Tournament: Envious of the Green and Gold

Priscilla has completed the jungle areas of act 3. I must say we had a much better time here than in the tombs of act 2. We also had some really great luck! My screenshots still aren't saving, but I managed to get this one into imgur. A great find I think. The damage on it is much higher than Dimoak Hew Lochaber Axe, and it has leech! With the Blackleach Blade equipped, the rest of the jungles were smooth sailing. One thing that I'm really enjoying about this tournament is that I'm using a lot of items I've never used before.

Gloams spawned in the flayer jungle, and started worrying me. Without fade I have 10 lightning resistance. But with fade, I'm not as effective in melee combat. I started swapping between fade and BoS quite often, until my prayers were answered in the form of Stormguild. The +25% lightning resistance and 30% chance to block made it a better choice over pelta lunata.

To make matters even more sweet, Steelclash dropped about a minute later! And in the same pack, Skull Splitter! That makes four gold drops in about an hour. Major score! I don't think I'll really ever use skull splitter. Perhaps it's worth upping and swapping to it for OW against phys immunes. We'll see. Going into this tournament, I was very hopeful that steelclash would drop, and I'll very likely upgrade it.

Destroyer Priscilla - Level 61 Phoenix Striker - 14 S/U's equipped - NM Lower Kurast next
 
Here is a testament to the great crowd control of this build. Once I have succesfully managed to block a sarcophagus, I hate being forced to retreat. Very few other builds I've played would have been able to stay put in this situation and actually win.

For the Duriel fight, I gave Jemali Rattlecage and took Hwanin's Refuge for myself and I equipped my upgraded Bonesnap. The idea was to tank for most of the fight (making use of the ctc Static and my almost-2000 life), drink reds as soon as I took damage, then when life dropped dangerously low, either drink a purple or pull back and let Jemali tank while the red potions could drag my life up again. (Without a shield, the reds simply can't keep my life up against strong enemies.) In short, it worked out pretty well, but it did take many healing- and potion refill trips (and two merc resurrections).

Duriel dropped Razortail, and I also found Tal Rasha's Fine-Spun Cloth in the true tomb. Partial Tal's bonuses are not good enough to take the helm from the merc.

Not sure what is best now, switch back to Might merc or continue with Holy Freeze? A Might merc will mow down flayers quickly and would also make Eric more powerful with Steeldriver when fighting big-life enemies (Hulks, zombies, spiders), but a HF merc will also do well against the flayers (at least the non-CI ones) plus there can be Dark Shapes in the Flayer Dungeon, and I know how to defeat them with the current setup.


[Highlight]Conqueror Eric the Werebear and Jemali the Holy Freeze Guard, level 84, 13 S/U items equipped, Hell Spider Forest next[/Highlight]
 
Priscilla has defeated the prime evil Diablo himself. Chalan did most of the work, hitting level 66 just before entering the chaos sanctuary and equipping Tal Rasha's Haradric Crest. I fed him potions while casting chaos lightning bolts as much as possible, feeding him a purple when required. I also swapped in Hsaru's boots and Iratha's helm for extra fire resistance, which let me keep using burst of speed instead of fade, and keep max fire resist. We took on diablo at P3. The rest of the sanctuary was done on P8. FI Doom Knights were quite tiresome, though we only had one scary spot. Diablo dropped Infernostride (a great find I think), and the jade tan do. I'm very seriously considering upping and equipping the high poison damage dagger for its coveted Cannot Be Frozen mod. We'll see.

All that said, I have a little moral dilemma. I had meant to S/E at the RoF waypoint so I could mule on Tal's helm, but I forgot. I made it to the church and realized, so I S/Ed there, without killing anything in the church. When I came back, I decided to clear out the RoF Causeway on P1 so I could have some room to maneuver the early areas of the church. I didn't pick up gold or items, only potions. That is until a damn spirit shroud dropped, which has the ever so useful CBF mod. I'm thinking I'll just put it in a SC stash and forget it dropped. That doesn't disqualify me or anything right? As long as I don't use the armor? It would be oh so lovely on a mercenary :)

Also, what's the story on S/Eing to save a death? In city of the damned, I ended up getting stuck in a corner and stuck in hit recovery, so i just S/Ed. I decided to skip the last little bit of the zone I had so that I wouldn't kill anything twice. I'll do my best to not S/E again, but I sorta panicked when I ran out of purples and couldn't move or attack.

Destroyer Priscilla - Level 67 Phoenix Striker - 14 S/U's equipped - NM Harrogoth Next
 
Also, what's the story on S/Eing to save a death? In city of the damned, I ended up getting stuck in a corner and stuck in hit recovery, so i just S/Ed. I decided to skip the last little bit of the zone I had so that I wouldn't kill anything twice. I'll do my best to not S/E again, but I sorta panicked when I ran out of purples and couldn't move or attack.

Looks like Morathi has not specifically forbidden this, so I suppose it's OK. That's usually not the case in SPF HC tourneys.

Next time you start to get surrounded, I recommend spamming Mind Blast on your position, then either cast a town portal to get out or use Dragon Flight on a monster at the edge of the pack.
 
Looks like Morathi has not specifically forbidden this, so I suppose it's OK. That's usually not the case in SPF HC tourneys.

Next time you start to get surrounded, I recommend spamming Mind Blast on your position, then either cast a town portal to get out or use Dragon Flight on a monster at the edge of the pack.

I do appreciate the advice. Good to know moving forward :)
 
I kept going with a Holy Freeze merc, and it worked out nicely. Even the cold immune melee Flayers died pretty fast against Jemali. We fought Hulks in the first two areas, so Eric helped out with Bonesnap to soften them up. Muling out Steeldriver was a mistake because Bonesnap is not nearly as fast. Damage output is clearly not as good as with Steldriver, despite the Crushing Blows.

Got lucky enough to not draw Gloams in the Marsh. Yay.

There were three River Stalker heads in total that I could not reach with Bonesnap. These times, I brought Skystrike so I could plink them to death. They are poison immune so I had to work against their life regeneration.

It was only slightly dangerous a couple of times, all of them in Swampy Pit level 1. A Fanaticism Cursed Extra Strong undead fetish boss killed Jemali twice. I fled up the stairs those times...
Then there was a Gloam bosspack. Extra Strong + Cursed, so tough for Jemali to fight.

Major find in Flayer Jungle: Laying of Hands. Very nice. Brought my fire resist up to 57% but I had to let go of the life bonus of Sander's Taboo (down to 1630-ish). I also noticied that my Bonesnapping suddenly had a smaller effect (against non-demons) because monsters were now regenerating life. Turns out that with my current charms, Sander's gloves was my only source of poison damage. I used more Poison Creeper because of this.

Another Berserker's Hatchet was found, and then Rockfleece dropped. I deemed it not particularly useful and sold it.

Oh yeah, I have also found my second elite unique - Thunderstoke Matriarchal Javelin (:rollseyes: )


[Highlight]Conqueror Eric the Werebear and Jemali the Holy Freeze Guard, level 85, 13 S/U items equipped, Hell Kurast Bazaar next[/Highlight]
 
Greetings all. Long time player/lurker, first time poster. I have been having so much fun playing following the rules of this tourney that I have been inspired to share a little bit of the journey.

Hoar, my character, has just defeated Nihlathak in nightmare, so the Ancient's Way awaits. I always clear through the Frozen Tundra before doing the Halls. Is this common?

I had envisioned him to be a fairly typical frost zealot with maxed zeal/sacrifice physical backup and this is still the plan for hell. But a 59% MF Langer Briser (great roll!) dropped in nightmare LK, so Hoar has been playing the role of frost ranger for much of the last couple of acts.

I had also been putting off the decision of how I was going to handle CI/PI, as I don't particularly care for the 1 point Vengeance solution especially not being able to rely upon a big damage weapon. Fortunately, the Vile Husk dropped in the nightmare Chaos Sanctuary. Hence, I have hired Bors the Barbarian and equipped him with this weapon, Tal's Mask, and the Iron Pelt. He is an out and out badass so far in nightmare act V. It seems that Amp is triggering often enough to make this a CI/PI solution, and just to make sure I have invested (1 point so far) in Fanaticism to help out even more.

I hope to be finished with nightmare soon and begin Hoar's quest in Hell sometime this week.

For the interested reader, here is a dump of Hoar's info:

Code:
Name:       Hoar
Class:      Paladin
Experience: 356275472
Level:      72

          Naked/Gear
Strength:   120/136
Dexterity:  130/130
Vitality:   185/185
Energy:     15/15
HP:         717/863
Mana:       121/193
Stamina:    320/500
Defense:    32/324
AR:         635/1381
Fire:       109/69/9
Cold:       67/27/-33
Lightning:  118/78/18
Poison:     94/54/-6

MF:         50       Block:      59
GF:         8
FR/W:       57
FHR:        17
IAS:        50
FCR:        0

Sacrifice: 5/6
Smite: 1/2
Holy Bolt: 1/2
Zeal: 20/21
Charge: 1/2
Vengeance: 0/0
Blessed Hammer: 1/2
Conversion: 0/0
Holy Shield: 5/6
Fist of the Heavens: 0/0

Might: 1/2
Holy Fire: 1/2
Thorns: 0/0
Blessed Aim: 1/2
Concentration: 1/2
Holy Freeze: 20/21
Holy Shock: 0/0
Sanctuary: 0/0
Fanaticism: 1/2
Conviction: 0/0

Prayer: 0/0
Resist Fire: 0/0
Defiance: 0/0
Resist Cold: 20/21
Cleansing: 0/0
Resist Lightning: 0/0
Vigor: 0/0
Meditation: 0/0
Redemption: 0/0
Salvation: 0/0

Viridian Small Charm of Shock
Small Charm
Required Level: 10
Fingerprint: 0xa3135471
Item Level: 21
Version: Expansion 1.10+
Adds 1 - 5 Lightning Damage
Poison Resist +7%

Hawkmail
Scale Mail
Defense: 110
Durability: 36 of 36
Required Level: 15
Required Strength: 44
Fingerprint: 0x61a6d84b
Item Level: 22
Version: Expansion 1.10+
+10% Faster Run/Walk
+81% Enhanced Defense
+15% to Maximum Cold Resist
Cold Resist +15%
Cannot Be Frozen

Lapis Small Charm of Flame
Small Charm
Required Level: 10
Fingerprint: 0xa4d9964e
Item Level: 27
Version: Expansion 1.10+
Adds 1 - 2 Fire Damage
Cold Resist +6%

Nagelring
Ring
Required Level: 7
Fingerprint: 0x32760a7b
Item Level: 37
Version: Expansion 1.10+
+73 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
17% Better Chance of Getting Magic Items

Nagelring
Ring
Required Level: 7
Fingerprint: 0xfddafa61
Item Level: 13
Version: Expansion 1.10+
+57 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
30% Better Chance of Getting Magic Items

Sigon's Gage
Gauntlets
Defense: 15
Durability: 24 of 24
Required Level: 6
Required Strength: 60
Fingerprint: 0xfa695e81
Item Level: 52
Version: Expansion 1.10+
+20 to Attack Rating
+10 to Strength
Set (2 items): +30% Increased Attack Speed
(2 items): 10% Life stolen per hit
(3 items): +100 Defense

Tangerine Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x7e667a0d
Item Level: 52
Version: Expansion 1.10+
Lightning Resist +5%
3% Better Chance of Getting Magic Items

Russet Grand Charm of Strength
Grand Charm
Required Level: 10
Fingerprint: 0x66ec8c00
Item Level: 43
Version: Expansion 1.10+
+6 to Strength
Fire Resist +19%

Fine Small Charm
Small Charm
Required Level: 21
Fingerprint: 0x99a8e4fc
Item Level: 49
Version: Expansion 1.10+
+2 to Maximum Damage
+20 to Attack Rating

Tal Rasha's Adjudication
Amulet
Required Level: 67
Fingerprint: 0x2963f6b6
Item Level: 52
Version: Expansion 1.10+
+2 to Sorceress Skill Levels
Adds 3 - 32 Lightning Damage
+50 to Life
+42 to Mana
Lightning Resist +33%
Set (4 items): +10% Faster Cast Rate

Snakecord
Sharkskin Belt
Defense: 49
Durability: 14 of 14
Required Level: 30
Required Strength: 20
Fingerprint: 0x514eb5ff
Item Level: 23
Version: Expansion 1.10+
Adds 12 Poison Damage Over 3 Secs (75 Frames)
+26% Enhanced Defense
+10 Defense
Replenish Life +5
Poison Resist +25%
Poison Length Reduced by 50%
Required Level +5

Aldur's Advance
Battle Boots
Defense: 39
Durability: 11 of 18
Required Level: 45
Required Strength: 95
Fingerprint: 0xafc1ce3f
Item Level: 56
Version: Expansion 1.10+
Indestructible
+40% Faster Run/Walk
+50 to Life
+180 Maximum Stamina
Heal Stamina Plus 32%
Fire Resist +47%
10% Damage Taken Goes To Mana
Set (2 items): +15 to Dexterity
Set (3 items): +15 to Dexterity
Set (4 items): +15 to Dexterity

Septic Small Charm of Thunder
Small Charm
Required Level: 25
Fingerprint: 0x91f0aea0
Item Level: 55
Version: Expansion 1.10+
Adds 1 - 18 Lightning Damage
Adds 15 Poison Damage Over 3 Secs (75 Frames)

Jade Grand Charm of Balance
Grand Charm
Required Level: 15
Fingerprint: 0x7e53941f
Item Level: 22
Version: Expansion 1.10+
+12% Faster Hit Recovery
Poison Resist +24%

Crimson Small Charm of Greed
Small Charm
Required Level: 15
Fingerprint: 0x5346f470
Item Level: 24
Version: Expansion 1.10+
Fire Resist +5%
8% Extra Gold from Monsters

Ocher Grand Charm of Sustenance
Grand Charm
Required Level: 37
Fingerprint: 0x4d857157
Item Level: 52
Version: Expansion 1.10+
+26 to Life
Lightning Resist +20%

Shimmering Small Charm
Small Charm
Required Level: 25
Fingerprint: 0xe688332d
Item Level: 48
Version: Expansion 1.10+
All Resistances +4

Sigon's Visor
Great Helm
Defense: 57
Durability: 40 of 40
Required Level: 6
Required Strength: 63
Fingerprint: 0x7a6e28cc
Item Level: 35
Version: Expansion 1.10+
+25 Defense
+30 to Mana
Set (2 items): +576 to Attack Rating (Based on Character Level)
(2 items): 10% Life stolen per hit
(3 items): +100 Defense

Key
Fingerprint: 0x71e0995c
Item Level: 23
Version: Expansion 1.10+

Duskdeep
Full Helm
Defense: 54
Durability: 23 of 30
Required Level: 17
Required Strength: 41
Fingerprint: 0xe8fddb23
Item Level: 62
Version: Expansion 1.10+
+8 to Maximum Damage
+39% Enhanced Defense
+17 Defense
All Resistances +15
Damage Reduced by 7
-2 to Light Radius

Horadric Cube
Fingerprint: 0xba16ab76
Item Level: 13
Version: Expansion 1.10+

Coral Grand Charm of Inertia
Grand Charm
Required Level: 15
Fingerprint: 0xf6c34b71
Item Level: 63
Version: Expansion 1.10+
+7% Faster Run/Walk
Lightning Resist +22%

Tome of Town Portal
Fingerprint: 0xeb93a887
Item Level: 10
Version: Expansion 1.10+

Shimmering Grand Charm of Life
Grand Charm
Required Level: 27
Fingerprint: 0x89cab596
Item Level: 42
Version: Expansion 1.10+
+20 to Life
All Resistances +14

Cobalt Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0x2ce0ace2
Item Level: 64
Version: Expansion 1.10+
+5% Faster Hit Recovery
Cold Resist +8%

Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%
Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%
Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180
Greater Healing Potion
Version: Expansion 1.10+
Replenish Life +180

Langer Briser
Arbalest
Two Hand Damage: 40 - 90
Durability: 26 of 30
Required Level: 32
Required Strength: 52
Required Dexterity: 61
Fingerprint: 0x36983e5a
Item Level: 52
Version: Expansion 1.10+
187% Enhanced Damage
+13 to Maximum Damage
Adds 1 - 212 Lightning Damage
33% Chance of Open Wounds
Knockback
+30 to Life
59% Better Chance of Getting Magic Items

Bolts
Fingerprint: 0x4216d752
Item Level: 77
Version: Expansion 1.10+

The General's Tan Do Li Ga
Knout
One Hand Damage: 21 - 74
Durability: 30 of 30
Required Level: 30
Required Strength: 82
Required Dexterity: 73
Fingerprint: 0xc37615a4
Item Level: 33
Version: Expansion 1.10+
+20% Increased Attack Speed
55% Enhanced Damage
Adds 1 - 20 Damage
+150% Damage to Undead
5% Mana stolen per hit
Slows Target by 50%
+25 Defense
Required Level +5

Sigon's Guard
Tower Shield
Defense: 22
Chance to Block: 44
Durability: 60 of 60
Required Level: 6
Required Strength: 75
Fingerprint: 0xcac40fd8
Item Level: 55
Version: Expansion 1.10+
+1 to All Skills
20% Increased Chance of Blocking
(2 items): 10% Life stolen per hit
(3 items): +100 Defense

Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%
Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%

Mercenary:
Name:       Bors
Race:       Barbarian
Type:       1hs-Normal
Experience: 45438896
Level:      72
Dead?:      false
            Naked/Gear
Strength:   184/184
Dexterity:  118/118
HP:         1206/1291
Defense:    999/1569
AR:         1366/1366
Fire:       148/108/48
Cold:       148/108/48
Lightning:  148/108/48
Poison:    198/158/98

Iron Pelt
Trellised Armor
Defense: 454
Durability: 31 of 157
Required Level: 33
Required Strength: 61
Fingerprint: 0x91a33421
Item Level: 47
Version: Expansion 1.10+
+55% Enhanced Defense
+216 Defense (Based on Character Level)
+25 to Life
Damage Reduced by 17
Magic Damage Reduced by 13
+125 Maximum Durability

Tal Rasha's Horadric Crest
Death Mask
Defense: 116
Durability: 16 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x4d9187c
Item Level: 61
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15
 
The Vile Husk
Tusk Sword
One Hand Damage: 28 - 105
Two Hand Damage: 54 - 165
Durability: 32 of 50
Required Level: 44
Required Strength: 104
Required Dexterity: 71
Fingerprint: 0x3228c430
Item Level: 61
Version: Expansion 1.10+
6% Chance to cast level 1 Amplify Damage on striking
186% Enhanced Damage
+540% Damage to Undead (Based on Character Level)
+720 to Attack Rating against Undead (Based on Character Level)
Adds 250 Poison Damage Over 6 Secs (150 Frames)
Poison Resist +50%
 
Greetings all. Long time player/lurker, first time poster. I have been having so much fun playing following the rules of this tourney that I have been inspired to share a little bit of the journey.

Welcome, and good luck.


I always clear through the Frozen Tundra before doing the Halls. Is this common?

No idea if it is common. I do it too, at least on NM and Hell. It's much less dangerous running from waypoint to exit out in the open than in a narrow ice cave, potentially with Frenzytaur packs, snakes and whatnot.

I had envisioned him to be a fairly typical frost zealot with maxed zeal/sacrifice physical backup and this is still the plan for hell. But a 59% MF Langer Briser (great roll!) dropped in nightmare LK, so Hoar has been playing the role of frost ranger for much of the last couple of acts.

Yeah, change of plans happens a lot in these tourneys.




My Werebear is parked in Act III Hell because I have gotten the Baldur's Gate itch again. Playing both games (quite heavily modded, but still with low-key changes, mainly mods that affect enemy AI and some 'unfinished business' stuff, things that were meant to be in the game but were scrapped in order to meet the release dates). Playing those games in 'no-reloads' style, which is sort of the equivalent of Hardcore in D2.
 
Hoar has defeated Baal in NM and has entered hell. I have intentionally left NM Cow Level untouched as a kind of "insurance" against potential future problems in hell: running out of money, purple pots, or the like.

Hoar has cleared through the Cold Plains (players 3) including the Crypt, Mausoleum, and Caves. Drops of note include Spellsteel (unique Bearded Axe) from a barrel in the Crypt and a second (worse) Aldur's Advance from Coldcrow. I am very happy with Spellsteel, as the decrep and teleport charges can be invaluable further down the line.

Progress has been fast and relatively safe. Against non CI opponents the tactic is to beat them to death with an (upped) The General's Tan Do Li Ga and holy freeze; Max Block (with Stormchaser and level 5 holy shield) and slow from TGTDLG and holy freeze provide a lot of safety. Against CI, the plan is switch to Fanaticism (level 6 currently) and zeal them a few times to make sure the slow from TGTDLG takes effect. Then let Bors take on most of the heat while I move around the outside of the mob zealing with an upped Bonesnap. This is aided further when Bors' amp damage from his Vile Husk goes off. Against CI/PI (there have been a couple) the CI plan is first enacted for the minions and then Bors and I (using TGTDLG) whale away on the sucker until amp goes off when I switch to Bonesnap.

We'll see what awaits in the rest of Act 1...
 
Hoar and his faithful sidekick Bors have defeated Andariel and are now resting comfortably in Lut Gholein.

The fight against Andariel (players 3) was made a little easier thanks to this drop in the Tower Cellar:

View attachment 5403

Switching to this armor prefight, and adding on a couple of charms, got Hoar's base poison resistance to 65. With this, the battle became relatively routine (I did need to resurrect Bors a couple of times when Andy switched to him):

View attachment 5404

Then drop:

View attachment 5405

Wizardspike! A fantastic drop, but for a different character. I will probably keep it handy, but I am unsure if it will see any use.

Act 2 awaits...
 
Hoar has defeated Baal in NM and has entered hell. I have intentionally left NM Cow Level untouched as a kind of "insurance" against potential future problems in hell: running out of money, purple pots, or the like.

You might need to think about this rule:
"You may return to previous acts and difficulties, however you may not leave town"
 
Thank you Dezrock for noticing. I haven't broken that rule yet, but I guess it does mean there will be no NM cows for me.
 
I've been really obsessed with POE and Morrowind recently, but I haven't dropped from this :) Priscilla is part way through Act 5 in NM, and still going strong! Just wanted to let you guys know I'm still around ^.^
 
Hoar has defeated Fangskin and made the Horadric Staff. The only drop of note:

View attachment 5431

A Dwarf Star. Hoar is currently not using it in favor of his two Nagelrings, but it will likely see some use in later acts.

For Radament's lair I employed the standard tactic of luring the minions to a safe distance so they can't be reanimated:

View attachment 5433

Especially since Radament spawned

View attachment 5434

which meant it took a LONG time to eventually take him down. The rest of this part of the act went relatively smoothly until Fangskin's lair. I had managed to get into this position:

View attachment 5435

As you can see I've got Fangskin one on one in a back alley with Bors stationed at the entrance. However zealing was not working out, as I had to chug three purples during a sequence involving two NDEs. I managed to portal back to town to catch my breath and switch tactics:

View attachment 5436

Smite worked a LOT better, as Fangskin sat in stun lock until he was dispatched. On to the Palace...
 
Nice going there, Sput.

I am not suprised that Smite was the way to go against Fangskin. It's so great to be able to smack hard and fast hitters into submission so they are almost or even completely stunlocked.

Which type was Fangskin's aura, Holy Freeze?
 
Thanks, jiansonz. I am pretty sure the aura was Holy Shock; I know for sure it was not Freeze, as I would remember being slowed.
 
You might need to think about this rule:
"You may return to previous acts and difficulties, however you may not leave town"

  • You may return to previous acts and difficulties, however you may not leave town (you may retrieve Wirts Leg for Cow level, please avoid killing if possible and no picking up loot).

It appears that Sput is actually allowed to do what he intended. He can retrieve Wirt's Leg from Tristram, so long as he avoid killing things on the way there, and once he does that, he can clear the cow level for exp and loot.
 
Hoar has cleared the false tombs and defeated Duriel! No finds of any real note unfortunately.

I am thinking I might have to go through the whole game with my The General's Tan Do Li Ga (upped to Knout) and Bonesnap (upped to War Club) switch. I have been pleasantly surprised that I've so far been able to keep up p3 full clears with these.

Some care has to be taken (as always) with Ancient Kaa:

View attachment 5464

Underwhelming (as always) Duriel drop:


View attachment 5465
 
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