Re: Tournament: The Randomly Challenged II
I have fond memories of the original Random tournament, it actually prompted me to join this forum! I also recall the result: a zombie charge knocking me into a gloam-lightning ambush, instant Deeds!
I decided to avenge that character, and rolled myself a Barbarian with a BA merc. Nice combo, I was really looking forward to it because my previous barbs had all used ranged mercs. However, I made the outrageous error of clicking on one last chest as I answered the phone, and left him to roast in ambient fire! Slain by trap! lolz noob. Why did I not follow the cardinal rule of pausing the game? :hammerhead

I suppose it's because I'm always reckless in the very early stages.) Unbelievable...
Moving right along after that indignity, I rolled a necro. Not my first choice, as I am currently playing one in the Peasants tourney. But then I rolled a barb merc, which is new for me and a welcome surprise. Plus, as I read through the thread, I realized I will benefit from the wise advice of jiansonz. Indeed, I have already profited from the "necro shield of spikes" recipe (more on that later).
A trip to the random name
generator produced "Blacky", which I shortened to Black. Nice name for a necro. Black's development has been wonderfully awkward, in many aspects, in good ways and bad. Just the sort of wackiness I expect from a random tournament, which makes it fun. For starters, I knew I'd have to be a fighting necro for most of Normal difficulty. I decided to play at p7. Plus, I needed some help from Clay Golem for early tanking. I waited until level 6 to place my first skill points, to maximize the possibility of landing a point in Clay. The first point went to Poison Dagger. The good news was that it was then grayed out, increasing the odds to get Clay. The bad news is, I missed Clay on each subsequent attempt! This was a sign of things to come, Black's random skill rolls have been incredibly awful!
Stat points have been bizarre as well. I rolled so many points into dex (my least favored option) that I suspected my new die may be flawed, which I replaced out of paranoia. :crazyeyes: Dex, and now Energy, continued to receive abnormal attention, neglecting the preferred categories of Str and Vit.
Not all the news is bad though. Black has done well in finding fighting gear, and handy shrines. I led a mob of rogues back to the Blood Moor for a
trap. Aside from damage, Fire Shrines inflict a form of PMH, which made Black's job much easier while fighting with a weak
sword.
Rakanishu dropped a Stoutnail, a pretty decent beating stick for the early game, especially considering I was woefully short on Str necessary to equip a scepter. I noticed a few Fallen perishing due to the "Attacker Takes Damage of 6" mod. It just so happened I had a flawed skull in my stash (the result of a shrine misclick, I was mad about it at the time) and I decided to place it in a 2os necro head. Soon I put another one in after the next chipped skull / gem shrine combo. With additional ATD from a rare belt/armor, Black had ATD 24. I ran through the mob to negate my defense/blocking, and watched as Fallen beat themselves to death!
An early game-changer dropped in the Black Marsh, a new
weapon. Oh man, it's the wondrous dagger I've always failed to get in the early game, despite thousands of gambles! At last! With this dagger, though, comes potential conflict. For example, Countess dropped a Tal, a rare treat which I'd probably put into a weapon for immediate use. Not possible with the Gull! However, Gull + amp + weak skellies + eventual Clay Golem, was enough to get me through Act 1. The MF was evident too, I found several S/U's, including a wand with an unfamiliar
graphic.
To start Act 2, I shopped a 3os breast plate (still too weak for a Ring Mail). I steadily added +damage jewels, which eventually spilled over into a 2os necro head with +Amp (which is still my only source of Amp!). Here is my current armor/shield
combo. Also I had a few small/large charms of shock. It was sufficient for OK progress, with some help from a couple switch-buffed skellies averaging ~25 damage each with skill shrine bonus. They were able to survive well enough. I often tanked for them, absorbing a lot of damage myself. After I fetched the cube and found some Els, I normalized my stash of crude necro heads, re-rolling their staffmods to no avail.
Dedicated circlet gambling produced a Static circlet, which I was grateful for. It just about doubled my max damage. I deal ~ 30-200 damage, not counting poison or Amp. I just need to make it to Act 5, and will reduce the player setting as necessary to make it bearable. Duriel was killed at p1. Finally, I loaded my supply of worthless magical necro heads and cubed them into shields "of spikes". None of the results were helpful, but the resulting staffmod rerolls yielded a combined resale value of over 60K gold from Ormus.
[highlight]Stats:[/highlight]
Str 39 (24 random points) way too low!
Dex 69 (44 random points) nearly 2:1 ratio over Str, weird and likely wasteful...
Vit 42 (27 random points) grrr...
Ene 60 (35 random points)
[highlight]Skills:[/highlight]
3 Skeleton Mastery
2 Raise Skeleton
3 Clay Golem <---- finally lucked out with a few points
2 Golem Mastery
1 Skeletal Mage
5 Teeth <---- these came too late to be of any use, what a waste
2 Bone Armor
3 Poison Dagger
0 Corpse Explosion <---- damn
0 Amp Damage <---- double damn, I am screwed!
6 Dim Vision <---- WTF?! Make it stop!
1 Confuse <---- further opening up the wrong branch of the Curse tree!
nothing in Iron Maiden, Life Tap, Weaken, Terror, or Decrep either. So much for the 1-point wonders!
[highlight]Gear:[/highlight]
Gull Dagger
gemmed Preserved Head, +7 max damage, +3 amp <--- I am dependent on this!
Static Circlet
gemmed Breast Plate, adds 4-14 damage
rare Belt, +4 to Life, Fire Resist 17%, 24% FHR
rare Heavy Gloves, Fire Resist 20%, Cold Resist 19%, 8% MF, ctc Frost Nova <--- opting for some resists/novae instead of plain MF.
Heavy Boots of Luck (31)
Vulpine Amulet of Chance (15)
Fortuitous (15) Ring of the Jackal (5)
Snake's (8) Ring of Chance (15)
weapon switch: skellie buff wand/shield
[highlight]Black the Necromancer, vanilla, level 27, Act 3 Normal, Kurast Docks[/highlight]