The Questions Thread

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Re: The Questions Thread

After a couple hours of reading guides and lots of frustration, I come back to the SPF for help.

I want to make a WW barb. I made one in classic with a bonesnap and it was so much fun!

So I went and read the guides in the barbarian forum, but all I see was:
BOTD/Enigma/CoH/Forti.

I CANT have those things, I can't find the runes. I had the impression that an IK maul or Windhammer would be a good replacement for the good ol' Bonesnap, but for some reason they are not good for WW.

On he other hand I found a Stormshield, and with a String of ears I would get 49% PDR, which should be nice in WW, but what weapon to use?

So essentially I'd like to find some guide or something that would recommend gear other than BOTD or other dupe runwords.

I know I received help here before, so thats why I'm here again.
 
Re: The Questions Thread

I would point to the Mat/Pat/Guradian compendium sticky, it's getting more "use oath/death/grief n00b" but I'm sure you can find a good cheap gear collection for a WWbarb, I personally enjoyed my IKwhirler

iirc you are selling unid torches for HRs, so you must be able to afford something good
 
Re: The Questions Thread

Try using the Questing Gear to take Mephy down to a sliver of health, then switching to the Ali Baba/Splendor. Although I would use a Gull instead of the Ali Baba if all you're doing is getting the final shot with it.

I thought of doing this, but I sacrifice well over 100%(maybe even 200%) MF by leaving my questing gear on. I think I only use the wizard spike, splendor, and harlequin crest when I quest, everything else is different gear.

And on a side note, Gull would be a better choice, but I don't have one =P.


 
Re: The Questions Thread

I would point to the Mat/Pat/Guradian compendium sticky, it's getting more "use oath/death/grief n00b" but I'm sure you can find a good cheap gear collection for a WWbarb, I personally enjoyed my IKwhirler

iirc you are selling unid torches for HRs, so you must be able to afford something good

Thanks for the advice. Getting HR's is not really a problem, just a matter of time, but I am against dupewords, so I need to find the runes for grief before i can use one :wink:

I'll check that thing tho.


 
Re: The Questions Thread

I thought of doing this, but I sacrifice well over 100%(maybe even 200%) MF by leaving my questing gear on. I think I only use the wizard spike, splendor, and harlequin crest when I quest, everything else is different gear.

And on a side note, Gull would be a better choice, but I don't have one =P.
With the gear that you listed, you shouldn't have any trouble killing Mephisto, and you have nearly 400% MF assuming average rolls on everything and level 80. That's more than enough. There's big diminishing returns on Magic Find, which means most people go for around 250-350 MF, as far as I know.



 
Re: The Questions Thread

With the gear that you listed, you shouldn't have any trouble killing Mephisto, and you have nearly 400% MF assuming average rolls on everything and level 80. That's more than enough. There's big diminishing returns on Magic Find, which means most people go for around 250-350 MF, as far as I know.

Thanks a lot for your help, I'll switch my gear around to find a good balance of mana and MF%.



I just remembered another question that's been on my mind: When do the Act bosses spawn? Is it when you reach the room they are in, when your line of sight reaches them, or some other spawn trigger? This would save me a lot of time(and possibly deaths) when I don't know if I switched to /players 1 in time.


 
Re: The Questions Thread

I considered the Act 2 HF merc but my Blizzard will chill most things anyway and the chill effectiveness becomes quite weak in Hell difficulty and since I intend to always stay at great distances I don't know if the HF range will be enough or if the merc will ever get to do anything.
Holy Freeze chills Cold Immunes and your blizzard won't chill everything at once.

I don't have exact numbers on the range, but it's up there: you'll basically chill the screen.



 
Re: The Questions Thread

I just remembered another question that's been on my mind: When do the Act bosses spawn? Is it when you reach the room they are in, when your line of sight reaches them, or some other spawn trigger? This would save me a lot of time(and possibly deaths) when I don't know if I switched to /players 1 in time.
Think I can answer this one as well - I believe they spawn when you get into line of sight, expect for Diablo and Baal. Diablo spawns shortly after you kill the last of the seal minions, or open the last seal, whichever comes last. Baal spawns when you walk through the portal to the Worldstone Chamber.



 
Re: The Questions Thread

Question about the countess after reading the guide to early game untwinked magic-finding; in order for the countess to drop her /players1 drop, do I have to spawn her as that, or can I switch from players 8 right before I kill her?
 
Re: The Questions Thread

You have to spawn her at /p1, I believe. She spawns as you move up the room -- you can go into the side rooms fillled with gold without spawning her, but you she will spawn before you reach the pot o' blood. I know exactly where she spawns thanks to having a really laggy computer in the old days. =)
 
Re: The Questions Thread

Think I can answer this one as well - I believe they spawn when you get into line of sight, expect for Diablo and Baal. Diablo spawns shortly after you kill the last of the seal minions, or open the last seal, whichever comes last. Baal spawns when you walk through the portal to the Worldstone Chamber.

Slightly correction - monsters in general and bosses spawn when they're still about 2-3 screens away. I can't remember the exact distance, but do remember jiansonz posting about it. You can e.g. go down the stairs to Durance 3 before changing player setting, and IIRC can even progress to the main hall, but only a few steps. Maybe jiansonz can jump in and shed some light on that matter?



 
Re: The Questions Thread

Mephisto spawns as you progress down the side paths to Wyand Voidbringer, past those chests and racks in the corner, but before you got to Wyand himself.

There's probably a set number of yards where monsters are spawned. Maybe RTB could shed some light in this more specific way.
 
Re: The Questions Thread

Monsters drop as if they're at the lowest /players setting they've been at. So spawning a /p1 countess and killing her at /p8 will give the same drops as spawning at /p8 and killing at /p1.

LoS isn't needed to spawn something; you spawn the countess about halfway through her main hall, where she definitely isn't visible. Get a computer that's old enough to slow down a little when spawning new monsters if you want to see for yourself.
 
Re: The Questions Thread

i got a question about cyclone armor: when does it dissapear? I think it is not time limited (sorc armors) or hit limited (bone armor), but I noticed that it from time to time dissapears. Not sure why.
 
Re: The Questions Thread

It's hit limited like bone armor, but absorbs only elemental damage. Thing is in hell, elemental damage is often added to regular monster attacks (and also almost each bosspacks is FE/CE/LE - which adds elemental damage to boss and minions too), so it can disappear pretty fast in fight.
 
Re: The Questions Thread

i got a question about cyclone armor: when does it dissapear? I think it is not time limited (sorc armors) or hit limited (bone armor), but I noticed that it from time to time dissapears. Not sure why.

IIRC, its because it has absorbed the amount of damage it can hold.

There is no timer on it, rather it is just like a life bulb, stays full if nothing touches you, but once it does it goes down and once it hits zero your dead (it breaks).

Hope that helps....:thumbup:.



 
Re: The Questions Thread

thanx guys, that helped :-)
I`m currently using it on nomal, and I`ve noticed that it doesn`t dissapear after I take more then ten hits of bone scarabs CB, and in bossfights it can dissapear pretty fast.
 
Re: The Questions Thread

So, I'm trying to design a meleemancer with the following skills at least : 20 corpse explosion, and an iron golem strong enough to last in hell (which probably means 10/15 in the golem and 20 in golem mastery, and 5 or 6 points in summon resist).

Now, the poor guy has to go untwinked, and cant use anything with bones in it (as per tourney rules). I am not intending to spend anything in energy, but I want to have good strength to be able to equip elite weapons, enoguh dex for max block and the rest in vitality. He's going to be frail...

So, given this, 3 questions spring to mind:
1) What weapon type to use? Melee seems perilous, bow could be nice but leaves me no room for shield, so thrown weapons? I'll have crappy AR, even with the high Dex...
2) What merc? It seems pretty obvious that I need a tank alongside my golem to keep the mobs away. Act 2 or Act 5 merc then.I dont think the barbarian would be a good choice, so A2. But which? Options are
a) Defiance - Nah. Seems like the least useful bet to me
b) Prayer - This might do the trick. Some good heal for me, my merc and the golem might be very helpful.
c) Blessed Aim - This might alleviate any bow/Xbow/throwing weapon AR problems I encounter. Another option.
d) Might - Well, an increase in the mercs killing capacuty would be nice of course, but the golem would gain little merit from it unless I use seriosuly high end weapons as base item. I'm more inclined towards a more supportive aura myself.
e) Holy Freeze - Good option as always. Currently my number 1 pick.
f) Thorns - Yeah. Never seriously considered it, given that the golem already comes with thorns and I dont plan to be hit. Not an option IMHO.
3) What curses to use? With the current layout, I'll have used about 60 points, so that leaves more then 40 left for the curse tree. More then enough to seriously pump 2 curses at least. But once again, I'm stumped on the choices.
a) Amp damage? Useful enough, and a few additional points might make a world of difference in ease of use, but I am not seriously considering it.
b) Weaken? Nah
c) Dim Vision - Useful. At least 1 of the 3 crowd control curses needs to be pumped and used, and dim vision would work especially well if I keep my distance and use a good bow or throwing weapon.
d) Confuse - Ideal curse for meleeing, but if I am going to use it, I must pump some points in it in order to keep it effective against high level mobs.
e) Iron Maiden - Not much of an option, same idea as the thorns merc.
f) Terror - This could be handy, especially against powerful meleeers, but it will force me to do thorough area swipes to find all stragglers, something I never enjoyed
g) Life Tap - This might be a decent supportive curse, and help keep my mercs and my golems life up...
h) Attract - The cant be overwritten part might make for good combos here...
i) Decrepify - The curse that annoys me most apart from Iron Maiden when used against me. Might work wondersin slowing the mobs down, especially in combination with a HF merc.
j) Lower resist - I doubt I'll do much elemental damage, apart from the fire damage from my Corpse Explosion. Still, definetely a curse useful enough to sink some points in...
 
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