That was quite an adventure Interdasting. Too bad it had to end so suddenly. Great recap and good pictures though! I always find myself too depressed after a deeds to give a decent writeup.
Last we saw Relic the Ironmancer with his trusty Blessed Aim friend and all but useless iron golem was the NM Cold Plains. I'll quickly recap the next couple acts: (don't worry pictures are coming)
Act 1: I can't remember too much eventful stuff happening. It was pretty fun to play through and dim vision works wonders and preventing Shaman from resurrecting others. I had some decent finds. The best one was probably an Io rune which allowed me to make a White wand which is used solely for prebuffing bone armor. Too bad 2 socketed wands that come with +bone armor cannot be purchased ( I wasted a good hour before I found this out)
Act 2: Pretty run of the mill. Do to my real life time constraints I typically only get an hour or less of playing time per session so that not only does it take awhile to play through, there is also a lot of running through cleared areas. Another negative is that I forget a lot of what happens, but thankful I take a lot of screen shots (as you can see below) that refresh my memory.
Act 3: I have currently cleared the Flayer Jungle at level 61 and am waiting to enter LK. So far so good. I remade my iron golem out of
Woestave the unique Halberd. The open wounds, hit freezes target, 50% monster slow, - defense per hit, and prevent monster heal are fantastic!....however, the hit blinds target is more than frustrating. Every time he hits a target the blind overrides my curse, typically amp damage or decrepify, which makes killing individual enemies much more tedious. I'll be looking to switch IG's as soon as I find something equally as good. I'll also note here than his damage is hardly noticeable, the open wounds is the open saving grace.
I did find
Bing Sz Wang, the unique Dacian Falx. I'm highly considering making a IG out of that for the higher damage and largest amount of cold damage, but that would mean I would loose my open wounds and PVM. I am also considering making a IG out of an edge bow for additional thorns damage. Any input here?
I am also highly considering switching to an Act V barbarian as well but I don't have much experience with them. I think the Bing Sz would be a good fit. The blessed aim aura of my desert guard is pretty useless as this stage as it seems my IG always hits, which is the main reason I went blessed aim. Any thoughts on the switch to an act V mercenary?
Below is a summary of my decent finds through the first half of NM:
Angelic - Armor, weapon, and two rings. If I was melee I would love the attack rating and MF, but my current equipment offers more MF and more importantly, more resistances.
Arcanna's - I found two Arcanna's Signs. I rarely find this amulet even once in single pass.
Cleglaw's Pincers (gambled)
M'avina's Tenet - useless belt
Sigon's hat, gloves, belt, boots - agian would have been great for the set and unique tournament or a melee character
Whistan's Guard Round Shield - Another unwhelming exception set item.
Cathan's Seal - not unique or anything, I've just found 4 of them already.
**
Tal Rasha's Horadric Crest - I found this once all the bone prisons cleared away (see below for more details). I'll probably be socketed this for my merc in NM Act V. Found at level 59 but I can't equip it until level 66!
Humongous - possible IG in the future when crushing blow is needed
Raven's Claw - I considering switching to an Act 1 merc, but unfortunately the majority of my damage come from my act 2 guard so until I get a better IG weapon, I'll be sticking to a desert guard.
Rock Fleece - nice damage reduction
On the other hand I have had very good rune luck:
Amn - 4
Dol - 2
Hel - 3
Lem - 1
Sheal - 5
Sol - 5
Current MF = 265% on my kills (never happens), 385% on merc kills (97% except for when open wounds from the IG takes one down)
Gear is currently pretty standard for this leg in the journey, nothing outstanding as of yet. I've tried my luck on about a dozen or so crafts to no avail. Resists are around 45/50/40/20. They could go up more if I put on my +18% resist all amulet for tough battles. Life is right around 1,000.
Here is a rare stair trap in the dark wood. The initial screen had no monsters but the second my merc walked away he was immediately swarmed. Thanks to dim vision the fight wasn't really all that bad.
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Looks like someone decided to store some runes in this chest (or rock, I can't tell from the picture).
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This area took a long time to clear, and yes, that is a boss pack of bat makers but unfortunately the both didn't drop anything!
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I thought this was a pretty cool action shot.
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I am still in the process of reading through the last set and unique worshipers tournament hosted by Morathi, but someone in that tournament would have loved this Andariel drop.
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Somewhere in Act II I had this awesome gamble with Larzuk was kind enough to put two holes into (2 Perfect Topazes filled the slots. I will probably substitute those for Perfect Rubies or resistances later if I need them.
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A very scary start to the Canyon of the Magi. You can see how little of the map I've explored. Some time after this screenshot I tried using bone wall (and bone prison) and just got got deeds because of it. Basically I tried to trap a few of the big guys in with my merc and golem, but of course things got very hectic and I trapped myself in by walls and couldn't move! Thanks to big purples I made it out of that experiment alive. I'm not so sure I'll be utilizing those skills much in the future. Have anyone else had luck with either of these?
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Duriel's Drop:
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[highlight]Relic the Ironmancer, with Moron the Blessed Aim Guard - lvl 61, NM Flayer Jungle[/highlight]