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

erimatbrad said:
Hmm -- I don't think low level will determine the winner (as it was thought to be, perhaps, unfair...).

IMO, anyone who gets three guardians with all quests completed deserves to win the tournament, and if there's more than one, they should be officially recognised as joint victors, and share the prize pool. Who's playing for the prizes, anyway? :lol:
 
Jaffa Tamarin said:
IMO, anyone who gets three guardians with all quests completed deserves to win the tournament, and if there's more than one, they should be officially recognised as joint victors, and share the prize pool. Who's playing for the prizes, anyway? :lol:

I don't twink, so I don't think I'd take any prizes, because I enjoy the thrill of finding something that's somewhat crappy, but marginally better than what you're wearing now, so you'll wear it anyway.

I might hold off on Guardianing Liselle, as I've been playing way, way, way too much D2 lately (to the exclusion of other, newer games I've bought), but that's easier said than done. :)
 
Three more points for Axe, as he's completed half of Act 1. Full scoreboard later.

I had an interesting NDE when fighting Griswold. I'm shifted to werewolf, furying away with my Stormrider. (Grizzy's immune to poison...grr) Of course, I'm constantly amped. I unshift because of the timer, shift back to wolf, and kill Griswold less than two minutes later. (I've got 220 seconds in shifted form.) Upon Griswold's pop (I didn't notice he was FE) I'm suddenly unshifted and sporting a healthy 1 HP. I became very thankful I did a full clear of Tristram before I started taking on Griswold.

As far as the winner of the tournament, I've always thought it would either stop when the first person gets 330 points or nobody has any characters that can gain more points.
 
[highlight]Team History Class[/highlight] – 246 points
Conqueror Cleopatra - (Sorc - Cold/Light.) – lvl 81 - Act IV HELL
Conqueror Rasputin - (Necro - Summon/Curse) – lvl 80 – Act III HELL
Conqueror Ieyasu_Tokugawa - (Druid - Summon/Elem.) – lvl 83 – Act IV HELL

I did more than I had originally planned for today and brought Tokugawa through Act 3 also. Most of act 3 was fairly easy for him, and I was on /players 2 up through kurast bazaar, but after that went back down to /players 1, which is what I've been questing at for the most part. No exciting drops or gambles during act 3, some new items for the stash, but nothing noteworthy. Travincal was a real pain though. On one quarter of the map were 5 seperate Unique healers, tossing lightning bolts and blizzards like way too much, in addition to healing everything around. Taking care of those 5 groups was much more difficult than the council, who as luck would have it were all FE.

Having lost a previous tournament to NM Flamefinger on the CE I kept a lot of distance while they popped. Durance 1 and 2 were both filled with tons of exploding undead dolls, which caused 1 or 2 NDE's, and frantic potion quaffing. I got lucky with a really good meph running map though, only 2 rooms between wp and stairs. Bremm had conviction aura, which made me very happy to have cyclone armor, and kept me recasting it every 5 seconds (just to be on the safe side). He also tore through my summons extremely quickly, including my merc, whom I had to run to town to stop from dying a few times (I don't use Full Rej on merc unless I absolutely have to.) After Bremm, I chose the right path, and in addition to the council member, there were 2 unique vampire groups, and a group of champions, all in that little room. That fight took me a long time also, but again, I came out on top. After all that, meph was a push over. I didn't even have to give my merc 1 pot (although he was in the red when I killed meph).

Now it's time to go straight from Act 3 Q1 to Guardian with my necro. That will probably take me a while, as I'm pretty sick of fishys. And it's much more boring when you can't pop corpses (I should get an item with charges, since I remember them being allowed.)

Psycho - How much discretion should we use when putting items other than set/uniques in the prize stash? I imagine the prize stash will be huge anyway, without clogging it with every rare/rune/charm, etc. Should we even bother with these items, or just put in the really exceptional ones? Like skill charms and 400%ed, dual leech weapons, etc.? Or should we just keep these for ourselves?
 
madmaxxam said:
[highlight]Psycho - How much discretion should we use when putting items other than set/uniques in the prize stash? I imagine the prize stash will be huge anyway, without clogging it with every rare/rune/charm, etc. Should we even bother with these items, or just put in the really exceptional ones? Like skill charms and 400%ed, dual leech weapons, etc.? Or should we just keep these for ourselves?

At the end of the day the decision lies with you. I get really anal when I sort these prize packs out (as Crazy Sorc will be able to tell you, I sift through each pack individually and meticulously sort through it all). Of course this doesn't mean you should abstain from throwing charms and other items in the prize pool...but seriously...nothing like "+1 Max. Damage" on a small charm ;)
 
Ladies and Gentlemen: Polgara the Sorceress! She was a pretty normal CL/FO sorceress, I think, with 20 points in FO, Cold Mastery, and Chain Lightning, 14 in Lightning Mastery, and 10 in Lightning. 1 point went to all prereqs required (and to teleport and static). I've placed her layout below (in a code box, nonetheless) to avoid seeming spammy. :)

Code:
Character name  : Polgara
Character type  : Hardcore Sorceress
Character level : 82
Character exp   : 865814528

Strength        : 38
Energy          : 50
Dexterity       : 116
Vitality        : 296

Life            : 866 / 753
Mana            : 550 / 227
Stamina         : 482 / 441


12: Stealth
Ghost Armor
'TalEth'
Defense: 117
Durability: 17 of 20
Required Strength: 38
Required Level: 22
Item Version: 1.10 Expansion
Item Level: 35
Fingerprint: 0x943c4a09
+6 to Dexterity
+15 to Maximum Stamina
Regenerate Mana 15%
Magic Damage Reduced by 3
Poison Resist +30%
25% Faster Run/Walk
25% Faster Hit Recovery
25% Faster Cast Rate
Socketed (2: 2 used)

23: Rugged Heavy Boots of Luck
Defense: 5
Durability: 13 of 14
Required Strength: 18
Required Level: 19
Item Version: 1.10 Expansion
Item Level: 49
Fingerprint: 0x3504ebe7
+10 to Maximum Stamina
32% Better Chance of Getting Magic Items

30: Grim Fringe
Demonhide Sash
Defense: 67
Durability: 11 of 12
Required Strength: 20
Required Level: 27
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0xe4f824f5
+36 to Life
+93% Enhanced Defense
Fire Resist +19%
Lightning Resist +18%
12% Chance to cast Level 4 Nova when struck


33: Cruel Mask
Circlet
Defense: 25
Durability: 33 of 35
Required Level: 35
Item Version: 1.10 Expansion
Item Level: 48
Fingerprint: 0x4e35a80c
+6 to Energy
All Resistances +19
Adds 6-21 cold damage over 1 seconds
6% Life stolen per hit
17% Better Chance of Getting Magic Items
+1 to Sorceress Skill Levels

40: Entropy Touch
Ring
Required Level: 23
Item Version: 1.10 Expansion
Item Level: 75
Fingerprint: 0x71c9fa14
+15 to Energy
Damage Reduced by 1
Lightning Resist +18%
Poison Resist +6%
Replenish Life +5

43: Doom Necklace
Amulet
Required Level: 29
Item Version: 1.10 Expansion
Item Level: 64
Fingerprint: 0xa1900449
+66 to Mana
Damage Reduced by 1
Fire Resist +39%
Cold Resist +7%
26% Extra Gold from Monsters
10% Faster Cast Rate

45: Bahamut's Ring of the Apprentice
Required Level: 37
Item Version: 1.10 Expansion
Item Level: 79
Fingerprint: 0x3758089
+101 to Mana
10% Faster Cast Rate

51: Spire of Lazarus
Gnarled Staff
Two-Hand Damage: 4 to 12
Durability: 35 of 35
Required Level: 18
Staff Class - Slow Attack Speed
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x47c16c7a
+15 to Energy
Regenerate Mana 43%
Damage Reduced by 5
Lightning Resist +75%
Adds 1-28 lightning damage
+1 to Sorceress Skill Levels
+2 to Lightning (Sorceress Only)
+1 to Chain Lightning (Sorceress Only)
+3 to Static Field (Sorceress Only)
150% Damage to Undead

74: Death Finger
Heavy Gloves
Defense: 9
Durability: 8 of 14
Required Level: 15
Item Version: 1.10 Expansion
Item Level: 36
Fingerprint: 0xeb658aa6
+2 to Strength
+30% Enhanced Defense
Lightning Resist +7%
Cold Resist +26%
52% Extra Gold from Monsters
10% Increased Attack Speed

75: Eschuta's Temper
Eldritch Orb
One-Hand Damage: 18 to 50
Durability: 17 of 30
(Sorceress Only)
Required Level: 72
Orb Class - Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 87
Fingerprint: 0x995a8c8b
+30 to Energy
+2 to Sorceress Skill Levels
40% Faster Cast Rate
+15% to Fire Skill Damage
+15% to Lightning Skill Damage

76: Rhyme
Large Shield
'ShaelEth'
Defense: 14
Chance to Block:  52%
Durability: 24 of 24
Required Strength: 34
Required Level: 29
Item Version: 1.10 Expansion
Item Level: 55
Fingerprint: 0x65829b55
+20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
40% Faster Block Rate
Cannot Be Frozen
Socketed (2: 2 used)

Mercenary Items : 

1: Rune Mask
Circlet
Defense: 22
Durability: 35 of 35
Required Level: 35
Item Version: 1.10 Expansion
Item Level: 49
Fingerprint: 0x3860bb7c
+60 to Mana
+71 to Attack Rating
+8 to Maximum Damage
Lightning Resist +15%
5% Life stolen per hit
Level 2 Poison Dagger (25/25 Charges)

2: Glyph Pelt
Loricated Mail
Defense: 954
Durability: 20 of 36
Required Strength: 149
Required Level: 55
Item Version: 1.10 Expansion
Item Level: 82
Fingerprint: 0x4781b0d8
+4 to Strength
+21 to Life
+31 to Mana
+92% Enhanced Defense
Lightning Resist +25%
24% Faster Hit Recovery

3: The Meat Scraper
Lochaber Axe
Two-Hand Damage: 16 to 155
Durability: 26 of 50
Required Strength: 80
Required Level: 41
Polearm Class - Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0xa0b0fa25
+168% Enhanced Damage
10% Life stolen per hit
25% Better Chance of Getting Magic Items
30% Increased Attack Speed
50% Chance of Open Wounds
+3 to Masteries Skills (Barbarian Only)
 
Next up, Zedar the Necromancer!

He's actually a single-tree necro in terms of skill distro. He has 20 points in Bone Prison, Spear, Spirit, and Wall. He also has 9 points in CE, and 1 in pre-reqs.

He found a rare jewel which I thought was neat:

Required Level: 37
Item Version: 1.10 Expansion
Item Level: 75
Fingerprint: 0x5ef9cf25
+1 to Energy
+30% Enhanced Damage
+20 poison damage over 2 seconds
7% Faster Hit Recovery

And, he had halfway decent equipment that I could never really replace (and never got to use my S/U prize slots...)

Code:
Character name  : Zedar
Character type  : Hardcore Necromancer
Character level : 80
Character exp   : 733221844

Strength        : 37
Energy          : 40
Dexterity       : 27
Vitality        : 386

Life            : 1130 / 965
Mana            : 468 / 213
Stamina         : 554 / 529

20: Death Finger
Heavy Gloves
Defense: 9
Durability: 6 of 14
Required Level: 15
Item Version: 1.10 Expansion
Item Level: 36
Fingerprint: 0xeb658aa6
+2 to Strength
+30% Enhanced Defense
Lightning Resist +7%
Cold Resist +26%
52% Extra Gold from Monsters
10% Increased Attack Speed

21: Amber Chain Boots of Luck
Defense: 8
Durability: 12 of 16
Required Strength: 30
Required Level: 19
Item Version: 1.10 Expansion
Item Level: 32
Fingerprint: 0x5fd8fbc6
Lightning Resist +39%
34% Better Chance of Getting Magic Items

22: Stealth
Ghost Armor
'TalEth'
Defense: 108
Durability: 10 of 20
Required Strength: 38
Required Level: 22
Item Version: 1.10 Expansion
Item Level: 48
Fingerprint: 0x334f2d72
+6 to Dexterity
+15 to Maximum Stamina
Regenerate Mana 15%
Magic Damage Reduced by 3
Poison Resist +30%
25% Faster Run/Walk
25% Faster Hit Recovery
25% Faster Cast Rate
Socketed (2: 2 used)

Tal Rune
Inserted into a Ghost Armor

Poison Resist +30%

Required Level: 17
Item Version: 1.10 Expansion

Eth Rune
Inserted into a Ghost Armor

Regenerate Mana 15%

Required Level: 15
Item Version: 1.10 Expansion

30: Demonhide Sash of the Squid
Defense: 31
Durability: 7 of 12
Required Strength: 20
Required Level: 30
Item Version: 1.10 Expansion
Item Level: 71
Fingerprint: 0x3f177c2f
+69 to Life

34: Bone Gyre
Ring
Required Level: 48
Item Version: 1.10 Expansion
Item Level: 66
Fingerprint: 0xc27dbe5b
+14 to Dexterity
+3 to Maximum Damage
Fire Resist +11%
Lightning Resist +19%
Cold Resist +11%
Poison Resist +11%
+1 to Mana After Each Kill
Level 3 Dim Vision (27/27 Charges)

36: Corruption Whorl
Ring
Required Level: 22
Item Version: 1.10 Expansion
Item Level: 30
Fingerprint: 0xe6a20fec
+5 to Strength
+43 to Mana
+99 to Attack Rating
Fire Resist +8%
27% Extra Gold from Monsters
10% Faster Cast Rate

50: Pain Hood
Circlet
Defense: 29
Durability: 30 of 35
Required Level: 29
Item Version: 1.10 Expansion
Item Level: 86
Fingerprint: 0x7264606d
+79 to Mana
Damage Reduced by 3
Lightning Resist +28%
+1 to Necromancer Skill Levels

53: Chromatic Amulet of the Mind
Required Level: 41
Item Version: 1.10 Expansion
Item Level: 83
Fingerprint: 0x4fc23cea
+5 to Energy
All Resistances +26

54: Venomous Amulet of the Mammoth
Required Level: 45
Item Version: 1.10 Expansion
Item Level: 68
Fingerprint: 0xa8e5bd2a
+38 to Life
+3 to Poison and Bone Skills (Necromancer Only)

55: Fiend Needle
War Javelin
Throw Damage: 32 to 74
One-Hand Damage: 13 to 44
Quantity: 55
Required Dexterity: 25
Required Strength: 25
Required Level: 48
Javelin Class - Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 77
Fingerprint: 0x88c44923
+133% Enhanced Damage
+235 to Attack Rating
Adds 50-73 fire damage
7% Life stolen per hit
10% Chance to cast Level 3 Nova on striking

56: Summoner's Fetish Trophy of Self-Repair
Defense: 61
Chance to Block:  25%
Durability: 11 of 11
(Necromancer Only)
Required Strength: 31
Required Level: 30
Item Version: 1.10 Expansion
Item Level: 49
Fingerprint: 0xd4bce4ce
Adds 12-28 poison damage over 4 seconds
+1 to Necromancer Skill Levels
+1 to Bone Spirit (Necromancer Only)
+3 to Decrepify (Necromancer Only)
Repairs 1 durability in 33 seconds
Ethereal (Cannot be Repaired)

73: White
Bone Wand
'DolIo'
One-Hand Damage: 3 to 7
Durability: 14 of 15
Required Level: 35
Staff Class - Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 20
Fingerprint: 0xf219e80e
+10 to Vitality
+13 to Mana
Magic Damage Reduced by 4
20% Faster Cast Rate
+2 to Bone Spear (Necromancer Only)
+2 to Bone Spear (Necromancer Only)
+3 to Bone Armor (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
Hit Causes Monster to Flee 25%
150% Damage to Undead
+3 to Poison and Bone Skills (Necromancer Only)
Socketed (2: 2 used)

74: Rhyme
Unraveller Head
'ShaelEth'
Defense: 9
Chance to Block:  48%
Durability: 16 of 20
(Necromancer Only)
Required Strength: 18
Required Level: 29
Item Version: 1.10 Expansion
Item Level: 58
Fingerprint: 0x74de161f
+20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
Adds 25-50 poison damage over 4 seconds
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
40% Faster Block Rate
+2 to Decrepify (Necromancer Only)
+2 to Iron Maiden (Necromancer Only)
+1 to Terror (Necromancer Only)
Cannot Be Frozen
Socketed (2: 2 used)

Mercenary Items : 

1: Bone Carapace
Ghost Armor
Defense: 174
Durability: 10 of 20
Required Strength: 38
Required Level: 38
Item Version: 1.10 Expansion
Item Level: 64
Fingerprint: 0x57a52d9c
+7 to Dexterity
+48% Enhanced Defense
Fire Resist +8%
Poison Resist +6%
Attacker Takes Damage of 3
24% Faster Hit Recovery

2: Chromatic Circlet of the Sentinel
Defense: 24
Durability: 35 of 35
Required Level: 41
Item Version: 1.10 Expansion
Item Level: 77
Fingerprint: 0x8b2a9150
Magic Damage Reduced by 2
All Resistances +27

3: Doom Branch
Spider Bow
Two-Hand Damage: 77 to 183
Required Dexterity: 114
Required Strength: 51
Required Level: 41
Bow Class - Normal Attack Speed
Item Version: 1.10 Expansion
Item Level: 70
Fingerprint: 0x25650874
+235% Enhanced Damage
+95 to Attack Rating
+16 to Maximum Damage
Requirements -20%
+3 to Mana After Each Kill
Level 5 Multiple Shot (15/48 Charges)
 
@erimatbrad:

An impressive pair of Guardians, there! :clap: :worship:



It also gives me great hope, as I have just as good (or, for some slots, clearly better!) gear already in Act 2 NM. At least I think it´s better...


I find it curious that you can list seperate gear for the two character, for all item slots. My characters share almost every item in their setup. As they have (so far) quite similar taste (MF, MF, MF! (and some resists...)), very few items do not get swapped when I change which character to play. The one that is in turn gets the MF gear and the other two wear "survival" gear and store assorted stuff like uniques for the future, crappy jewels, etc. One of them takes the role as a gem mule and the other is the rune mule.

That way, I won´t lose the most powerful gear or the majority of the gems/runes should one of them die.

This routine may change somewhat if I make progress in Hell.


How do you other participants manage your TWD item pool?
 
jiansonz said:
It also gives me great hope, as I have just as good (or, for some slots, clearly better!) gear already in Act 2 NM. At least I think it´s better...


I find it curious that you can list seperate gear for the two character, for all item slots. My characters share almost every item in their setup. As they have (so far) quite similar taste (MF, MF, MF! (and some resists...)), very few items do not get swapped when I change which character to play. The one that is in turn gets the MF gear and the other two wear "survival" gear and store assorted stuff like uniques for the future, crappy jewels, etc. One of them takes the role as a gem mule and the other is the rune mule.

That way, I won´t lose the most powerful gear or the majority of the gems/runes should one of them die.

My plan was: No Item Sharing! I got lucky, in that there was very little area of layover for everyone. Creating two stealth armors was cheap and easy. I did lots of gambling, and a fair amount of Meph / Act 5 SU running to create individual item layouts for each character.

As you can see, Polgara and Zedar didn't work too hard on having max resists, and instead focused on either +skills or +mana. Liselle, by the same rote, has all of the resistances gear since she gets hit more. Giving all the wands and heads to Zedar, all the orbs to Pol, javs to Liselle and then giving the rest of the appropriate gear to the appropriate people was easy.

This also saved me the problem of having to deal with a death. I didn't want to lose all my best gear if someone died. So, instead, I let everyone have one or two A-level pieces, and then all the rest being mediocre.

Everyone tries to carry one of each useful rune (rune word worthy), and then holds gear they might need for the future on the side. For example, Zedar was wearing a +3 P&B amulet, but it got swapped out in Act 5 Hell for the +res amulet he was using.

Diversity is the key to a good campaign... So is luck. :)
 
Alright, another Guardian. Congratulations, and to the new Conquerors. Unfortunately we've had some casualties of war as well. Keep up the good work, everyone.

I managed to find some time over the weekend to progress with Sara, and she's now finished off Act 2. A long way behind the leaders, I know, but they're slowly making their way through. No real dangers, and she hardly saw the Summoner before he died to her Guided Arrow. Starm will be next.

Current Status:

[highlight]Team Mage1 (Mage11) [/highlight] – 36 points
Sara – (Amazon – Passive/Bow) – lvl 23 – Act II Nml - 12 points
Klaudia – (Assassin - MA/Shadow) – lvl 31 – Act III Nml - 17 points
Starm – (Sorc - Cold/Light.) – lvl 22 – Act II Nml - 7 points
 
erimatbrad said:
My plan was: No Item Sharing! I got lucky, in that there was very little area of layover for everyone. Creating two stealth armors was cheap and easy. I did lots of gambling, and a fair amount of Meph / Act 5 SU running to create individual item layouts for each character.

I have very little item sharing also. Right now none. I might share some of my merc gear for the run up to guardian though. For me it's more of a hassle issue. I'm too lazy for all this continual swapping.
 
I finally got some time to continue my TWD quest!

Nursie ran through the rest of Act II with no problems at all, and then it was Edmund's turn. He rescued Cain and then, unfortunately, it was time to stop. No S/Us found, but that's not very surprising at this point.

On the sharing items front, at the moment almost all the gear, including charms, is being shared around. No problems with this for now as I'd be very upset to lose someone at this point in the game. However, once all characters have completed Act IV (they're each going to do Acts I-II, then Acts III-IV, then Act V) they will run normal Meph (or Act V) for some of their own gear. This way, once they reach NM and the time I will most likely lose one of them I won't also lose another character's equipment. Obviously, if Edmund finds a great bow (for example), he'll hold on to it until I end the session and can give it to Queenie.

Anywho, my standings at the moment are:

[highlight]Team Blackadder (simeonb)[/highlight] - 27 points
Queenie - (Amazon - Bow/Passive) - lvl 26 - Act II Nml (12 points)
Nursie - (Assassin - Shadow/Trap) - lvl 26 - Act II Nml (12 points)
Edmund - (Druid - Shape/Summon) - lvl 15 - Act I Nml (3 points)

Congrats on the Conquerors and Guardians! :worship: Hope we don't end this tourney when one of you gets the 3Gs as I want to know just how high up (or low down!!) the table I can get.
 
simeonb said:
Congrats on the Conquerors and Guardians! :worship: Hope we don't end this tourney when one of you gets the 3Gs as I want to know just how high up (or low down!!) the table I can get.
Don't worry Simeon, if the last tourney's anything to go by, we'll still be going well into next year (at least I hope to be).
 
[highlight]Team Mages of Rainbow (Igor Potapov) [/highlight] – 113 points
Destroyer Iarde – (Amazon – Passive/Bow) – lvl 65 – Act IV NM
Destroyer Rose – (Assassin – Shadow/Trap) – lvl 58 – Act III NM
Delon – (Paladin – Combat/Offensive) – lvl 31 – Act IV Nml – R.I.P Infector of Souls

Small update from me too.
I had a lot of work last two weeks so no time for favorite game.
However I found some time to spend on some Meph MFing on last week. Also I had free weekend and participate in 2nd Mini-MFO, spent around twenty hours on NM Andy runs.
I upgraded almost all my equipment and found 16 more Casan’s ****ing rings. :rant:

Noteworthy findings:

Shimmering Small Charm of Thunder
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10 Expansion
Item Level: 49
Fingerprint: 0x2b0f92a4
All Resistances +5
Adds 1-17 lightning damage

Smoke
Ghost Armor
'NefLum'
Defense: 189
Durability: 15 of 20
Required Strength: 38
Required Level: 37
Item Version: 1.10 Expansion
Item Level: 42
Fingerprint: 0x2e02e1fb
+10 to Energy
+75% Enhanced Defense
+280 Defense vs. Missile
All Resistances +50
-1 to Light Radius
20% Faster Hit Recovery
Level 6 Weaken (10/18 Charges)
Socketed (2: 2 used)

Shadow Band
Ring
Required Level: 22
Item Version: 1.10 Expansion
Item Level: 49
Fingerprint: 0x965f6774
+2 to Energy
+50 to Mana
Damage Reduced by 2
Magic Damage Reduced by 1
Fire Resist +25%
Cold Resist +20%

Next task: Rose plays through act 3 and upgrades own equipment.

Normal Set and Unique items muled: 283.
Exceptional Set and Unique items muled: 88.
Who needs prises anyway?
 
[highlight]Team Melee (Hiedran)[/highlight] - 164 points
Conqueror Axe - (Druid - Shape/Summon) - Lvl 72 - Act II H - 72 points
Destroyer Claw - (Assassin - MA/Shadow) - Lvl 57 - Act III NM - R.I.P. Cloud stalker (Spider Jungle) - 44 points
Destroyer Mace - (Paladin - Combat/Offensive) - Lvl 61 - Act III NM - R.I.P. Undead doll boss pack (Sewers 2) - 46 points

Man, I'm still smarting from forgetting to use Cloak of Shadows for Claw.

Act I was rather uneventful. Going through the Pit was easy for Axe, since nothing is poison immune. The hardest fight was Andariel, since she's got 50% poison resist. Renders my 6500-6900 rabies bite half as useful. Good thing I've still got my Strength cutlass with 25% crushing blow for such situations. :) The hardest area was anyplace with skeleton archers since they're poison immune and unleechable.

I'm not looking forward to going through the Sewers to get to Radament. Nor am I looking forward to the self-inflicted goal of getting the Halls of the Dead Lvl2 waypoint....

I'm now taking a hybrid approach to killing things. No longer am I content to bite one monster with rabies and back off until Emilio and my pet bear take care of the leftovers. (Mostly because the physical immunes take too long with just rabies.) If the monsters have a habit of attacking me when I step into range, I'll use Aldur's Rhythm and my Stealth pavise to keep my 74% block. If they don't swing at me, and especially if they're physical immune, I'll use Stormrider for its ability to do decent amounts of lightning damage. Then the monsters have a 71% chance to hit me.

I really shoulda looked harder at the abilities of the elite items, especially the shields. I didn't know that all elite shields have at least +20% to base class blocking. Not until I picked up that heater and noticed it had 40% blocking. (All the other buckler class shields have 20% as a druid.) It's not like I've wasted a lot of points in str, (I've got 130 base) but they might have been better used in vit. (I've got 115/120 base there and 1.5k hp in wolf form.)
 
Team Eddings (erimatbrad) - 309 points
Guardian Polgara - (Sorc - Light./Cold) - lvl 82 - All Quests Complete
Conqueror Liselle - (Amazon - Jav./Passve) - lvl 78 - Act V Hell
Guardian Zedar - (Necro – P&BCurse) - lvl 80 - All Quests Complete

Liselle championed herself over Shenk, shattering his catapaults with her mighty Viperfork. He didn't leave her anything worth using in the rest of her adventure, though.

I had to rescue the barbarians twice. The first try, I got stuck in the scenery, was locked in the run mode, and couldn't TP out. *sigh* The second time I knew where the prisons were (well, two of them), so I ran there and freed the barbarians.

A quick run through the Plateau, as I hate these outdoor areas, and then I dove in the crystalline passage. Between Furying the skeleton mages and CS'ing the minotaurs, it's a very easy trip. I caught the WP, and stopped for the night.

Tomorrow? Anya. Unless Star Ocean and Phantom Brave distract me again (like they did today and yesterday)...
 
[highlight]Team Toasted_Nuts (crazy_bear) [/highlight]– 144 points
Destroyer Hazelnut - (Amazon - Passive/Bow) – lvl 64 – Act V NM
Last Quest Completed Rescued Anya (54 pts)
Walnut - (Druid - Summon/Elem.) – lvl 33 – Act IV Nml – R.I.P Diablo
Last Quest Completed Hellforge (20 pts)
Conqueror Peanut - (Sorc - Cold/Light.) – lvl 78 – Act I Hell – R.I.P – Archer Boss Pack
Last Quest Completed Countess (70 pts)

Got distracted by my Sept projects, but have returned to finish off Hazelnut. She must get to guardian to avenge the other two! So She rescued Anya (receiving a ceremonial Pike... yay... see the bow Anya?) She worked her way to the Ancients WP, but needs to go finish off Nilhitak first.
Got one interesting find off of Pindle already: Crainte Vomir, and will be running him a bit for the Exp, so maybe something more soon.

Onward! good luck to all, and Holy Crap Erimatbrad with the nearly completed set!
 
After about 3 weeks with no DII, I managed to get some play time in for the second day running yesterday. :yep:

Took Edmund to get Charsi's hammer, but had to stop at the Jail WP. Hopefully they'll be time to get to Andy very soon.

[highlight]Team Blackadder (simeonb)[/highlight] - 29 points
Queenie - (Amazon - Bow/Passive) - lvl 26 - Act II Nml (12 points)
Nursie - (Assassin - Shadow/Trap) - lvl 26 - Act II Nml (12 points)
Edmund - (Druid - Shape/Summon) - lvl 17 - Act I Nml (5 points)
 
erimatbrad said:
A quick run through the Plateau, as I hate these outdoor areas...


Hehe, somehow I could see that coming...

You know, sometimes I wish I could make such decisions. The game can indeed get a bit tedious at times. But I just grind it out anyway. I view the tediousness as part of the HC challenge.

Herne had a couple of such tedious moments yesterday. In Ancient Kaa´s tomb, there was a long corridor with a Fire Tower at the start of it. Then, after a couple of Unraveler/Burner packs, he discovered this at the end of the hallway.

That was his sixth Fire Tower in NM. Two in Lost City, one in Valley of Snakes, one inside Claw Viper Temple and two in this hallway. I recast a wolf so the Unraveler wouldn´t pester Haseen. In NM, the towers have 90% physical resistance and they take quite a while to destroy on p8. Open Wounds actually works on them. Surprisingly, they are much easier to destroy on Hell, having only 40% physical resistance there. In NM, they give about 55k experience. I think they should be worth at least ten times that amount, because of how much you have to work to destroy them.


Later in that tomb, Herne discovered a room from which the skellies just wouldn´t stop pouring out. I made several "lure away" moves and then tried to fight my way into the room. That´s usually not a problem. I cast some wolves into the room and they distract the Unravelers. This distraction, combined with corpse shattering (from the HF aura and the Ice Blasts from Hwanin´s Justice) and the Vine´s corpse eating is usually enough so that the merc after a while is free to move on to the Unravelers. But this was different. When a skeleton died, it would get resurrected immediately, no matter where I placed the wolves. I was unlucky with the shattering and new skeletons arrived all the time from the back part of the room. I just had to see what this was about. I ran further into the room. I was greeted by SEVEN Unravelers. Imagine the HORDE of skellies Haseen has waded through.

At least it´s a blessing that they can longer heal the skeletons, as they could in 1.09...
 
jiansonz said:
Later in that tomb, Herne discovered a room from which the skellies just wouldn´t stop pouring out....

Heh, and this is just in NM.

When I was taking Wolf the Werewolf through Hell Act II, the absolute bane of his life were tomb rooms containing both multiple Unravellers and a mummy generator. Mummy generators alone were bad enough, with Unravellers to keep reviving the fallen mummies it was taking me hours to clear a single room.

This was before Wolf found his Bonehew -- those corpse explosion charges would have come in very handy sometimes :lol:
 
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