Tournament: The Randomly Challenged II

Ion started well this session as right at the start of Cold Plains he found an Experience shrine which, I think, counts for the fact that he reached lvl 12 well before Coldcrow. For Bloodraven I had been saving all strangling gas potions I could find (to make her a nice present :) ) and she graciously thanked me by dying smoothly along with her pack. I had also gathered a handful of stamina potions to fuel the required jogging. Bonebreaker left me with a double-durability magic dagger :(, although is not clear where would a Gull fit in this build. Maybe it could be useful after the merc is hired and for the chests in the meantime. Until then I need the bang in the weapon slot, though my guess is that that magic dagger is as close I'll get to the Gull :). Speaking of MF, Ion found the last topaz needed to complete the helm+ring mail setup right after he entered The Cave, but the 12th lvl gambling spree left him with only 1 (one) gambled MF boots (8%), the worst luck I ever had (more than 30k spent). Usually I can fill both slots (gloves and boots) at this stage with at least 10% MF each. Coldcrow laughed at my pitiful MF and left me with nothing to show off on the forum. Right now, Ion is preparing to enter Stony Field.

The skill spread at level 12 was, I think, advantageous as the offensive tree is still free of points. I had only one remaining skill point when I hit Charge, so I'll hang to the rest of the points until level 18 to raise the chance for Blessed Hammer, with Holy Shield being the final target. I'm missing a point in Resist Lightning as the lightning enchanters give me quite some trouble. I handle them for now with javelins. Later, I don't know, I might shop for a scepter with +1 Resist Lightning. As the main weapon I'm using a socketed simple scepter (with a chipped sapphire in place), and as backup an ethereal javelin. The main aura is defiance (which got 1 point), used when I'm not up against elemental attacks.
 
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Ion has fought more today. The world needs less monsters :).

Early in Stony Field he found an experience shrine and a little later another one and managed to kill both boss packs in there (Rakanishu and a cold-enchanted goat) with the bonus. The beast guarding the tree (Treeheaded, I think it's called) took a while to kill but was relatively safe although Ion battled all his pack, 2 rogues and a bunch of critters at the same time; used defiance (1 point worth).
Griswold, although slow to die, was also slow in hitting; only hit Ion twice, one of which was blocked.
The first MF gloves were gambled late, just after killing Griswold, though they were 20%; shortly thereafter a MF amulet dropped. Only 7%, but good for morale :). No Set/Unique until now, and only a handful of rares. The boots remained at 8%, the only MF boots found in gambling. So a total of 2 MF items with all the money up until now. And (except for arrows and bolts) I picked up *everything*. The game is against Ion.[/rant]

Lvl 15 atm and stopped at Dark Wood waypoint as it is close to the entrance to the next area.

I played this tourney the most often and in 5 tries I got 3 paladins and 2 druids, and those druids came one after the other. My random generator program must be skewed. Will use random.org to draw the future characters. There's nothing more random than atmospheric noise, they say. As I grew up with two siblings who loved hard-rock (different bands, though, listened at the same time at maximum volume), I tend to agree :).

With the paladin I expect a slow killing speed , but some extra-safety. I am very fortunate to have drawn an act 2 merc, although a defiant one is not the best, I think. If it gets to slow I won't hesitate to drop the players setting. As I play RWM, I'll keep an eye out for Insight/Obedience, but will carefully observe jiansonz's limitations.
 
epaminondas: welcome, and good luck!

Paladins do have a couple of nice 1-few point wonders.
I think Druid is the hardest class to succeed with in this tourney.
 
Hello all, nice to see people are still with me here :). Maybe there are more who would like to try/retry a char in this.

jiansonz: I don't remember the specifics but the furthest I reached in this tournament was with the druids. That bear can provide a really good hiding place :). The first druid (he had a fire rogue as merc) died in a temple stair trap in ACT III NM; that hurt - I was very happy I rolled another druid next. I was determined not to make the same mistakes. Eventually real life interfered and I had to abandon him.

But Ion continues his journey. There was no time for warm-up in the session as right at the entrance of the Black Marsh a brute pack awaited along with blue shaman packs and goats. I couldn't separate the boss, as I didn't dare to venture into unexplored area for fear to be swarmed by carvers, I couldn't go back into "already cleansed" teritory (from principle), so I had to take on the brute pack (CE boss + 3 minions) along with a goat which happened to wander by to see what all that commotion was about. It was no NDE or anything but they did block me so I couldn't move and later this will not be acceptable. Hopefully the merc will be enough help, although the patch I'm playing (1.11) has that nasty bug which allows the monsters to ignore the merc. It only resolves after game restart (as far as I know) so I'd better develop a strategy to get me to at least a safe place to restart from, in case that happens later. Maybe I'll be able to use Smite for melee monsters and, for rangers, a Nadir helm stashed for this kind of emergency.

The Cave provided me with a few annoying archer boss packs which should have gotten pwned with Charge except for the times when Ion decided to go on strike right in the middle of a charge. I mean he wouldn't move, attack or TP, not anything, and that with all the arrows flying around. I frantically tried to switch between attack types and move around with shift pressed/unpressed and eventually he recovered. Phew. That happened twice so I'm not that quick to Charge anymore. In the tower there was time to recover my cruising mood, which almost got Ion killed at the countess level. That was the first real NDE and this is how it happened. Ion entered the level cautiously, and was happy to discover only a ghost floating around and some devilkin noises in the background. The entrance setup is that in which you enter somehow into a wall and the rest of the level is behind the pillar in which the entrance is located. So Ion was facing the wall not knowing what was behind the entrance. He killed the ghost and rushed past the corner to administer a severe beating to some probable devilkin infidels when he came face to face with an angry-looking champion blood clan pack. Ion immediately appologized for intruding and began running back to the entrance, but the clan really wanted a word. They were 3 (one of them a berserker) and managed as a group to quickly administer 3 succesive hits which, with all Ion's defiance, found their target and suddenly I was staring at an empty life bulb. I was already gulping potions, but the health was to slow in growing back, and in my defiance of common sense I did not deem Ion worthy of carrying around small rejuvs. I knew blood clan have long reaching attacks and I was afraid Ion would not be able to get out of range before one final blow, but somehow it happened. Once out of range, the next reasonable thing to do would be finding the entrance up and recover there, but I preferred to panic and run around the entrance-pillar like a headless chicken. Ion discovered midway that this was kind of stupid, not the sort of thing anyone would do, but it did manage to spread the pack around the pillar, so when he came around, the entrance was free. Go up, go to town for supplies, return and take out the pack one at the time. Easy. But this does not bode well for Ion.

The countess was approached on /p1 and dropped a Tal. Hm. I might use it for Andariel in a 3 socket targe Ion had found.

No S/U yet, but there were a few failed items. So the MF is working, only Ion's luck with item types needs to change.

Almost level 17 now, and preparing for Tamoe Highlands.
 
Reading back a few pages, it looks like I still have a Barbarian in this tourney. When I get home from work, I'll dig him up and take a look...
 
Reading back a few pages, it looks like I still have a Barbarian in this tourney. When I get home from work, I'll dig him up and take a look...

Yay, jiansonz is back in this! I hope others will also try. I'm very glad you decided to return in this tournament and I, for one, look forward to your posts.

As about Ion, he finally managed to improve the MF on his boots (8%) by gambling a pair with 20% (and nothing else, just like the gloves) for which he spent a huge amount of money for this stage. Actually, all the gold he gathered 'til Pit level 1. Anyway, now he's not far from what a jiansonz-like setup would look like. On a second thought, jiansonz would wear by this stage about 500% MF and still be unhappy and trying to improve :). The MF Ion wears still did not result in any S/U found, but he did find another high durability item (a rare targe on a dead rogue in the Cave lvl 1, but he already had one slightly better).

The Pit lvl 2 was difficult as close to the entrance a group of dark stalkers were, of course, stalking Ion along with a stone skin rogue archer pack. I was once again unable to avoid getting attention from the dreaded devilkins, so soon I was unable to charge around anymore and had to retreat upstairs when potions ran out.

Only 1 boss pack in Tamoe Highlands so a little more than half a level until payday for Ion, as at level 18 he will get 7 skill points to spend.

Right now Ion is at the Inner Cloister WP menacingly shaking his scepter in the approximate direction of some barracks.
 
I found Brad the Barbarian in NM Lut Gholein, and he is now converted over to 1.13.
Last reached WP was Lost City and he has a complete Horadric Staff. OK, must have beaten Fangy then, and the palace is next.

Bloodletter is my main weapon, with Concentrate as the chosen skill. I must have used RWM because my Lightning merc (appropriately named Flux) has a Spirit sword. He's quite stocked on FCR, with a Stealth armor and a Circlet of the Magus as well. I must have thought he kills so slowly that MF on him is not a good option. Probably a wise decision.

I have two Resonant throwing axes on the switch, which I use for prebuffing the 3 pre-combat warcries (BC, Shout and BO) and also for boosting Find Item. I have no points in FI but I have a helm with +2 to it. This helm has 3 sockets and one has a perfect topaz in it. My regular helm has three, so I switch between them a lot. Will be less annoying when I score two more Ptopazes...

I also found his stashes, so he's ready to go now. In fact, I played the palace and it went well. But it's very slow going. Ugh.
Levelled up and random skill point went to Sword Mastery. OK, I use a sword atm so that's a decent roll.
 
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Onwards to the barracks. Several boss undead archer packs provided some trouble for Ion as he was forced to approach them in open area and was soon turned into a pin cushion. One of them was Multi Shot, the other one was Conviction so Defiance was used in both cases. In retrospect, I should have used javelins instead, doh. I'm not sure I would have had a bigger range than those skeleton archers, though. Each of those fights left him with almost no potions, but the good is that Ion soon hit level 18, and the random skill allocation spree could begin.

With 7 points to spend and 14 possible choices, things look good. First point got to Resist Fire. I'm not complaining. Point two, Resist Lightning. Yay! Point three, Cleansing. Uh, Ion has already been cleansed, next. Holy Bolt. Got that already, c'mmon Blessed Hammer! Point 5, more Cleansing. At least it was not Might or Sacrifice.

These two skills would provide access to really useful skills, but would create room for a too wide spread. I would prefer them to be hit as late as possible. I can manage without for now and the merc hopefully will take care of most of the kills from Act 2 onwards. Holy Shield I need now, or I'll never get it. And only one prerequisite missing, Blessed Hammer. Draw six, ... Might. Aaarrrgh! Oh, well, one really can't do more than set the scene, the rest is up to random. The spread increased by two, 16 skills to choose from. The last draw, 16 - Blessed Hammer! Double yay! Make that triple yay! Now that I got what I wanted, we'll see if all this was indeed a good idea. This means we'll have the next draw at level 24 hoping for Holy Shield this time, so stick around for more of this thrilling action starring Ion.

Now the time has come to organize shortcuts. Wow, that is a *lot* of useful skills to assign and not that many keys. It's good that I don't need to assign this crappy skill, holy bolt. Wait a minute! Level 3 Holy Bolt does insane damage (36-48 with synergies), a lot more than my scepter, the cast rate is better than the scepter's attack rate and it can act remote. Pity it works only on undeads. Wait another minute! I just had trouble with them archers. This is ideal. I checked Levels.txt from Atma, the Jail is full of skeletons, I remember that the Catacombs have lots of undead stuff, not to mention Act 2. That skill will be very helpful. So now, all my available keys are assigned, with only maybe three replaceable. I dread the time when more auras and more attacks become available, as I will not be able to manage them all. I only have 16 keys to work with, not to mention the panic factor when actually needing to find them on the keyboard.

Next was The Smith, Extra Strong. Is he always Extra Strong? Man, he hit hard. And often. Again Defiance, but it was not enough. Smite did very little damage, so the option would be for Ion to stun lock him and very slooowly scratch him to death. He preferred instead to run away and Charge back, but mana was an issue. All in all, this Smith was the most dangerous Smith I've ever encountered.

Itemwise, nothing. Not-a-thing. Well, a chipped skull, but that's it. But everything looks good after that lucky skill draw, I don't complain.

Found early the WP in Jail 1 and camped there.

Edit: Formatting
 
It's good that I don't need to assign this crappy skill, holy bolt. Wait a minute! Level 3 Holy Bolt does insane damage (36-48 with synergies), a lot more than my scepter, the cast rate is better than the scepter's attack rate and it can act remote. Pity it works only on undeads. Wait another minute! I just had trouble with them archers. This is ideal. I checked Levels.txt from Atma, the Jail is full of skeletons, I remember that the Catacombs have lots of undead stuff, not to mention Act 2. That skill will be very helpful.
Also, when you get your merc in the next act, you can spam HB on him if he has trouble tanking.

So now, all my available keys are assigned, with only maybe three replaceable. I dread the time when more auras and more attacks become available, as I will not be able to manage them all. I only have 16 keys to work with, not to mention the panic factor when actually needing to find them on the keyboard.
Pallys aren't the worst class in this regard; those are MA Assassins and some types of Necros. There have been situations where I have wanted to hotkey almost 20 skills AND Attack, Throw, Unsummon and Town Portal...

Next was The Smith, Extra Strong. Is he always Extra Strong?
Yep.
 
@jiansonz: thanks for the advice. I warn you, I might ask for it often :D

And another (small) update for Ion who continued his quest.

He began by gambling some boots and gloves (~30k worth), hoping the luck had changed. There would be some room for improvement. Again, no MF boots and gloves whatsoever. No rares either.

Jail level 2 brought another difficult monster: Cursed and CE Pitspawn. Probably also his usual Normal self, but, again, it was harder than I remembered. Maybe the lack of left-button attacks is the cause. Ion had room to maneuver and managed to draw out his minions one by one. Each of them was capable of chilling Ion and that made Charging back difficult. Before actually taking on Pitspawn, Ion already had to make several trips to town to replenish potions including thawing potions. Pitspawn himself was approached with lots of running around with Resist Lightning on, Charge when he was moving and keeping him Charged until his back was on a wall. After that, more running gulping mana potions and staging of another charge sequence. Ion still got cursed several times but managed to shake it off with Cleansing while running around.

More high-durability rares dropped: a bardiche with 33% ED (ilvl 10 - aaargh! Dimoak Hew is ilvl 11; it could have been a failed set, though), a trident (Razortine is ilvl 16) and some heavy boots (Gorefoot - ilvl 12; Sander's is ilvl 20), but also a ring with 10% MF, promptly equipped. Still no actual S/U.

Now level 19, at Inner Cloister.
 
As I got some more time to play today, I have another update for Ion.

Coming through the WP at Inner Cloister, Ion found a rather crowded Inner Cloister with dark ones, black archers AND lightning mages. It took some footwork and trips to town to replenish. Next, came my first unique, and what a unique (courtesy of Boneash who got holy bolted with no significant problems): Crushflange. Andariel should be easy with Smite combined with that Crushing Blow. After trying it for a bit I decided to keep the scepter as the knockback is often troublesome. On switch, Ion uses the failed something bardiche which does good damage and, combined with Charge, packs the best punch Ion posseses.

During the trip to Catacombs level 4, I noticed an odd thing: there were 2 boss packs + 1 champion on Catacombs Level 1, 4 bosses + 1 champion in level 2, 3 bosses and 1 champion in level 3. That doesn't fit with Atma's Levels.txt that says it should be 1-2 in each level. Ok, maybe the champions don't count, but it still doesn't fit. What am I missing?

The road to Andariel provided some tough spots especially against the Afflicted type boss packs. Those needed to be addressed in doorways, but my pointing device (i.e. the mouse) is not that precise. I often intended to click on the monster only to find Ion going *around* the target searching for who knows what in the darkness beyond. Of course, Shift must be pressed but sometimes the afflicted would position himself just a little out of the range of my scepter and settled on spitting stuff at Ion, so I needed to release Shift. I also have trouble selecting the monster which I want to hit when it's in a group. I wonder if this is a game issue or an issue of my mouse? It is true that I use an USB extension cable of about 3 meters for playing on the TV set, could that be the cause? What sort of mouse do you people use for this game?

Anyway, the Catacombs level 3 was *owned* by Ion. Between Holy Bolt and a magic Crystal Sword (which replaced the scepter as it had better max damage added to the fact that the undead were no longer the scepter's responsibility) the monsters posed no problems, not even the boss packs.

Andariel, as expected, fell without arguing much. Kathya, though, gave me almost a heart attack as she sneaked under my pointer and I clicked on her. Luckily, I managed to click once more in a different location before the talk dialog was displayed, so no half-naked rogue woman found her way in my party. Damn it, woman! Go away, I'm not interested! Ok, maybe later. I kidd, I kidd.

Andy dropped a bunch of rares (including a crystal sword which Ion will use until Steel), an El (half a Steel: checked), a sapphire and a 25% Nagelring (a ring with a sapphire, Ion was touched). Other significant drops in this session were: the unique large axe (from a chest in level 2; it has freezes target mod, but it's two hands, I can't think of a situation where it would be preferable to the Crushflange) and Ion also got his usual share of failed stuff (a falchion with ilvl 14 in level 1 and another mace with ilvl 12 in level 4 (a failed set) ).

Stats (without equipment) at the end of Act I:
Level 20 (not that far from 21)
Life 174
Mana 78
Strength 51
Dexterity 39
Vitality 52
Energy 38
Skills (2 points unspent):
- defensive: 3 Prayer, 3 Cleansing, 2 Resist Fire, 1 Resist Cold, 1 Resist Lightning, 1 Defiance
- offensive: 1 Might
- combat: 1 Smite, 3 Holy Bolt, 1 Charge, 1 Blessed Hammer
Magic find 127%
 
Nice going.

Something that may explain the troubles you had with the 'afflicted' type monsters: when they are in 'spitting mode', I have seen that they are not clickable at all times. If you mouse over them, the name+life bar sort of comes and goes. There are time 'windows' where you can click them, and other time windows when you can't. If you click during one of these 'bad' times, it may result that the character tries to walk to a spot next to the monster (or behind, as you experienced) instead of attacking.
 
Aha! So I was strangling my poor mouse for nothing. I must make a note to be careful around those types. The nerve they got, to be unclickable.

Further playtime today so Ion was pushed to Act 2, where he was eager to meet his new comrade. His name is Zanarhi and he will team up with Ion until deeds or total victory. Zanarhi received the bardiche Ion was wearing and was fully stocked with chipped topazes. At level 22, while gambling for circlets, a pike was also gambled to replace the bardiche. Ion also found the missing Tir (in Rocky Waste) for Steel and now that's the main weapon for him, used with Smite. While getting rid of max gold equipment from Act I, I noticed a scepter with +2 Holy Bolt and that is on switch for tomb areas.

Radament was a walk in the park. I had a Resist Poison shrine nearby, but he never really got in even a single attack. It is really efficient letting Zanarhi tank while keeping him holy bolted at full health, the duo is quite unstoppable. The only tough spot was a CE beetle boss pack (in Stony Tomb) which got me scrambling for many hotkeys at once. I had planned to end the session after getting the cube, but I found an experience shrine quite late in that area, so I made a run for Far Oasis (managed to kill 2 boss packs with the bonus). Once inside Far Oasis, what a heck, Maggot Lair should be easy, no? Very easy, in fact. I actually needed to check the player settings twice, that's how unbelievable fast the monsters were falling. I'm still not sure there wasn't some kind of bug somewhere. The drops kinda fit, though the chests in Maggot Lair were quite few and dropped a maximum of 5 items IIRC.

The only Gem Shrine Ion found so far in his entire existence was used to upgrade Andariel's sapphire to a flawless.

On the way to the staff, Ion reached level 24, another milestone in his development. Skill points went as follows (again, 7 to spend):
1. Thorns (useless, but didn't open up the tree more)
2. Defiance (Ion doesn't need that, not anymore, thank you; a synergy, though)
3. Thorns, again (stop that, please)
4. Charge (ok, I think I'll use that)
5. Holy Bolt (ok, I guess...)
6. Thorns (enough of that already)
7. Blessed Hammer (uh, 1 point is enough, 2 is a crowd)

So no precious Holy Shield, but next levels have the same chance of scoring it. And, Random.org, please do not forget that Ion will need Conversion at some point, for crowd control and stair traps.

Far Oasis WP was very close to the next area so Ion stopped there to bring the jewelry in for cubing. He managed to score a nice 15% MF 13% Lightning Resist ring, and improved his amulet to 17% MF. MF equipment was further upgraded, courtesy of Ion's fellow paladin Fara, which sold him 24% gloves and boots. Gambling, on the other hand, is not for Ion. It left him penniless and with nothing to show for all the money he's spent, as gambling usually does to people.

Items found: Arctic Binding (would be nice to find the armour too), Hsaru's boots, Cleglaw's shield and, again, some failings (a full helm, a voulge and a kite shield :( ).
 
I know it's bad juju to have consecutive posts in a thread but I have no choice as Ion and Zanarhi moved deeper into the desert.

I would delight you further with the awesomeness of the team, but the length of that post might crash the forums again. The entry to Valley of the Snakes was close to the entrance into the Lost City so Ion went there first in order to bring the light back quickly (I hate dark corners in Diablo as they might hold undetected chests). Right down the stairs into the Claw Viper Temple there was a congregation of sorts. It contained Guardians and their skeletons assorted with vipers who kept ping-ponging Zanarhi around. Again no time for warm-up, right down to business for the duo. It was easy, though, including Fangskin which I approached cautiously, but Holy Bolts keeps Zahrani without a dent. I only had to wait for him to settle in non-knockable position and spam healing bolts at him. Lost City was easy as well and the Ancient Tunnels provided Ion with Hsarus's belt (equippable) and another Crushflange (a slightly better version of it, which I kept, the other one I sold). Still no luck in gambles but we all got used to that.

The lvl 25 skill point went also to Holy Bolt so now Zanarhi develops an unkillable trait (as long as Ion has a clear line of firing to him).
 
Ion and Zanarhi continued their quest into the Palace. Not much to notice there, and the same in the Arcane Sanctuary. Lots of chippies and Els, though.

In the tombs Ion found trouble. He had a hard time dealing with mummies and their skeletons. In one false tomb the entrance was literally swarmed by skeletons and their mummies were out of reach, so Ion tried and eventually succeeded in smiting away a path to deeper in the tomb where he found less skeletons and mummies and managed a bridgehead. Ion even bought terror and dim vision wands for those situations but with limited success. He also possesses a 1-2 col dmg small charm but it is far from efficient. The same false tombs provided Ion with another NDE as a mummy hit with that nasty poison attack that dropped Ion's health to sliver in no time. Meanwhile skeletons were resurrected around him and Ion was running out of potions. From that time Ion kept an Antidote Potion close. Very close.

A glimpse to future challenges came when Ion found his first Immune to Physical (we're still in the false tombs). A wraith. He killed it with holy bolts, but at this time, for non-undead PI, he has only open-wounds (and probably crushing blow, I don't know if it works on PIs).

Midway through the true tomb the dreaded bug "ignore merc" hit. Zanarhi remained green as if poisoned but his health was not decreasing. I prepared to panic but then I noticed that the monsters were more manageable that way. They weren't dangerous enough to keep Ion far and I could lead the swarms of undead back to their masters and along with them came Zanarhi who eventually ended up next to the mummies. He was bound to spare a hit to them also so that was an advantage at the end of the day. Not to mention the perspective of Duriel which I knew Ion could tank, so Zanarhi would be free to deliver last hits. I tried, though, to provide him with a better weapon by cubing a partizan (which I luckily had in the first try) and then rerolling with chippies to get 2 sockets (which I got in the 3rd try). I put in 2 freedom jewels and equipped it to Zanarhi but the damage improvement was slight. Better speed, though (not by much, only 1 fpa). Right before Duriel, Ion also found Sander's gloves, but I knew these would not be needed. Another much feared bug hit also in the true tomb. The one in which the character blocks near a rat nest in certain room configurations. I managed to escape that by making Ion shift+Charge to a random target.

Duriel himself was approached with a combat shrine on and was killed with an experience shrine bonus. To compensate, he dropped only a few rares (among which, a failed hatched hands).

Other finds during this session: one more Crushflange (Ion's third), a failed kris (ilvl 23) and a set large shield (Civerb's).

At level 26, Ion realized that he has no business spending other skill points as level 30 adds only one other available skill, and it's VERY useful: Salvation. So he will keep from spending skill points until then to maximize the chance to land something good.

Stats (without equipment) at the end of Act II:
Level 29 (quite recently hit)
Life 231 (276 with equipment)
Mana 111
Strength 60
Dexterity 49
Vitality 65
Energy 51
Skills (4 points unspent):
- defensive: 3 Prayer, 3 Cleansing, 2 Resist Fire, 1 Resist Cold, 1 Resist Lightning, 2 Defiance
- offensive: 1 Might, 3 Thorns
- combat: 1 Smite, 5 Holy Bolt, 2 Charge, 2 Blessed Hammer
164% MF for chests, 221% for Zanarhi's kills.

I'll put Ion on hold for now as I must not miss a shot in my own tournament (Skill-less 3rd edition), but I'll be back :cool:.
 
That mummy poison incident sounds scary!

Regarding the 'getting stuck next to rat nest' bug: for me, a TP usually works (then return from WP, if you can move in town (doesn't always work)). Insane Wayne also found out that if you just wait around long enough (a couple of minutes), you will usually no longer be stuck.
 
That mummy poison incident sounds scary!
I was in a hurry trying to finish quickly to enter my own tournament, so I didn't have the time to have a heart attack, luckily :).I didn't expect that kind of damage in Act II Normal. I know poison spiders in Act III are to be avoided for that reason, but I think they have less damage per second.

Regarding the 'getting stuck next to rat nest' bug: for me, a TP usually works (then return from WP, if you can move in town (doesn't always work)). Insane Wayne also found out that if you just wait around long enough (a couple of minutes), you will usually no longer be stuck.

I remember trying TPs the previous time this has happened, but I don't remember the outcome :). Seeing that in my memory remained as a fearsome bug, it might not have worked for me then. For barbarians I would also try a leap somewhere if available, and for a sorc, obviously, a teleport.
 
So I've decided to try out this tournament as well, whole game (or as far as I gets really) will be done on P1, full clears, all quests, HC.

My first HC character, gonna be interesting! I've rolled double 1 so Amazon and Act1 Rogue. I've decided to keep the rogue I'll get from the second quest, since it's also random and it somehow feels more right for A1 merc. Oh and also, I'm going to spend every skill point right when I get it, no saving for later. I'll keep updating once per act.
 
Good luck Ergroilnin!

This was my first HC character, too (no posts, I was still only lurking back then). I made a barb and got him to lvl 6 before I was too scared of dying to continue. Unfortunately I think I deleted him. I sure have learned a lot since then, lol.
 
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