'Three Way Dance II' - H.C 1.10 Tournament

Well, the last thing I need is to start more DII chars, but I'll do it anyway.

Team Toasted_Nuts

Hazelnut: Amazon, Passive and Bow
Destroyer Bonus: Belt, Conqueror Bonus: Weapon

Walnut: Druid, Summoning and Elemental
Destroyer Bonus: Boots, Conqueror Bonus: Helm

Peanut: Sorc, Cold and Lightning
Destroyer Bonus: Jewellry, Conqueror Bonus: Armour

We'll see how it goes....
 
If C_B is in I will join too:

I present to you Team Ploppy

Daddy_Ploppy Necromancer (Summoner/curse)
Mother_Ploppy Amazon (Bow/Passive)
Baby_Ploppy Paladin (Combat/Offensive Aura)

Rewards:
Daddy_Ploppy:s Destroyer Merc headgear, Conquorer Merc Weapon
Mother_PLoppy:s Destroyer Body Armour, Conquorer Weapon
Baby_Ploppy:s Destroyer Shields, Conquorer Weapon

Will start right away

DX
 
By the end of this week I will have 18 single tree characters to do so I will not have time to enter.

Though I will read the entries of others for this dance I enjoyed reading the last one.

To all entrants I wish you all luck and lots of rare drops. Enjoy and most importantly have fun.
 
DX and CB: Nice to see you decided to join :surprise:

Good Luck!

Team Steel

Steel_Sword lvl 16 Barb (Combat/Warcry) Act II 6 pts.
Steel_Poison lvl 1 Necro (P&B/Curses) Act I 0 pts.
Steel_Magic lvl 12 Sorc (Fire/Lit) Act I 3 pts.

Total 9 pts.

Finds
Rixot's Keen, Axe of Fechmar

I didn't make my goal of finishing up Magic in Act I tonight. Sorcies are hard to play early in the game :grrr:
 
****Team Speed****
Spd_Shadow-Shadow/Trap Sassin-Boots, Helmet
Spd_Animal-Druid, SShifting,Summoning-Weapon,BodyArmor
Spd_Brute-Barbarian,Combat/War Cries-Weapon,Offhand(Do i put this or shield if I'm going two weapons?)

G'luck to all!
 
[HIGHLIGHT]Team Saint[/HIGHLIGHT]

1. Josef - Necromancer - Summon / Curse, clvl 16, act I - Nml
weapon slot Destroyer, helm slot Conquerer
Quest done: Countess

2. Mary - Assasin - Trap / Passive, clvl 14, act I - Nml
helm slot Destroyer, weapon slot Conquerer
Quest done: Cain

3. Jesus - Paladin - Combat / Offencive aura's, clvl 15, act I Nml
weapon slot Destroyer, armor slot Conquerer
Quest done: Cain

#points: 10

Reportings:Well.. I'm working out a tactic to keep my chars alive.. First I birng out Josef to scan the quest since he's the most safe to play with, look trough the area and remember the beasts etc. Then Mary can go the same route (diff map but you know what I mean) knowing what monsters to keep on the look out for and lastely Jesus who I'm still most worried about since he's a melee char can blast trough it knowing the weaknesses.

:drink: Sint

ps. 1 NDE with my pally, my moron started to shoot at Rakanishu while I was standing next to him... 12 life :cheesy:
 
Just a point of clarification - with the dedicated slots that you pick (such as Jewelry, or Weapons), we can only equip one item, right? (In that you can't equip 2 rings and an amulet if you pick jewelry, or equip 2 [or four!] weapons with just choosing weapons?)
 
tyrant. said:
Gave it some thought and decided to change.

Amazon d:7 weapon c:2 bodyarmour
Paladin d:2 bodyarmour c:6 shield
Necro d:1 helm c:10 merc weapons

Cant edit, after the 1 hour mark.

I was under the impression that runewords were included as a slot weapon, as well as set/unique.
So, I have decided to change yet again.

Amazon d:7 weapon c:10 merc weapons
Paladin d:2 bodyarmour c:6 shield
Necro d:8 jewelry c:10 merc weapons

I assume jewelry means only one jewelry slot, ie one ring or one amulet.
 
Resipsa said:
During lunch I read the frost zealot guide and discovered that it requires extensive points in all three trees. So, I have changed my team members to exclude the Paladin and include another character I have little experience with-a Druid.

Funny that, I was just thinking the same thing, a hammer din requires skills from 3 trees, I thought about saving up the last 20 skills for when the tourney is over to complete him (if i last that long) but that would cripple my character indefinately, and seeing as thoguh I have little to no experience in hc, thats no a very wise course of action.

So, Oblivion hammer becomes a druid (summon/elemental) d:7 weapon, c: 10 merc weapon.
Im, big on those merc weapons, integral to any of my characters.
I havent thought of a name for the druid yet (will do during my next lecture), I want to keep that name for a hammer din I might create later in soft core.

Sorry for all the stuffing around, but being the first comp ive taken seriously, or intend to do well in, I want everything to be set up perfect.
 
Team Gems

Sapphire

Traps/Shadow Disciplines
Level: 6
Current Quest: Blood Raven
Points: 1

Skull

Poison & Bone/Curses
Level: 11
Current Quest: Search For Cain
Points: 2

Diamond (name changed)

Elemental/Summoning
Level: 1
Current Quest: Den Of Evil
Points: 0

Total Points: 3

No NDE's to report yet. My necromancer is having some good luck finding rares to give to the others. Namely boots. I have found something like 6 pairs of rare boots so far.
 
P§ÃÇHÕ said:
It's a little loophole everybody can abuse. The rules state that characters must stay within one act of each other, however it doesn't state that characters must wait at the next act till others arrive. Therefore, you could complete all the quests in Act II and still have characters finishing off Act I. The only thing you cannot do in this case would be to start Act III.

So then I should just start with one char, run through act II, build the horadric staff, and use that as a weapon for my other two characters. Seems like the best option for most characters to me. decent damage, resists, 50% IAS. I've used it before and you can easily get through all of act 1 and much of act 2 using it. I can get it once and keep passing it about, and then when everyone is up to dury someone can just run and get two more staffs. Makes the first two acts a breeze. :uhhuh:
 
Hehehe...tyrant, I think you need to sit down at Psycho's one tuesday night and just slug out your ideas with him.

An update for tuesday...last night saw Arwen into mid Act I. This morning dawned bright and early, with Countess runs providing a variety of low-level runes, including a Tal and Ral. I wasn't going to stick around for another three Rals to drop (I don't think Normal Countess can drop an Ort, can she? Ah, who cares) to get an Ancient's Pledge, but at least I have a variety of low-level Runewords available very early in the game, including the Leaf staff.

Anyway, I think I forgot to revert to players 1, but Arwen didn't seem to notice. She cleared out Andariel in record time and now sits on level 18, ready to do a few more Countess runs before blazing through Act II.
Boromir was the last of my characters to start, and provided the most excitement, with a near-death experience against Andariel. The reward was well worth it, though...a unique ring, on players 1 in Act I Normal! Of course, it was only a 20% Nagelring, but hopefully it speaks of things to come.

Arwen (Shadow/Martial arts Assassin): Level 18, Act I, 6 points.
Galadriel (Fire/Lightning sorc): Level 15, Act II, 7 points.
Boromir (warcry/combat skills Barb): Level 14, Act I, 6 points.
 
I suppose this will be my retrial for HC. Since there's a bit of twinking... maybe I can keep going for a while and cut down on softcore for a while. Killing Pindleskin over and over has gotten extremely boring.

Team Starcraft

Ghost - Shadow/Traps Assassin - Destroyer: Weapon - Conqueror: Gloves

Zealot - Offensive/Combat Paladin - Destroyer: Shield - Conqueror: Armor

Overlord - Summon/Curse Necromancer - Destroyer: Merc Weapon - Conqueror: Merc Armor

Edit: Something screw up with copy/paste.
 
Okay, Team Metal is ready to take the field. I am going to have to go with what I know.

Necro (Opeth) - Summons/Curse
Druid (Nevermore) - Summons/Elemental
Pally (Testament) - Offensive/Combat

Opeth 10 Merc Weapon, 11 Merc Armor
Nevermore 1 Headgear, 3 Belts
Testament 6 Shield, 7 Weapon

Good Luck to all
 
Oh well, might as well start another project with my other 4 ongoing ones. :uhhuh:

Team Acids

Sulphuric (Necro) - Summons/curses
Nitric (Druid) - Elemental/Summons
Hydrochloric (Amazon) - Javelin & Spear / Passive

Sulphuric - 10. Merc Wpn, 11. Merc Armor
Nitric - 10. Merc Wpn , 7. Wpn
Hydrochloric - 7. Wpn , 3. Belts

Only hope to go beyond act 3. All my HC chars died there. :teeth:
 
Team Gems

Sapphire

Traps/Shadow Disciplines
Level: 13
Current Quest: The Forgotten Tower / A1, Normal.
Points: 3

Skull

Poison & Bone/Curses
Level: 14
Current Quest: The Forgotten Tower / A1, Normal.
Points: 3

Diamond (name changed)

Elemental/Summoning
Level: 13
Current Quest: The Forgotten Tower / A1, Normal.
Points: 3

Total Points: 9

Nothing much more to report. No green or gold sightings yet. All characters are progressing well, saving skill points for more useful skills.
 
Team Estrogen [16 points]

Kadiya - (Amazon - Passive/Bow) - lvl 16 - Act I Nml [5 point]
Haramis - (Sorc - Cold/Lightning) - lvl 16 - Act I Nml [5 points]
Anigel - (Assassin - Shadow/Trap) - lvl 19 - Act I Nml [6 points]

I got everyone up through the countess, who didn't drop me anything useful. Took Anigel up through the end of the act. She is by far the fastest and easiest of the three to play at this level, even more so now that she got her first shadow.

So far Cleglaw's Claw is the only set/unique I have found with any of my 3 characters. It feels weird to be happy about Andy dropping 3 rares instead of any set/uniques.

The plan tomorrow is to get Anigel to the Cube, so I can make some inventory space again. Must....cube.....gems! All three characters are completely full. Then I'll probably finish off Act 1 with Haramis and Kadiya.
 
madmaxxam said:
So then I should just start with one char, run through act II, build the horadric staff, and use that as a weapon for my other two characters. Seems like the best option for most characters to me. decent damage, resists, 50% IAS. I've used it before and you can easily get through all of act 1 and much of act 2 using it. I can get it once and keep passing it about, and then when everyone is up to dury someone can just run and get two more staffs. Makes the first two acts a breeze. :uhhuh:
IMO horadric staff is unique and is banned it this tunament, unless you have chosen weapon as Destroyer/Conqueror reward and got this status.

About my team. I didn’t start it yet – I’m thinking about it more and more. I steel need to kill Hell Baal with my non-turnament HC necro (only Meph, Big D and Baal left).
I have read Assassin FAQ and noticed that WoI trap is bugged – do only ~20% of listed damage. I don’t know whether it is true, but I gave up it and going to build LS/DS traps. If someone here has Mat/Guardian fire trap Sin please help me with suggestions.

A question: I play Diablo for many yeas since Diablo I came with untwinked SP characters ONLY. So it becomes my Codex of honor. Is it OK for tournament rules if I will play my team characters untwinked without item transfer between them?
 
Igor Potapov said:
IMO horadric staff is unique and is banned it this tunament, unless you have chosen weapon as Destroyer/Conqueror reward and got this status.


I wondered about this myself. It is a gold item, but not technically a unique. Rather its a quest item. Personally, I would group it in with the "not allowed" stuff, but then, I'm not the boss.
 
Lacerta said:
I wondered about this myself. It is a gold item, but not technically a unique. Rather its a quest item. Personally, I would group it in with the "not allowed" stuff, but then, I'm not the boss.
May be I’m wrong, correct me if it is so, but Horadric Staff is in the UniqueItems.txt file in D2Data.mpq archive – I just read it. And you can upgrade Horadric Staff using unique item recipe. So I guess it is unique quest item.
 
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