Re: Tournament: The Randomly Challenged II
Big update for Black the necro! I left off at Act 3 Normal, fighting solo with the Gull dagger, static circlet, and plenty of +damage jewels in my armor/shield. IIRC I stayed at p5 throughout the act. No major finds, and one busy
temple.
Act 4, I went down to p1-p3. My points in Dim Vision came in handy here, shutting down spawners. I finally scored a point in CE (still no Amp though!). Hellforge rewarded me with nice gems and
rune! Opened up Blood Golem, a meager synergy for Gumby which gets me a little closer to Revive. Diablo dropped a stack of rare throwing knives with +1 necro skills and Static damage.
Act 5 began with a surgical strike to free the barb prisoners, earning me a loyal brute named Wulf. He was promptly armed with a Vicious Great Sword of the Locust, shopped from Halbu earlier. Also, he received an improved rare Static
circlet. Back to p8! Black's fighting days were over, and his concentrated MF'ing began in earnest. Topaz gear replaced +damage gear. Aside from topaz, Black didn't have much luck expanding his MF gear. The early Gull did not yield any of the other somewhat common MF items such as Goldwrap/Chancies, not even Milabrega's shield! Jewelry was lackluster as well, no "fortune" rings or "luck" amulets.
Early Act 1 NM provided Wulf a sword upgarde; as Blood Raven dropped a rare Great Sword with 115% ED, 6% LL, and Pestilence. I had some fun with a monster shrine, creating a CE
Fallen which released additional death novae after being resurrected. Countess dropped yet another nice
rune. Plenty of gladiuses (or is it gladii?) dropped left and right, and now the MF did
pay off. Too bad the base damage on that sword is not the greatest, but it was good enough for immediate use. I also found a tempting rare falchion with an unsusual 230% ED, however, the upgrade potential was sub-par, and declined.
Something incredible happened in Act 2 NM!
I rolled my first point into Amp Damage! Finally, I can concentrate on a proper necro shield! I had been stuck with the same +amp necro shield for far too long. Because of the shield uncertainties, I was reluctant to make a Rhyme. Instead, I used my only Shael (plus 2 Amns) to upgrade and socket-fill a new sword for
Wulf. The Bloodletter had served him well, but it was time for something better. Slice and dice! Black enjoyed taunting
Fangskin, and was further delighted to see
this in its chamber. However, Fangy got a small bit of satisfaction when he/she Cursed us immediately, and promptly removed the shrine bonus.

The rest of Act 2 was finished without any fanfare, and Black now finds himself in Kurast.
Looking to the future, there's a cube recipe I'd like to try. 4 red potions + any ruby + magic sword = magic sword of leech. At first, I was dissuaded from early use of this recipe, because it won't work with big (8 inv slot) swords (not enough cube space). Plus it's not really worth it for 1-handers. Then I thought about end-game, and checked some stats. Among the smaller 2-handed elite swords, a champion sword can get Cruel damage with this recipe! I'm guessing the earliest I might find one is Act 1 Hell Crypt/Mausoleum. Probably a plain socketed one would suffice, once I cubed it into magical. That would seem like an efficeint way to use up rubies, since Wolf's sword slot is my most important piece of gear.
-------------------------------------------------------------------
[highlight]Stats:[/highlight]
Str 85 (70 random points)
Dex 111 (85 random points)
Vit 79 (468 life) (64 random points) :weep:
Ene 60 (302 mana) (81 random points)
NM resists: 33 fire, 46 cold, 44 light, -18 poison
[highlight]Skills:[/highlight]
5 Skeleton Mastery
5 Raise Skeleton
7 Clay Golem <---- Gumby is gettin some love from random.org
3 Golem Mastery
2 Skeletal Mage
3 Blood Golem <---- Now I'd like a point in Iron Golem, to open up possible Revive! (an unlikely parlay)
5 Teeth
6 Bone Armor
5 Poison Dagger
4 Corpse Explosion
2 Bone Wall
1 Poison Explosion
1 Bone Spear
2 Bone Prison
1 Poison Nova
2 Bone Spirit <---- as you can see, I've nicely filled out my P/B tree with useless crap! This area is a black hole of wasted skillpoints, compared to the summoning/curse skills I'd prefer.
1 Amp Damage <---- Finally!
6 Dim Vision
4 Confuse <---- still barking up the wrong side of the Curse tree! Getting a point in Decrep is pure fantasy at this point, I still need 2 prereq's.
[highlight]Gear:[/highlight]
Gull Dagger
Demon Head of Absorption, +1 revive
Artisan's Great Helm of Self-Repair, PTopaz x3
gemmed Gothic Plate, Ptopaz x4
Plated Belt of the Whale, +100 life
rare Heavy Gloves, Fire Resist 14%, Cold Resist 23%, 22% MF
rare Heavy Boots, 30% FRW, Lightning Resist 34%, Cold Resist 25%, 13% MF, Half Freeze
rare Amulet, resist-all 12%, 32% GF, 13% MF, +2 radius, MDR 1, +3 mana
Nagelring (18%)
Silver Ring of Fortune (19%)
weapon switch: Gravespine (+2 all) and Unraveler Head of Spikes (+3 Summon Resist, +1 Decrep)
Charms: resistances and +life, featuring a superb Ruby (27%) GC of Life (19). :thumbup:
Notable Stash items:
Golemlord's Circlet
Graverobber's Amulet
Iceblink
Rattlecage
rare jewel, 14%ED, cold resist 26%, 8% MF
Carmine (+8 max) Jewel of Fervor
Jewel of Fervor
Ruby (fire resist 27%) Jewel of Virility (+5 Str)
[highlight]Wulf the Barbarian merc[/highlight]
Stats
rare
Dacian Falx
Circlet of Fortune (24%)
gemmed Gothic Plate, PTopaz x2 with 2 empty sockets.
[highlight]Black the Necromancer, vanilla, level 60, Act 3 NM, Kurast Docks[/highlight]
MF: 355%, 427% on merc kills.