear let alone fill any vacancies.
 
I'm pretty sure I saw RTB or Thrugg say somewhere that Critical Strike on insight DOES work on a merc.

Anyway, speaking of critical strike, I think I'll make a lightning spearzon, one of my favorite builds I've made before.

If we need more people we could try the player matchup forum, or PMing those people individually.
 
Agreed, Ax, good session last night. It's definitely good to get raskol back and get him caught up. 1:00 AM was pushing my luck to stay on any later, though.

A few topics:

MIA: I dug up e-mail addresses for both tlaloc and ao4 and will e-mail them in a few minutes. tlaloc hasn't been on at all, so I would assume that he has been short playing time in general and has not lost interest in the JotH. AO4 I'm not sure about. He was always one of the most enthusiastic members of the group, so I'd be surprised if he bailed.

Resistances and my fhr: My resistances are atrocious atm, even in nm. My fire resist is negative, and the other three are all b/t 0 and 30, iirc. The other thing I'm severely lacking is fhr. Case in point, when I ported into those archers in the barracks last night, I went it to hit recovery and didn't come out until I was dead. For this build, I need resists, fhr, life, ias, and skills. I have the life, ias, and skills fairly well covered atm, but I need to ditch some stat charms or something for some resists and fhr.

Echo's Battle Command: I had read an important game mechanic point in MongoJerry's enchantress guide, and now I've seen it in action: a lower-level enchant will not overwrite a higher-level enchant. In the guide, MJ suggests that enchantresses not use skill shrines for this reason. The party gets a slightly stronger enchant (+1 enchant, +1 FM), but after the skill shrine wears off, the enchantress cannot refresh the buffed enchant until it expires. This goes for Battle Command, too. A few times last night I was unable to refresh enchants b/c Echo's BC had worn off, but my 12-minute-plus enchant had not. Echo, I know it's a complete pain in the ass, but if you could hit me with BO and Shout but not BC (or at least warn me before the BC part of your cries), it will really help the party in the long run.

My bleeping bow: Now that we are in A3NM, my endgame weapon can drop, so please keep an eye out for it: the unique Chu-Ko-Nu, Demon Machine. I would still also be thrilled with any of Raven Claw, Hellcast, or Kuko.

Tonight: I should be on tonight, but I might not be on precisely at 10 PM PST, as my wife and I have a class at the gym from 7-9. If you guys forge ahead in A3 without me, I shouldn't have missed anything crucial and it should be easy to catch up.

More later.
 
Sry guys, I won't be on tonight 'til possibly after 11 PM (watching the Lakes and the National Championship). Thnx for catching me up! I hope to continue with my healing services!
 
Ax2Grind said:
USWest:
Corporeal Ghost: I was under the impression that each effect of damage was separate, as in weapon damage, skill damage, critical strike, deadly strike, off-weapon enhanced damage, etc. and, therefore, critical strike and deadly strike could not affect each other no more than they could affect other areas of that damage. If there's something in the procedures that makes this game different from all the other games/RPGs out there, well, it wouldn't be the first time Blizzard thought itself special. I just look at each skill as adding 100% to damage, that means +200% - hence, tripling damage. Much simpler that way, which probably means it isn't that way at all.


I could have sworn I saw somewhere on the Arreat Summit that it was quadruple, but I can't find it for the life of me. DiabloII.net, however, says the effects cannot accumulate at all, that it rolls for one, then, if the first fails, the other. If the first succeeds, it is ended.

And what's going on on East?

Edit: Just found the problem. Amazon guide on DII.net says that stacking critical/deadly strike has been disabled, which I take to mean it formerly worked and does no longer. This would explain why I can't find it on the Summit anymore.
 
Wathombe : I'll try, but that seems really difficult, and I'm sure you are going to get BCed reasonably often. I have been trying to keep up with all the cries, and I thought I was succeeding (no requests for BO in the last few games). It seems more practical that whenever you go to enchant, which as you say is only about every 10min (ish), check for BC, and call for it if you need it.

Ax: Count me in for the East JTH, with a Charger/Smiter build. My schedule has changed to allow this most nights.


I'll see all you westfolk tonight!

PS: I have alot of PGems on a mule, so if you want them for anything (even rerolling items), ask. They are not doing anyone any good right now. I also have been making full rejuves with my cube, and have lots of those too, as well as 3xShael 1xHel and a few assorted lower runes.
 
Several things

Wathombe: The way I see it working, DNMorton stands still and says 'party cries'. You teleport out of the way and Ruin casts Battle Command. Valcina ports back over and then gets the Battle Orders and Shout. That's the order party cries are usually done. Otherwise, we'll deal with it when we can.

Corporeal Ghost: As for critical strike/deadly strike, yes, I seem to remember that but didn't know it had been totally disabled. That's odd as it's hard to get both and Blizzard seemed to advertise the combination in the first place. I thought they had made a comprimise when they altered the order of everything by making each section separately calculated then added all together, hence CS/DS didn't affect each other any more. Instead of the old quadrupled it was now only tripled. Apparantly it's neither any more, just one or the other. Shame on those people, but the corrected short version is at http://www.battle.net/diablo2exp/items/magic.shtml and seemed, at least for that moment, to support what I said. Oh well.

DNMorton: This means we'll need at least two groups to fit this all in. We already have two necromancers and you'd make the second paladin, so now we have one in each group and that means you and Remlin are in one with the two of us in the other. Still need up to twelve more people then, but an absolute minimum of six to work this out.

USEast: Strength feral axe with 15% ED on the SocketedCrap druid, along with a Warlord's Trust (non-ethereal, non-upgraded) and a rare +2 druid amulet. It's not much but building.

Still need available times and desired builds from those not yet in the JoTH.

RuST JoTH #1:

DNMorton: paladin
Remlin (Remlin3): necromancer

RuST JoTH #2:

Ax2Grind (New2TheGame0): paladin
Dave (RPGForums account unknown, RonStoppable): necromancer

Undecided, either to play or the build to use:

AlphaOmega4
Be-Were
Cherokee (Cher0kee)
Corporeal Ghost (LiquidFury/PlutoniYum)
Jester (if he responds to my response)
JoeJTang (GuyGuy)
KSechrist
Merick (Astrofish)
pcnwd (RedneckRuler)
Phaeax
Senff (Frenology, needs to get his system back up and running)
Shaft.ed
Sippy Cup (NKaiser57)
SuperbDragon (Selex)

USWest and other members are welcomed to join the east groups, as half of the fourteen undecideds may not even play. If half did and three west members joined that'd be two groups of seven, assuming the builds don't conflict, with space for a latecomer. Problem is those such as Sokar may be left out, as it's already hard enough getting him a good server on west all the way from Australia. West members may simply make another west JoTH given they have enough regulars to play. I only count five, though, and they'd all have to be available to play - stretching it to say the least.

If you see any of these undecideds online, any others from the RuST forum members list or know people you can absolutely trust not to be ***holes, sponsor them for the group and let us know. We want RuST to grow with trusted members.
 
Thought I posted this already, but I'm not seeing it. If it doubles, my bad. I may have said some of this already in other places, but I'm gonna say it again. Figured out that I like to hear myself talk (see myself type?)?

Anyway, haven't released me build yet as I plan to just fill a gap when we get more people. Virtually any time in the evening up to about 1 AM Mountain time (3 AM EST) is good for me. There will be some instances when me parents grab the PC, and I will be unable to make it with no warning, but they are usually off by around 9 PM here, with the exception of Thursdays.

I have a friend who is completely trustworthy (provided I tell him you guys are). I've known him for almost nine years. He does not have a computer capable of running LoD at the moment, but has ordered a new one. We don't know when it's coming, yet. I'm not too sure about how much time he could spend with us, since he has full time high school and a part time job in the evenings, but I'll ask. Any objections?

A Holy Freeze paladin would be a relatively cheap and effective, but not overpowered, addition to the team. I'd go for him, but I already have one. Not trying to push anyone in this direction, but I don't think he's been brought up yet, and he's quite effective untwinked--especially with the new Runeword Voice of Reason, which doesn't look like it would be too hard to get for a final weapon. It does, however, conflict with Ax's Lawbringer.

VIVA LA YUM!


Edit: I seem to remember Cherokee saying he was going to WoW starting in January. Hopefully I'm wrong.
And not that it affects your point much, Wathombe, but skill shrines grant an additional TWO skill points, rather than one.
 
Sorry guys, I'm out for tonight, I'm going to be in a meeting for at least another 45 minutes. I'll check back here tonight if I miss you guys and if no one posts otherwise I will assume you got to Mephisto and will do my best to catch up by tomorrow.
 
Otherwise









Only Me, Wath, and Ax showed, we did a little leveling, though not passed the cap (56). See you all tommorrow!
 
Already two paladins...

One in each group so far, so as for the build conflicting with mine... I'm pretty defensive in nature, assuming I get the final skills laid out properly to combine medic and cleric into the ultimate build. Tesladin is defnitely offensive so that's just a bit too far to go.

CS/DS are combination that allows double damage at most, but they aren't combined. As the example says, 33%CS and 66%DS don't add up to 79% according to the formula. Shame it's not more consistant, but...

And we went nowhere this last JoTH, but I'm at CLvl56 with 80% of the EXP bar filled. Either Be-Were gets in here, along with you, Raskol and AO4, or my druid is going into hibernation.
 
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