- Jan 1, 2011
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Rather than simply post Pat threads, I’ve decided to do a thread of their full journey. I enjoy the build process and trying various gear along the way. For those that are only interest in the story end you’re going to have to wait awhile as the boys have just entered Nightmare.
After finishing my Bonemancer and finally the Druid Hunter I started casting about for another project. I thought about a wind or fire druid or a Poisonmancer, but I decided that I really wanted to finish a Fury druid. I’d started one 15+ years ago and couldn’t get beyond Hell Act 3. I realize now he didn’t have the best equipment, wasn’t spec’d or played right and was using a Rogue merc with poor equipment.
I started looking through the gear specifically for the + druid skill weapons and my eyes were drawn to Earth Shifter and I wondered how others had used this weapon. So, off to the Mat/Pat thread and I found Liquid Evil’s Earth shifter druid that combines a Fury wolf and Armageddon. A twofer – a wolf and an elemental druid.
D2R throws another option into the mix. When Liquid Evil wrote the guide the only elemental skill that could be cast in wolf form was Armageddon, but D2R also allows Hurricane to be cast in Wolf form. So, you can either make a Fire or Wind wolf.
Going the wind route requires 20 less points to maximize giving me those 20 points to do something else. However, Hurricane only does cold damage and my understanding is it’s more defensive, while Armageddon does both fire and physical damage. Having never done a wind Druid I decided to experiment a little and respected an old Druid and made him a wind wolf. As with a real hurricane there is an eye where no damage is done and that’s where the wolf must be when attacking. As a result, I decided to stick with Armageddon. Thus, was born Jack, as in Wolfman Jack. Oh, and how many of you are old enough to have listened to him on the radio?
For the Merc I was thinking about a Rogue using Faith or possibly Wrath, an Act 2 Desert Warrior using Infinity or Reapers or the Frenzy Barbarian wielding Lawbringer plus something else. Thinking back to my first Wolf I decided that I didn’t want him to be the only meat shield and knowing that I was already splitting skill trees I didn’t want to also be putting points into a third. That meant the Act 2 or 5 merc and I decided to go with the Act 2 merc wielding Infinity and we will find out how many unbreakable PI/FI monsters are in Hell.
Thinking through the reasons for not using the Rogue made me realize that there was a second Fury Druid that I wanted to build and see if I could get it right. This one would use the cold Rogue with a Faith or Wrath bow and would be surrounded by a pack of wolves. I’d also use Metamorphosis for a helm. To be able to put a point in werebear and make the Dire Wolves strong enough I’ll skim some points from Feral Rage. Thus, was born Lobo the Pack leader and this tale of two wolves’ thread.
I’m going to alternate them through each act so that I can better compare them at each stage of the build. While Jack will follow Liquid Evils build closely, Lobo will try out multiple gear options and it will be interesting to see how much the final gear differs.
Play will be at level 8 for Normal and Nightmare and we will see what happens in Hell.
Skills and Gear Initial plan
Jack
Will follow Liquid Evil’s build with additional points going into Lycanthropy. I know that the speed leveling for a Druid is to play as a Fire druid, but this is the tale of two wolves thus I will play as a wolf from the beginning. Also, since I am going to end up using the Earth Shifter I might as well play using a two-handed weapon as much as possible. Playing the wolf means that until gaining Armageddon at level 30, Jack should be a little weaker than Lobo.
skills
20 Fury
20 Armageddon
20 Firestorm
20 Volcano
1 to Werewolf, Lycanthropy, Feral Rage and Rabies
Liquid Evil says zero points in dexterity. You are using a two-handed weapon so no blocking and hence you don’t need dexterity. However, Dexterity also effects the chance to hit a monster and you really want to reliably be able to hit them. I’ve got to think about AR more for Jack than for Lobo. Werewolf, Feral Rage, and Fury all give bonuses to AR and Lobo is going to have a lot of points in all three plus Fanaticism from Faith that chance to hit shouldn’t be an issue for him. However, that’s not necessarily the case for Jack since I will only have 1 hard point in Werewolf and Feral Rage. With fewer points in the shape shifting tree and no Heart of the Wolverine spirit I now really understand why Liquid Evil was so enamored with Enchant from Demon Limb.
His end gear equipment
Weapon: Earth Shifter 69 Will need a socket and a Shael
Switch: Demonlimb 63 or HoTo and ‘Spirit' Monarch
Helm: Jalal's Mane 42
Armor: Chains of Honor 65
Gloves: Dracul's Grasp 76 or Laying of Hands 63
Belt: Thundergod's Vigor 47 or Arachnid's Mesh 80
Boots: Gore Riders 47
Amulet: Highlord's Wrath 65 or Mara's Kaleidoscope 67
Rings: Ravenfrost 45 plus rare 67 or BKWB 58
Lobo
will be a lot different both in skill distribution and equipment.
Raven: 1
Summon Spirit Wolf: 5
Summon Dire Wolf: 14
Werewolf: 20
Lycanthropy: 20
Werebear: 1
Feral Rage: 15
Rabies: 1
Fury: 20
I’ve decided to go without Heart of the Wolverine as level 15 Fanaticism from Faith is about the same as level 15 HOW and the Rogue will die less than the spirit and that’s points that I can spend elsewhere.
Gear wise this is going to be lot of trial and error. About the only given at this point is Metamorphosis. I already have a 3-socket wolf pelt with +3 to Fury, but hopefully I’ll find something even better along the way. Oh, I’m also open to a trade if someone has something better. I think that the ideal would be +3 to Fury, +3 to Lycanthropy and maybe a point to werebear or maul to save from spending a point.
Lobo is not constrained by the no points in Dexterity as Jack is, but I’m going to do it with Lobo too. He should have plenty of AR without adding to dexterity, but keeping dexterity low also limits weapons choices. Looking at probable gear choices I see very little help on the dex side. As a result, he is basically limited to axes, clubs, and hammers (which includes mauls). I may be able to add Bonehew and Tomb Reaver into the mix via the use of a Hel rune.
I have very little experience with two handed weapons as my usual mantra is speed kills. So, by going with two-handed axes and hammers I will get a chance to do something different. I’d would like to see what coupling a Phoenix shield with Oath or Grief in a one-handed axe does.
One thought is the IK maul with 4 other pieces of the IK set will give me magic, poison, lightning, and cold damage which should offset not having something to break physical immunities. Other weapons that I want to try are WindHammer, Executioner’s Justice, Tomb Reaver.
Normal
Both Wolves cruised through Normal with no problems. Best find in Normal Lobo got a 298% ED Ribcracker from Baal.
Act 1
Act 2
Act 3
Act 4
Act 5
After finishing my Bonemancer and finally the Druid Hunter I started casting about for another project. I thought about a wind or fire druid or a Poisonmancer, but I decided that I really wanted to finish a Fury druid. I’d started one 15+ years ago and couldn’t get beyond Hell Act 3. I realize now he didn’t have the best equipment, wasn’t spec’d or played right and was using a Rogue merc with poor equipment.
I started looking through the gear specifically for the + druid skill weapons and my eyes were drawn to Earth Shifter and I wondered how others had used this weapon. So, off to the Mat/Pat thread and I found Liquid Evil’s Earth shifter druid that combines a Fury wolf and Armageddon. A twofer – a wolf and an elemental druid.
D2R throws another option into the mix. When Liquid Evil wrote the guide the only elemental skill that could be cast in wolf form was Armageddon, but D2R also allows Hurricane to be cast in Wolf form. So, you can either make a Fire or Wind wolf.
Going the wind route requires 20 less points to maximize giving me those 20 points to do something else. However, Hurricane only does cold damage and my understanding is it’s more defensive, while Armageddon does both fire and physical damage. Having never done a wind Druid I decided to experiment a little and respected an old Druid and made him a wind wolf. As with a real hurricane there is an eye where no damage is done and that’s where the wolf must be when attacking. As a result, I decided to stick with Armageddon. Thus, was born Jack, as in Wolfman Jack. Oh, and how many of you are old enough to have listened to him on the radio?
For the Merc I was thinking about a Rogue using Faith or possibly Wrath, an Act 2 Desert Warrior using Infinity or Reapers or the Frenzy Barbarian wielding Lawbringer plus something else. Thinking back to my first Wolf I decided that I didn’t want him to be the only meat shield and knowing that I was already splitting skill trees I didn’t want to also be putting points into a third. That meant the Act 2 or 5 merc and I decided to go with the Act 2 merc wielding Infinity and we will find out how many unbreakable PI/FI monsters are in Hell.
Thinking through the reasons for not using the Rogue made me realize that there was a second Fury Druid that I wanted to build and see if I could get it right. This one would use the cold Rogue with a Faith or Wrath bow and would be surrounded by a pack of wolves. I’d also use Metamorphosis for a helm. To be able to put a point in werebear and make the Dire Wolves strong enough I’ll skim some points from Feral Rage. Thus, was born Lobo the Pack leader and this tale of two wolves’ thread.
I’m going to alternate them through each act so that I can better compare them at each stage of the build. While Jack will follow Liquid Evils build closely, Lobo will try out multiple gear options and it will be interesting to see how much the final gear differs.
Play will be at level 8 for Normal and Nightmare and we will see what happens in Hell.
Skills and Gear Initial plan
Jack
Will follow Liquid Evil’s build with additional points going into Lycanthropy. I know that the speed leveling for a Druid is to play as a Fire druid, but this is the tale of two wolves thus I will play as a wolf from the beginning. Also, since I am going to end up using the Earth Shifter I might as well play using a two-handed weapon as much as possible. Playing the wolf means that until gaining Armageddon at level 30, Jack should be a little weaker than Lobo.
skills
20 Fury
20 Armageddon
20 Firestorm
20 Volcano
1 to Werewolf, Lycanthropy, Feral Rage and Rabies
Liquid Evil says zero points in dexterity. You are using a two-handed weapon so no blocking and hence you don’t need dexterity. However, Dexterity also effects the chance to hit a monster and you really want to reliably be able to hit them. I’ve got to think about AR more for Jack than for Lobo. Werewolf, Feral Rage, and Fury all give bonuses to AR and Lobo is going to have a lot of points in all three plus Fanaticism from Faith that chance to hit shouldn’t be an issue for him. However, that’s not necessarily the case for Jack since I will only have 1 hard point in Werewolf and Feral Rage. With fewer points in the shape shifting tree and no Heart of the Wolverine spirit I now really understand why Liquid Evil was so enamored with Enchant from Demon Limb.
His end gear equipment
Weapon: Earth Shifter 69 Will need a socket and a Shael
Switch: Demonlimb 63 or HoTo and ‘Spirit' Monarch
Helm: Jalal's Mane 42
Armor: Chains of Honor 65
Gloves: Dracul's Grasp 76 or Laying of Hands 63
Belt: Thundergod's Vigor 47 or Arachnid's Mesh 80
Boots: Gore Riders 47
Amulet: Highlord's Wrath 65 or Mara's Kaleidoscope 67
Rings: Ravenfrost 45 plus rare 67 or BKWB 58
Lobo
will be a lot different both in skill distribution and equipment.
Raven: 1
Summon Spirit Wolf: 5
Summon Dire Wolf: 14
Werewolf: 20
Lycanthropy: 20
Werebear: 1
Feral Rage: 15
Rabies: 1
Fury: 20
I’ve decided to go without Heart of the Wolverine as level 15 Fanaticism from Faith is about the same as level 15 HOW and the Rogue will die less than the spirit and that’s points that I can spend elsewhere.
Gear wise this is going to be lot of trial and error. About the only given at this point is Metamorphosis. I already have a 3-socket wolf pelt with +3 to Fury, but hopefully I’ll find something even better along the way. Oh, I’m also open to a trade if someone has something better. I think that the ideal would be +3 to Fury, +3 to Lycanthropy and maybe a point to werebear or maul to save from spending a point.
Lobo is not constrained by the no points in Dexterity as Jack is, but I’m going to do it with Lobo too. He should have plenty of AR without adding to dexterity, but keeping dexterity low also limits weapons choices. Looking at probable gear choices I see very little help on the dex side. As a result, he is basically limited to axes, clubs, and hammers (which includes mauls). I may be able to add Bonehew and Tomb Reaver into the mix via the use of a Hel rune.
I have very little experience with two handed weapons as my usual mantra is speed kills. So, by going with two-handed axes and hammers I will get a chance to do something different. I’d would like to see what coupling a Phoenix shield with Oath or Grief in a one-handed axe does.
One thought is the IK maul with 4 other pieces of the IK set will give me magic, poison, lightning, and cold damage which should offset not having something to break physical immunities. Other weapons that I want to try are WindHammer, Executioner’s Justice, Tomb Reaver.
Normal
Both Wolves cruised through Normal with no problems. Best find in Normal Lobo got a 298% ED Ribcracker from Baal.
Act 1
1 point in Werewolf, Lycanthropy, Ferral Rage, Firestorm, Molten Boulder, and Fissure at required level. Other skill points only used to put a point into prerequisites on the way to Fury and Armageddon.
Usually adding 3 points to strength and 2 to vitality.
I played him untwinked till level 12 at which point
WEAPON: Angelic Sickle
OFF-Hand: Pelta Lunata
HELM: Superior Hawk Helm +3 Lycanthropy, +3 Werewolf, +1 Firestorm, 2 sockets
ARMOR: Angelic Mantle
GLOVES: Death’s Hand
BELT: Death’s Guard
BOOTS: Cow Kings Hooves (level 13)
AMULET: Angelic Wings
RINGS: Angelic Halo, Cathan’s Seal
At level 19 switched to The Chieftan
Killed Andariel at level 20. Absolutely no problems with Act 1.
Usually adding 3 points to strength and 2 to vitality.
I played him untwinked till level 12 at which point
WEAPON: Angelic Sickle
OFF-Hand: Pelta Lunata
HELM: Superior Hawk Helm +3 Lycanthropy, +3 Werewolf, +1 Firestorm, 2 sockets
ARMOR: Angelic Mantle
GLOVES: Death’s Hand
BELT: Death’s Guard
BOOTS: Cow Kings Hooves (level 13)
AMULET: Angelic Wings
RINGS: Angelic Halo, Cathan’s Seal
At level 19 switched to The Chieftan
Killed Andariel at level 20. Absolutely no problems with Act 1.
To try and speed things up I started twinking earlier than level 12. I was going to use the Death’s Touch sword but the required dexterity of 45 put it out of reach, but I did equip the other two pieces of the Death’s set and Biggins Bonnet.
Alternating skill points between Werewolf and Lycanthropy and tending to hold off putting points into strength unless needed for equipment.
Level 10 and I equipped the Axe of Fechmar. Love how everything shatters. Also equipped the Hawk helm with +3 Werewolf and +2 Lycanthropy. The 30% ED from Biggin’s Bonnet does more damage than the +3 to Werewolf. Also equipped a Nagelring with 27% MF.
Level 12 equipped the armor, ring, and amulet from the Angelic set. MF is now 77%. Moved Biggin’s Bonnet to the rogue and gave her the Artic Horn bow. Put a point into Feral Rage.
Found a wolf pelt in the Underground passage that has +2 to Spirit wolves. Gave it a try and now have 3 wolves in my pack. I wasn’t intending to spend any point in the summons till much later, Nightmare or even Hell, but decided to put a point into Ravens and the 2 wolves as soon as possible.
Level 13, 1 point into Ravens and equipped Cow Kings Hooves. MF is up to 102%.
Lobo finished Act 1 at level 19.5 and equipped him with The Chieftain. I think most of that difference is that Jack ran the cave three or four times trying to get Cold Crow to drop a TC3.
Alternating skill points between Werewolf and Lycanthropy and tending to hold off putting points into strength unless needed for equipment.
Level 10 and I equipped the Axe of Fechmar. Love how everything shatters. Also equipped the Hawk helm with +3 Werewolf and +2 Lycanthropy. The 30% ED from Biggin’s Bonnet does more damage than the +3 to Werewolf. Also equipped a Nagelring with 27% MF.
Level 12 equipped the armor, ring, and amulet from the Angelic set. MF is now 77%. Moved Biggin’s Bonnet to the rogue and gave her the Artic Horn bow. Put a point into Feral Rage.
Found a wolf pelt in the Underground passage that has +2 to Spirit wolves. Gave it a try and now have 3 wolves in my pack. I wasn’t intending to spend any point in the summons till much later, Nightmare or even Hell, but decided to put a point into Ravens and the 2 wolves as soon as possible.
Level 13, 1 point into Ravens and equipped Cow Kings Hooves. MF is up to 102%.
Lobo finished Act 1 at level 19.5 and equipped him with The Chieftain. I think most of that difference is that Jack ran the cave three or four times trying to get Cold Crow to drop a TC3.
First thought is that I’m not going to like the short duration of the wolf state on Jack. However I’ve been playing my Wolfbarb for a long time and he only has a skill level of 15 on the Werewolf and Lycanthropy when he transitions to a wolf and he stays a wolf for 360 seconds. So, wolf duration for Jack will be less than for Lobo, but eventually it should be around what I’m used to from ARGH my Wolfbarb.
Two of the monsters that I usually have problems with in normal are Coldcrow and Pitspawn Fouldog because I usually am not equipped with can’t be frozen gear this early in normal. However, with the Death set sash I couldn’t be frozen and neither of these monsters posed a problem.
Very nice finds, for act 1 Normal that is. Jack found Cleglaw’s Pincers, Death’s Guard, Death Hand, Artic Binding, The Hand of Broc, Pelta Lunata, Civerb’s Icon, three Cleglaw’s Claws. Biggin’s Bonnet and a Nagelring (16%MF). Lobo found Artic Furs, Hsarus’ Iron Fist, Infernal Cranium, Cleglaw’s Claw. All of which are TC3s. Not as good as Jack, but between the two of them I found 8 of the 23 TC3 items.
I do like having the wolves as they did help to speed up play a little.
Two of the monsters that I usually have problems with in normal are Coldcrow and Pitspawn Fouldog because I usually am not equipped with can’t be frozen gear this early in normal. However, with the Death set sash I couldn’t be frozen and neither of these monsters posed a problem.
Very nice finds, for act 1 Normal that is. Jack found Cleglaw’s Pincers, Death’s Guard, Death Hand, Artic Binding, The Hand of Broc, Pelta Lunata, Civerb’s Icon, three Cleglaw’s Claws. Biggin’s Bonnet and a Nagelring (16%MF). Lobo found Artic Furs, Hsarus’ Iron Fist, Infernal Cranium, Cleglaw’s Claw. All of which are TC3s. Not as good as Jack, but between the two of them I found 8 of the 23 TC3 items.
I do like having the wolves as they did help to speed up play a little.
Act 2
Put Twitchthroe on the Merc.
Level 25 - Switched the Angelic Armor for Stealth, tried Brainhew and it does less damage than the Chieftain. Then tried Bonesnap (296% ED) and it is a huge improvement.
Made a Spirit Dimensional blade for the switch, should have used a Crystal sword as neither one is going to get to a dexterity of 60 for a LONG time!
Put Stormstrike on the Rogue. Wanted to try the Edge runeword, but didn’t have any 3 socket bows around this level. All were higher or much lower.
Lobo finished Act 2 at level 28 with zero problems. Don’t think I even took a single health potion.
Level 25 - Switched the Angelic Armor for Stealth, tried Brainhew and it does less damage than the Chieftain. Then tried Bonesnap (296% ED) and it is a huge improvement.
Made a Spirit Dimensional blade for the switch, should have used a Crystal sword as neither one is going to get to a dexterity of 60 for a LONG time!
Put Stormstrike on the Rogue. Wanted to try the Edge runeword, but didn’t have any 3 socket bows around this level. All were higher or much lower.
Lobo finished Act 2 at level 28 with zero problems. Don’t think I even took a single health potion.
Hired a Blessed Aim merc and equipped him with Biggin’s Bonnet, Twitchthroe and Bloodthief. He can kill something, but he is slow moving and I’m leaving him in the dust.
At level 25 equipped a Bonesnap (290% ED).
Finished Act 2 at level 28 with zero problem.
At level 25 equipped a Bonesnap (290% ED).
Finished Act 2 at level 28 with zero problem.
Equipped The spirit Shroud on Lobo. Went back to my Atma stashes and found a three socket Rune bow and made Edge for the Rogue. It’s interesting with the level 15 thorns providing a little more damage to the wolves.
Level 30 and put 1 into Fury. Time for some experimenting. Switched out the Death’s gloves and belt for the IK gloves and belt. In doing so I’ve gained strength and resistances, but I’ve given up 30% IAS. I can gain 20% IAS back by switching the armor to Twitchthroe, but then I can be frozen and I lose +1 To skills.
An interesting Sewer layout. I can never remember finding the entrance to the second level in the middle. It’s always been on the outside.
The 30% IAS from the two Death’s set items really made the weapon speed 10 items like Bonesnap reasonable. However, removing the 30% does make it seem slow. Of course, for the previous 6 levels I’d been playing with a -10 weapon. Also, there’s the fact that I’m not struggling with the two level 6 items, so I don’t need to change anything. However, what I decided is to keep the Death’s set items and the Spirit Shroud, but to spend most of the points I had saved to get my strength to 124 and equip an Honor War Cub. A lot more damage than Bonesnap.
Finished Act 3 at level 32 and again had absolutely no issues.
Level 30 and put 1 into Fury. Time for some experimenting. Switched out the Death’s gloves and belt for the IK gloves and belt. In doing so I’ve gained strength and resistances, but I’ve given up 30% IAS. I can gain 20% IAS back by switching the armor to Twitchthroe, but then I can be frozen and I lose +1 To skills.
An interesting Sewer layout. I can never remember finding the entrance to the second level in the middle. It’s always been on the outside.
The 30% IAS from the two Death’s set items really made the weapon speed 10 items like Bonesnap reasonable. However, removing the 30% does make it seem slow. Of course, for the previous 6 levels I’d been playing with a -10 weapon. Also, there’s the fact that I’m not struggling with the two level 6 items, so I don’t need to change anything. However, what I decided is to keep the Death’s set items and the Spirit Shroud, but to spend most of the points I had saved to get my strength to 124 and equip an Honor War Cub. A lot more damage than Bonesnap.
Finished Act 3 at level 32 and again had absolutely no issues.
Finally reached level 30 and put points into Armageddon and Fury. Because I saved skills, I can put a point in each until level 37. Armageddon is powerful, but I need to learn how best to use it. When you cast the wolf stops and goes through a casting motion. As a result, there is a period when he isn’t doing anything. I don’t want to get into the middle of a scrum before casting it. Obviously not great for single target. So, see a group, cast Armageddon, and wade in.
Just before killing the Council in Travincal I switched out the Angelic items for a Sprit Shroud, The Eye of Etlitch and a rare ring.
Finished Act 3 at level 32 with no problems. I don’t think either Jack or Lobo have taken a health potion since getting Feral Rage.
I’ve got a Honor Lance waiting for Jack’s merc who just needs to get his dexterity to 88. Even though it only requires level 27 the merc isn’t anywhere close to the dexterity requirement. To get him there for the beginning of Act 4 I’ll equip him with Twitchthroe and Isenhart’s Horns. I bet not many use Isenhart’s helm at all, let alone on a merc.
Just before killing the Council in Travincal I switched out the Angelic items for a Sprit Shroud, The Eye of Etlitch and a rare ring.
Finished Act 3 at level 32 with no problems. I don’t think either Jack or Lobo have taken a health potion since getting Feral Rage.
I’ve got a Honor Lance waiting for Jack’s merc who just needs to get his dexterity to 88. Even though it only requires level 27 the merc isn’t anywhere close to the dexterity requirement. To get him there for the beginning of Act 4 I’ll equip him with Twitchthroe and Isenhart’s Horns. I bet not many use Isenhart’s helm at all, let alone on a merc.
Got thinking about IAS on gloves and did a little research. The mod on magic and rare gloves for 20% IAS requires level 35. The exception is Sander’s Taboo which only requires level 28. Maybe that’s why the name Taboo?
Among the Sets and Uniques there are eight gloves that grant 20 to 30% IAS, three of them as a bonus for equipping a second set item and all three of them at very low levels.
Sigon’s gage plus another item 30% level 6
Death’s Hand and another item 30% level 6
Iratha’s Cuff and another item 20% level 15
Sander’s Taboo 20% level 28
Magnus’ Skin 20% level 37
Lava Gout 20% level 42
Laying of Hands 20% level 63
IK gloves 25% level 76 as you must equip all 6 items
Among the Sets and Uniques there are eight gloves that grant 20 to 30% IAS, three of them as a bonus for equipping a second set item and all three of them at very low levels.
Sigon’s gage plus another item 30% level 6
Death’s Hand and another item 30% level 6
Iratha’s Cuff and another item 20% level 15
Sander’s Taboo 20% level 28
Magnus’ Skin 20% level 37
Lava Gout 20% level 42
Laying of Hands 20% level 63
IK gloves 25% level 76 as you must equip all 6 items
Act 4
I’m going to make a few changes at the start of the Act 4 and will equip IK belt and boot, Sanders’s gloves, and the Eye of Etlitch. I went with Sanders’s gloves over the IK gloves because they give 20% IAS.
Act 4 went quickly and jumped to level 35.
I was a little concerned that removing the Death set gloves and belt would slow him down significantly, but the 20% IAS from Sander’s gloves was enough that I didn’t notice the difference. Thinking about the next armor upgrade one thought was switching to Spirit forge and dropping in a couple of Jewels of Fervor, but that isn’t necessary. I also don’t see the need for Shaftstop for the damage reduction and life given the way both have been going. I think the next change will be to Skulder’s at level 42 for the MF and then Rain at level 49.
Act 4 went quickly and jumped to level 35.
I was a little concerned that removing the Death set gloves and belt would slow him down significantly, but the 20% IAS from Sander’s gloves was enough that I didn’t notice the difference. Thinking about the next armor upgrade one thought was switching to Spirit forge and dropping in a couple of Jewels of Fervor, but that isn’t necessary. I also don’t see the need for Shaftstop for the damage reduction and life given the way both have been going. I think the next change will be to Skulder’s at level 42 for the MF and then Rain at level 49.
Realized that I had Treads of Cthon on. Switched them out for Infernostride.
Zero problems. I was finally able to get the Honor Lance on the Merc his damage went from 78-135 to 220-748. I’ve handicapped Jack in that I have left him using Bonesnap instead of sharing the Honor War Club between the two. As a result, it took him a little longer to kill Diablo and the merc died. I also ended up taking a purple pot to stay on the safe side while killing Diablo.
Jack ended Act 4 at level just shy of 35.5 while Lobo is just shy of 35.3
Zero problems. I was finally able to get the Honor Lance on the Merc his damage went from 78-135 to 220-748. I’ve handicapped Jack in that I have left him using Bonesnap instead of sharing the Honor War Club between the two. As a result, it took him a little longer to kill Diablo and the merc died. I also ended up taking a purple pot to stay on the safe side while killing Diablo.
Jack ended Act 4 at level just shy of 35.5 while Lobo is just shy of 35.3
From my Wolfbarb I’ve had Feral Rage on the right mouse button so that I don’t have to target individual monsters. However, now that I have both Feral Rage and Fury, I moved Feral Rage to the left button and put Fury on the right. Now I target individual monsters to hit with Feral Rage and once the charge is big enough just hold down the left button for Fury and move the cursor around.
Lobo and Jack continue to crush it. Both have gone from 35 to 42 while clearing through the Crystalline Passage and the Frozen River.
Time to do some gear changes. For both I put on switch I put Fleshrender and Lidless wall, which now give me +3 to shapeshifting. Equipped Jalal’s Mane and Skulder’s Ire.
For Lobo this means his pack is now the max of 5 and 3. On the rogue I switched the Edge Rune bow for a Harmony Ashwood bow with +3 to Bow skills. Edge is a low level Runeword, but I think that the thorns from the Edge bow were helpful. However, Harmony is a much more powerful bow and Vigor has everyone moving faster.
For Jack with the gear on switch he is now level 11 when casting Werewolf. On the Desert warrior I put Vampire Gaze and Iron Pelt.
Jack couldn’t find the Glacial Trail waypoint, but made 45 just clearing the trail. Lobo found the waypoint, but had to go on the Frozen Tundra and clear part of it to reach 45. As a reward each gets a Raven Frost and two plain skillers.
I was going to try Boneslayer Blade, but the dexterity level is twice what mine currently is. Given that the average damage is less that the Honor war club it’s not worth spending the points.
Lobo finished Normal at level 48.4. Absolutely zero problems. Didn’t take a single health potion. Baal was very generous a 298% ED Ribcracker and a Chieftain.
Jack finished Normal at level 49, but Baal didn’t give him anything worthwhile.
Time to do some gear changes. For both I put on switch I put Fleshrender and Lidless wall, which now give me +3 to shapeshifting. Equipped Jalal’s Mane and Skulder’s Ire.
For Lobo this means his pack is now the max of 5 and 3. On the rogue I switched the Edge Rune bow for a Harmony Ashwood bow with +3 to Bow skills. Edge is a low level Runeword, but I think that the thorns from the Edge bow were helpful. However, Harmony is a much more powerful bow and Vigor has everyone moving faster.
For Jack with the gear on switch he is now level 11 when casting Werewolf. On the Desert warrior I put Vampire Gaze and Iron Pelt.
Jack couldn’t find the Glacial Trail waypoint, but made 45 just clearing the trail. Lobo found the waypoint, but had to go on the Frozen Tundra and clear part of it to reach 45. As a reward each gets a Raven Frost and two plain skillers.
I was going to try Boneslayer Blade, but the dexterity level is twice what mine currently is. Given that the average damage is less that the Honor war club it’s not worth spending the points.
Lobo finished Normal at level 48.4. Absolutely zero problems. Didn’t take a single health potion. Baal was very generous a 298% ED Ribcracker and a Chieftain.
Jack finished Normal at level 49, but Baal didn’t give him anything worthwhile.
WEAPON: Honor War Club
Switch: Fleshrender/Wall of the Eyeless
OFF-Hand: None
HELM: Jalal’s Mane
AMULET: The Eye of Etlich
RINGS: Raven Frost / Manald Heal
Jack Lobo
ARMOR: Spirit Shroud Skulder’s Ire
GLOVES: Lava Gout Sander’s Taboo
BELT: ThunderGod’s IK Detail
BOOTS: Gore Riders IK Pillar
Rogue – Liene Cold
Biggin’s Bonnet
Twitchthroe
Harmony Superior Ashwood Bow +3 Bow skills, 223% ED
Dessert Warrior – Durga Blessed Aim
Vampire Gaze
Iron Pelt
Honor Superior Lance
Switch: Fleshrender/Wall of the Eyeless
OFF-Hand: None
HELM: Jalal’s Mane
AMULET: The Eye of Etlich
RINGS: Raven Frost / Manald Heal
Jack Lobo
ARMOR: Spirit Shroud Skulder’s Ire
GLOVES: Lava Gout Sander’s Taboo
BELT: ThunderGod’s IK Detail
BOOTS: Gore Riders IK Pillar
Rogue – Liene Cold
Biggin’s Bonnet
Twitchthroe
Harmony Superior Ashwood Bow +3 Bow skills, 223% ED
Dessert Warrior – Durga Blessed Aim
Vampire Gaze
Iron Pelt
Honor Superior Lance
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