- Feb 24, 2006
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I'm hoping that I get some lucky rune drops in this year's RFL. Hopefully I'll get the needed runes to finally complete the cube recipe grail project that I started a couple of years ago. But what happens after that?
The SPF Community & Links pinned thread includes many other neat participation and quest ideas. Various tournaments and grails are quite popular here. For example, the flagship SPF challenge is arguably the "Holy Grail" complete set and unique item acquisition. According to my GoMule Flavie, in the course of pursuing all of the cube recipes, I'm already at grail -51! I am also close to completing a third sept with the cube grail project. In fact, I must confess that I am more motivated by questing characters to mat/pat, rather than grinding magic-finding or rune-finding areas. More than item grails, the SPF projects that really inspire me are achievements such as PhineasB's 7x7+2, D2DC's normal set adventurers, Babyhell's baby brood, Maltatai's assorted epic romance tales, and Pb_pal's rainbow connections.
So for a few months now, I have been pondering a "maxed skills" grail: For each of the 210 skills, invest the 20-point maximum in that skill on a character, enjoyably played, that achieves {mat|pat}riarch in legacy version 1.14b. Surely I can't be the only player to think about a project like this. This idea is partly inspired by the skills census I wrapped up last year, and also partly inspired by my decision to participate in D2DC's Murios project.
To that end, I tried to "theory-craft" a path, as follows, to achieve a maxed skills grail, starting with my three cube grail septs already (or almost) completed. I presume to max three or four skills with each build, and defeat hell Baal with each. (For my own convenience, each time a skill first appears as maxed, I marked it with a green number [#], to help me ensure I included all thirty skills of each hero class.)
Amazons completed or underway:
Bow/Xbow skills:
Assassins completed:
remaining martial arts:
Barbarians completed:
remaining combat skills:
Druids completed:
remaining shapeshifting skills:
Necromancers completed:
remaining poison/bone:
Paladins completed:
remaining combat skills:
Sorcresses completed:
That totals 90 different mat/pats. Anticipating an average pat/mat level of 84, this plan would bring me 75% of the way through the number of levels needed to complete Murios. It would take me a very long time. I'm really not sure I could get all the way through these.
I hope you found this worth your time to read. What do you think? What builds would you do instead?
Also, what new synergies in the upcoming D2R patch inspire you to try pumping a skill you've never maxed before?
The SPF Community & Links pinned thread includes many other neat participation and quest ideas. Various tournaments and grails are quite popular here. For example, the flagship SPF challenge is arguably the "Holy Grail" complete set and unique item acquisition. According to my GoMule Flavie, in the course of pursuing all of the cube recipes, I'm already at grail -51! I am also close to completing a third sept with the cube grail project. In fact, I must confess that I am more motivated by questing characters to mat/pat, rather than grinding magic-finding or rune-finding areas. More than item grails, the SPF projects that really inspire me are achievements such as PhineasB's 7x7+2, D2DC's normal set adventurers, Babyhell's baby brood, Maltatai's assorted epic romance tales, and Pb_pal's rainbow connections.
So for a few months now, I have been pondering a "maxed skills" grail: For each of the 210 skills, invest the 20-point maximum in that skill on a character, enjoyably played, that achieves {mat|pat}riarch in legacy version 1.14b. Surely I can't be the only player to think about a project like this. This idea is partly inspired by the skills census I wrapped up last year, and also partly inspired by my decision to participate in D2DC's Murios project.
To that end, I tried to "theory-craft" a path, as follows, to achieve a maxed skills grail, starting with my three cube grail septs already (or almost) completed. I presume to max three or four skills with each build, and defeat hell Baal with each. (For my own convenience, each time a skill first appears as maxed, I marked it with a green number [#], to help me ensure I included all thirty skills of each hero class.)
Amazons completed or underway:
- Lightning+Valkyrie: maxed [1]Charged Strike, [2]Lightning Fury, [3]Decoy, and [4] Valkyrie. (A few leftover points went to Penetrate and Critical Strike.)
- LF Cowherd: maxed Charged Strike, Lightning Fury, [5]Lightning Strike, and [6]Lightning Bolt. (Leftovers went to Power Strike.)
- Passive Dagger-stabber: maxed Decoy, Valkyrie, [7]Critical Strike, and [8]Evade. (Leftovers are going into Inner Sight.)
Bow/Xbow skills:
- Mage Archer: [9]Cold Arrow, [10]Frozen Arrow, [11]Exploding Arrow, [12]Immolation Arrow. (Leftovers probably in Fire Arrow)
- I've never made one, but I think this is a cookie-cutter "magezon" build.
- Strafer: Decoy, Valkyrie, [13]Strafe, [14]Slow Missiles.
- Strafelock is my motivation to pump Slow Missiles.
- Multizon: [15]Pierce, [16]Multiple Shot, Decoy, Valkyrie.
- For this build, I would try to minimize +skills items on her equipment.
- Kashya's Prodigy: Cold Arrow, [17]Ice Arrow, [18]Fire Arrow, Exploding Arrow. (Leftovers in Inner Sight?)
- She uses the same skills as Act 1 Rogue mercenaries. I expect this build to be difficult.
- Guided Archer: [19]Guided Arrow, [20]Magic Arrow, Decoy, Valkyrie.
- Lightning Meleezon: [21]Power Strike, Charged Strike, Lightning Strike, Valkyrie.
- Jabber/Fender: [22]Penetrate, [23]Jab, [24]Fend, Decoy.
- Impaler: [25]Impale, Charged Strike, Decoy, Valkyrie.
- Javelin Tosser: [26]Poison Javelin, Lightning Bolt, [27]Plague Javelin, Lightning Fury.
- Alternatively, I might max Valkyrie instead of Lightning Bolt, and leave Lightning Fury unsynergized.
- Passive Axe- or Knife-thrower: [28]Inner Sight, Decoy, Valkyrie, [29]Avoid
- Fuzzy Dodger: [30]Dodge, Valkyrie, Decoy. (Leftovers in Critical Strike and/or Penetrate?)
- This is at the end of the list, because I think it would take me a while collect runes and a good base necessary to make a Beast runeword for her.
Assassins completed:
- Dancer: maxed [1]Shadow Master, [2]Lightning Sentry, [3]Death Sentry. (Dragon Talon got 18 points, leftovers went to Fade.)
- Fire Trapper: maxed [4]Wake of Fire, [5]Wake of Inferno, Death Sentry. (Lightning Sentry and Fire Blast each got 15; one leftover point in Burst of Speed.)
- Cold Aggressin: maxed [6]Claw Mastery, [7]Dragon Claw, [8]Blades of Ice, [9]Phoenix Strike. (Leftovers went to Weapon Block.)
remaining martial arts:
- Phoenix Striker: Shadow Master, Phoenix Strike, [10]Claws of Thunder, [11]Fists of Fire.
- Dragon Tailer: [12]Tiger Strike, [13]Dragon Tail, [14]Dragon Flight, Shadow Master.
- Gendarme: Tiger Strike, [15]Cobra Strike, [16]Dragon Talon, Shadow Master. (Leftovers in Fade?)
- I call it "gendarme" because in my mind it's the most generic martial arts build. May use any weapon, but needs decent boots and a PI solution.
- Lightning Trapper: [17]Fire Blast, [18]Shock Web, [19]Charged Bolt Sentry, Lightning Sentry. (Leftovers in Death Sentry?)
- As long as she never uses Death Sentry, she could do pit runs without fear of losing bosspacks.
- Shuriken Ninja: [20]Blade Fury, [21]Venom, [22]Cloak of Shadows, Shadow Master
- Frisbee Ninja: [23]Blade Sentinel, Venom, Cloak of Shadows, Shadow Master
- Shadow Buffer: Shadow Master, Venom, [24]Mind Blast, [25]Blade Shield
- maxes two of the skills that every SM always keeps pre-buffed before and between battles.
- Shy Defensive Fighter: [26]Fade, Shadow Master, Venom, [27]Weapon Block
- Psion: [28]Psychic Hammer, [29]Shadow Warrior, Death Sentry. (Leftovers in Mind Blast and/or Cloak of Shadows?)
- Its hard to think of a build that suits a Shadow Warrior better than a Shadow Master minion. I need to workshop this some more.
- Rapid Trapper: [30]Burst of Speed, Lightning Sentry, Death Sentry, Fire Blast.
Barbarians completed:
- Zerker: [1]Berserk, [2]Howl, [3]Shout, [4]Axe Mastery. (Some leftovers went to Find Item.)
- Stun Barb: [5]Bash, [6]Stun, [7]Concentrate, [8]War Cry. (Leftovers in Sword Mastery)
- Wolfhowl Barb: maxed Shout, [9]Pole Arm Mastery, [10]Iron Skin, [11]Increased Speed. (Leftovers in Natural Resists)
remaining combat skills:
- Frenzy: [12]Double Swing, [13]Frenzy, [14]Taunt, [15]Sword Mastery.
- Thrower: Double Swing, [16]Double Throw, [17]Spear Mastery, [18]Throwing Mastery.
- Concentrator: Bash, Concentrate, [19]Battle Orders, Berserk.
- I've been purposefully keeping my barbarians' BOs as just one-point-wonders, just to assure myself that I can do it. But for this build, I would finally max it for its significant synergy bonus.
- Whirler: [20]Whirlwind, Battle Orders, Shout, [21]Mace Mastery
- Kind of hoping to complete the IK set to use with this one.
- Frogger: [22]Leap, [23]Leap Attack, Battle Orders, Shout.
- Singer: Howl, Taunt, [24]Battle Cry, Wary Cry (Leftovers in Battle Orders?)
- Horker: [25]Find Item, Concentrate, Battle Orders, Bash (Leftovers in Iron Skin?)
- I remember reading that this could potentially be another good AT runner, to complement my blizzard sorceress.
- Drunk Zerker: [26]Find Potion, Berserk, Howl, Shout.
- I think Berserk is my favorite barbarian skill. I would use the zero-defense effect as the excuse for needing to find and drink lots of those delicious red-cream sodas.
- Grim Ward Zerker: [27]Grim Ward, Berserk, Howl, Shout.
- Stamina Wolfhowl Barb: [28]Increased Stamina, Battle Orders, [29]Battle Command, [30]Natural Resists
- After playing my first wolf-barb, I'm convinced that I could make this build succeed.
Druids completed:
- Shockwave Summoner: [1]Dire Wolf, [2]Grizzly, [3]Heart of Wolverine, [4]Lycanthropy. (Leftovers went to Shock Wave.)
- Fire Druid: [5]Fire Storm, [6]Molten Boulder, [7]Fissure, [8]Volcano. (Leftovers in Armageddon.)
- Tank Hunter: Dire Wolf, Grizzly, [9]Solar Creeper, [10]Spirit of Barbs. (Leftovers in Heart of Wolverine)
remaining shapeshifting skills:
- Life-obsessed Werewolf: [11]Werewolf, [12]Feral Rage, [13]Oak Sage, [14]Carrion Vine. (Leftovers in Lycanthropy)
- Diseased Werewolf: [15]Rabies, [16]Poison Creeper, Lycanthropy, [17]Fury.
- Armageddon Shifter: Lycanthropy, [18]Fire Claws, [19]Armageddon. (Leftovers in Fissure and Volcano?)
- Kodiak Mauler: [20]Werebear, [21]Hunger, [22]Maul, [23]Shock Wave.
- Hunter: [24]Spirit Wolf, Dire Wolf, Grizzly, Heart of Wolverine
- Birder: [25]Raven, Dire Wolf, Grizzly, Heart of Wolverine
- Windy: [26]Cyclone Armor, [27]Twister, [28]Tornado, [29]Hurricane.
- If I enjoy him enough to level him to 89, I could also max Arctic Blast and have a pure Wind druid. (Then I wouldn't need to make another Arctic Shaman...)
- Arctic Shaman: [30]Arctic Blast, Cyclone Armor, Hurricane, Grizzly. (Leftovers in Dire Wolf)
Necromancers completed:
- Skeleton Zookeeper Fishymancer: [1]Skeleton Mastery, [2]Raise Skeleton, [3]Raise Skeletal Mage, [4]Corpse Explosion. (Leftovers went to Clay Golem)
- Poisoner: [5]Poison Dagger, [6]Poison Explosion, [7]Poison Nova, [8]Lower Resist. (All leftovers were one-pointers.)
- Trang-Oul's Poison/Summoner: Poison Dagger, Poison Explosion, Poison Nova, [9]Golem Mastery. (One point in Iron Golem, and leftovers went to Corpse Explosion)
remaining poison/bone:
- Dentist: [10]Teeth, [11]Bone Spear, [12]Bone Spirit, [13]Bone Prison. (Leftovers in Bone Wall and/or Corpse Explosion)
- Meleemancer: [14]Bone Armor, [15]Bone Wall, Bone Prison, [16]Life Tap.
- Mojo Haunter: [17]Revive, Skeleton Mastery, [18]Decrepify, [19]Terror.
- Golemancer: [20]Clay Golem, [21]Blood Golem, [22]Iron Golem, [23]Fire Golem. (Leftovers in Corpse Explosion, Golem Mastery)
- Amping Fishy: Skeleton Mastery, Raise Skeleton, Corpse Explosion, [24]Amplify Damage.
- Mojo Fishy 1: Skeleton Mastery, Raise Skeleton, [25]Dim Vision, [26]Confuse. (Leftovers in Corpse Explosion)
- Mojo Fishy 2: Skeleton Mastery, Raise Skeleton, [27]Weaken, [28]Attract. (Leftovers in Corpse Explosion)
- Bloody Torturer: [29]Iron Maiden, Blood Golem, Golem Mastery, [30]Summon Resist.
- This was a recommended build in a few early D2 patch versions, but not as effective in LoD. Needs workshopping, but it's one possible IM idea.
Paladins completed:
- Templar: [1]Fist of the Heavens, [2]Holy Bolt, [3]Holy Shock. (Conviction got 18 points.)
- Angel Avenger: [4]Vengeance, [5]Resist Fire, [6]Resist Lightning, [7]Salvation. (Leftovers went to Resist Cold)
- Fanatic Zealot: [8]Sacrifice, [9]Zeal, [10]Fanaticism, [11]Conversion. (Leftovers went to Blessed Aim)
remaining combat skills:
- Hammerer: [12]Blessed Hammer, [13]Blessed Aim, [14]Vigor, [15]Concentration.
- Charger: [16]Charge, [17]Might, Vigor, [18]Meditation. (Leftovers probably into Fanatacism and/or Prayer.)
- really stretching to find a single player paladin build that could benefit from maxed Meditation
- Smiter: [19]Smite, [20]Holy Shield, [21]Defiance, Fanaticism.
- From stuff I have read, I'm led to believe that this is actually a somewhat difficult single-player questing build. Needs more workshopping. Not sure where leftover points would go.
- Traditional Avenger: Vengeance, [22]Conviction. (Leftovers in elemental resist synergies)
- Auravenger: [23]Holy Fire, [24]Holy Freeze, Resist Fire, [25]Resist Cold. (Leftovers in Vengeance)
- Sadomasochist Martyr: [26]Thorns, Sacrifice, Fanatacism, [27]Redemption
- Medicleric: [28]Sanctuary, [29]Cleansing, [30]Prayer, Holy Bolt
Sorcresses completed:
- Hydra/Orb: [1]Frozen Orb, [2]Fire Ball, [3]Fire Mastery, [4]Hydra. (Leftovers went to Fire Bolt)
- Blizzard: [5]Ice Blast, [6]Glacial Spike, [7]Blizzard, [8]Cold Mastery. (Leftovers went to Ice Bolt)
- Chain/Orb: Frozen Orb, [9]Lightning, [10]Chain Lightning, [11]Lightning Mastery. (Leftovers went to Nova)
- Meteorb: Frozen Orb, [12]Meteor, [13]Inferno, Fire Mastery. (Leftovers to Fire Ball)
- Socialist Orbitaller: Frozen Orb, [14]Fire Bolt, Fire Ball, [15]Teleport. (Leftovers to Fire and Cold masteries)
- Nova Enchantress: [16]Nova, [17]Enchant, [18]Warmth, Fire Mastery. (Leftovers to Lightning Mastery)
- Warm Blanket: [19]Fire Wall, [20]Charged Bolt, Lightning, Lightning Mastery. (Leftovers to Fire Mastery.)
- Orb/Blazer: [21]Blaze, Fire Mastery, Frozen Orb, [22]Ice Bolt. (Leftovers to Cold Mastery?)
- Energy Sorceress: [23]Telekinesis, [24]Energy Shield, Frozen Orb, Lightning. (Leftovers in Lightning Mastery?)
- Frost Nova/Stormer: [25]Frost Nova, Blizzard, Frozen Orb, [26]Thunder Storm. (Leftovers in Lightning Mastery)
- Melee Armor Sorceress: [27]Frozen Armor, [28]Shiver Armor, [29]Chilling Armor, Enchant. (Leftovers in Fire Mastery?)
- Melee Archmage: [30]Static Field, Enchant, Fire Mastery, Frozen Orb
That totals 90 different mat/pats. Anticipating an average pat/mat level of 84, this plan would bring me 75% of the way through the number of levels needed to complete Murios. It would take me a very long time. I'm really not sure I could get all the way through these.
I hope you found this worth your time to read. What do you think? What builds would you do instead?
Also, what new synergies in the upcoming D2R patch inspire you to try pumping a skill you've never maxed before?
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