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Ironman
Rules General
Tips Pre-game, Hotkeys, Join order, Shopping, Gold
and TP scrolls. Basic tactics. Cooperation
Psychology, Communication, About items, When lvling up, Potions,
Spell components, Shrines. Tactics
Battle formations
The Butcher and King Leoric Melee
vs Leo - Charis Bats Catacombs
and Caves Dog Bosses
Hiddens & Swarmed Roomful
of skel archers Lazarus and Diablo Town
Portal Uses for Town Portal, TPRes, TPKill - Kill the
Butcher safely, TPKill2 - Hit and run Miscellaneous
Be a good golem/shield
Hall of the Walking Dead Charged
Bolt Firewall
Exp points & Charis Factor Sharing
items for specific tasks The fine art of dying Variations on team makeup
Advantages of various makeup Experience Hog Strategy Warrior Hog, Rogue
Hog, Mage Hog (Greyed Text = NA)
Ironman
Victories
Friar,
Gumby and Kshira
Charisycho and KoPsycho
Cy_2k (solo)
KoPhanTom (solo)
Roede and Taoni
Saga of Roede and
Taoni
End of the Universe
Tale of Iron_Tao
Attica(IMSNOB)
Triple
Crown -Roede
& Taoni
Triple
Crown -Lock In by
Plague, Hariel and Shade
Additional
Articles Warrior Treaties
- Charis Mage Treaties
- Friar.Fuk Rogue
Treatise - Cyrene Buff
Warrior - Attika Cave
Guide - Cyrene Tips
Collection - Others Thinking
Cap - Attika | | | IM
Warrior Treatise - by Charis
I like to play all
classes, but prefer the Warrior. A strong warrior is a strong party, and
keeps the game out of the chaos realm. (Good mages and rogues must still
learn to thrive in chaos, because it can only be minimized, not avoided).
I'm still learning, and have yet to overcome my greatest enemy (desync),
but I humbly offer the following thoughts...
1) DEX. DEX. DEX.
DEX. DEX.
This is your level up pattern through clvl 9. Sometime +5 to str, never
more than +10 til it's maxed. Do not underestimate the importance of blocking.
Your dmg bonus is (clvl*str)/100 and it negligible at early levels. If
you find a hammer early, great, and later a broad sword, otherwise you
are much better served with block and ToHit. What about Leo you ask? Even
the more reason for dex! He steals your hp when he hits you, so a dex-less
warrior is like a continuous Heal Other on Leo!
"I still don't see why not equal Dex and Str"
Ok, I expect that a warrior will be clvl 9 entering the cats. If you find
something heavier before then, it's pure gravy. You can survive church
as well with mace as hammer. STR 40 is nice, for hammer, broad and splint.
But going for Dex first you will hit STR 40 at clvl 11. This will happen
by end of dlvl 5. You will NOT have found splint or broad sword by then,
and a hammer's average damage is same as the lighter flail. Sure a boss
may drop a bastard sword early and you need four lvls to use it, but in
that clvl range of 9-13, a bastard is gravy. Here's my tip instead, if
a bastard drops at any point, *let the warrior hog EXP* until he can use
it. A warrior that is thus strong in levels, and has a bastard is going
to SAIL the party through the cats.
1B) What
to push after dex is max? See point '4', stunning
2) The shift
key RULES
As the warrior is it imperative you glue your finger to the shift key,
to attack-in-place and not move.
- The rogue will hit you less, much less
- The mage can RELY on not getting pounded when you move back
- You will get hit less by giving them first attack
- A door won't get 'lost' because you backed off
When moving through
open halls and I see monsters, I always do a shift-swing. This signifies
to others I am 'planted' and will not move until enemies are dead or are
too much to handle. In our games, the Warrior calls for a retreat, and
has some form of hotkey for 'Back to the Door!' Why? He's likely point
and can see best, and because he knows if what is beating on him or about
to start, is more than he can handle. If you have another at point, or
like a mage-is-the-boss rule, your mileage will vary.
3) Weapon swapping.
This is not a luxury, this is crucial!
Blunts do +50% dmg vs undead (skel, zombies) and -50% vs animals. Swords
do +50% dmg vs animals and -50% vs undead. Staff, shield bash, punch/kick,
and the mighty axe do normal vs all. So what difference does this make?
Let's take a low lvl warrior with +2 pt damage bonus, and see avg dmg
with a mace, blade and small axe, vs undead, animal, and demonic goats.
Blunt: 9, 3, 6.
Sword: 3, 10, 7.
Axe: 8, 8, 8.
Look at that sword and blunt, 10 pts vs 3 for wrong weapon choice!
Others suggest never
switching mid battle - this is incorrect if you face more than one monster.
Why get 1/3 possible dmg?
- Preload 'graphics' on lvl entry to avoid CD spin lag later
- If facing a mix, be sure to get back to a door. Use the weapon that
is correct for the toughest monster in the mix.
- Others luring can announce (u)ndead, (a)nimal or (m)ixed.
4) The power of STUN.
Diablo is a 'nonlinear' game. Twice something is not always twice as good,
and sometimes tiny changes have huge effects. For warriors, to STUN your
opponent is to live. You will stun your opponent when the dmg for your hit
is at least the monster's lvl + 3. The mlvl is usually around twice dlvl.
- This is why horror captains are rough. At mlvl 8 you need to hit for 11
to stun, which is rough by dlvl 4 or 5. This is why some advocate an axe
vs these (and early goats).
- When you stun they won't be hitting you back, so for tough monsters, get
a choke point, and make first priority stunning. This may mean axe (bad
on archer lvls) or a plain falchion instead of a steel mace you've found.
- Once Dex is max, push STR, not VIT or anything else until: Your Dmg most
or all the time is enough to stun your worst opponent. So for hell, once
your dmg is 33 you can change over and start adding to Vit. With dmg of
only 28 and 300 hp you will die.
5) Know who your
TOUGH opponents are
When you end up drinking, and/or when you don't stun, you will need some
help. (ex: mage firewalls a room with them) Here is a list of monsters
who are the very toughest for the warrior when they appear early:
Death Wings (10)
Night Clan (7)
Toad Demon (8)
Blood Claw (9)
Horror Capts (4)
Stone Clan (5)
Fire Clan (6)
and of course, Blood Knights on 13
Fortunately, most of these have some compensating weakness, like slow
swinging (knights, toads), slow move (gargoyles), or highly susceptible
to spells (skels and HB, fire clan litning). If you see night clan early,
I hope you have fire wall. Some bosses are also particularly nasty. Foulwing
comes immediately to mind. Spare no resource against them.
Hiddens/Weavers -
these guys are really nasty for the mage, but can take the warrior down
too if not careful. If possible, and not harmful to the mage, get to a
corner so you face no more than three. They run away after a single hit,
which is good and bad. If you don't stun, you're doomed, because they
will run, regenerate and you'll never actually kill one. One thing I like
to do is to give a single hit to each of the ones next to me, UNTIL it's
one-on-one, then kill that one. If you're trying to kill with four-on-one,
you'll be interrupted, and the chance of a multiple hit goes way up. It
takes longer to purposefully send a few fleeing, but with seldom more
than one attacking you at once, it's safer. A rogue who is not overwhelmed
with them is very good at killing them, whether they flee or stay.
6) Play with a
party that let's you stay strong.
A weak warrior is a useless warrior. If your partners realize this, and
the benefits of a strong warrior in the cats, they should make SURE you
are the highest level character through the cats. In fact, I prefer a
warr two levels higher than the others from late church and early cats.
The rogue, by tagging everything, can easily catch-up, as can a mage with
firewall. The warrior, if he ever falls behind, can only catch up by putting
himself on the front line (or in church, with a bow in a zoo). When your
party sees Night Clan's on dlvl 7 they will be.
7) Handling
archer clusters
Sometimes it is best for the mage or rogue to clear them out solo, especially
if the rogue can 'work the angles' on them. Other times, the warrior may
need to bite the bullet and rush them. For skel arcs, a blunt is a no-brainer,
with shield. Use a serpentine (indirect) approach, you'll get hammered
if you just run in a straight line. A team rush usually works best - the
archers will target the closest player (you!) so as a party make sure
that the mage and/or rogue are not lined up directly behind the warrior.
- The Bone Crush -
Take part in the banzai fest, beating on them. Alas, you too will get
beaten upon.
- The Archer Dance-
Stay a full half screen or more away, and run back and forth perpendicular
to the direction to the archers. A huge number of arrows will miss you.
The rogue can then fire totally ignored, from about a screen length away.
This works especially well on witches, when the blood stars are visible
and slower moving.
8) Shrines and
goat shrines
- Hit those goat shrines! What have you got to lose? At low clvl, before
mana is high the mage will likely want to take since +2 slvl Firebolt
(or holy bolt, if none) is rather useful for the 10 or so mana points.
After that, the warr should gather up good unid items and potions and
hit the goat shrines when the level is done, with the others off level.
(Yes, I've been hit by tainted when we neglect to do this). You benefit
if the goat shrine is any +stat, glimmering, religious, Eldritch, hidden.
- Who takes stat shrines? Up to the party, but here's how I do:
- Eerie (magic) to rogue if it gets her to 17 (for heal, h/o), otherwise
the mage.
- Mysterious, quiet (Vit), creepy (str) and abandoned (dex) to the warrior.
Given one lvl up any stat shrine can be 'converted' to another if you
were at some point going to raise that stat. What do I mean? At medium
lvls and up, a Warr with max dex will have IDENTICAL stats whether that
shrine he hit earlier was a dex or str. (Note- Im not dogmatic on
this one, other choices will work too)
- Early on, Warr takes Magical Shrine too - why waste that blue? The mage
wants mana for offense at this stage, and a good rogue isn't getting hit
(exception: archer lvl, could give to rogue)
9) Two warriors?
One is shield, one is crusher.
With mage/warr/warr or four person games, the hosting warrior is the 'shield'.
He pumps dex and gets any +dex items, and the very best armor. His primary
job is to stay alive! The second warr (ideally, joining AFTER rogue in
a foursome) is the crusher. He goes strictly for damage, not blocking.
He will use an axe, maul, or whatever gives the most damage. Any to-hit
or damage items go to him. With a warrior or rogue with good blocking
at one side of a door, and mister bruiser on the other, it's a slaughter
fest.
10) Party of two?
Don't neglect healing.
Now, when the party is only two (likely warr/mage) or when you end up
the sole survivor, give strong consideration to getting magic to 17, or
even 20, when:
- heal stick(s) are found, and red pots scarce
- an extra Heal book found
- a found +mana items falls off the mage when he dies
- the party finds the Protector
The extra healing power when you are looking for a Res can make the difference.
The main problem with a heal for an ironman warrior normally is that with
slvl 1 heal, you may not even have enough mana to cast it once!
11) What to buy?
This is not as clear-cut as you might think. Amongst some truly excellent
teams, at least four strats are proposed:
I) buy a res scroll,
then any high AC-to-cost items The 250 spent on a Res scroll is well worth
it, and you can get a skull cap, or cloak AC 6 with the rest. If nothing
available, get a blue potion for the mage.
ii) buy armor you
won't see for a while Small Shield AC 8 is a super value. Skull Cap 4
is good, and some AC 6-7 cloak, robe... are quite nice.
iii) buy potions,
especially blues. You can never have enough potions. If you can easily
survive church this is superior to ii) since you will find those armor
items and have saved your pots as well.
iv) buy Leather AC
13, and let the mage use in church Good teams like this to let the mage
go off alone and melee in the church and reduce his chance of dying. To
those who like this approach, great. But you'll never see me choose this
voluntarily for these reasons:
- a careful mage should survive church with no pots, even if he has to
stick by the warr after taking a few hits. This is with or without armor
- whatever armor you initially buy will be replaced, guaranteed. So those
300 gold are of use only if they saved a life or reduced your potion intake
by 6 pots.
OTOH, if you like a fast game with church done in 1.5 hrs instead of 3,
you'll get in more games with a more freewheeling church, so it's a personal
preference.
12) What to ID?
- ID's are really very nice to find, but they are limited. Do not waste
them on low level junk in the church. Do you really want a Blue ring or
a short sword of quality? If you ID and get a 'of light' or 'of radiance'
you get what you deserve!
- ID items not because you can, but because you should. ID them *when
the party is hurting*, or can't handle things comfortably. Give preference
to items dropped by bosses, as their 'bonus' amounts to 2-dungeon-level
deeper item
- ID should be strictly by party consensus
- ID items that will last for a while. A hammer, a ring, good AC body
armor. NOT a blade, low dur cap, short bow, etc.
- know what a unique item will give you before ID'ing, and even then,
wait until you would actually wield it
13) "Liquid"
monsters.
Several monsters are not all that bad alone, but can flow or squeeze through
cracks in what looks like a plugged door (hence the term liquid, which
can flow through cracks). Goats may do this, blinks, and some demon types.
When this happens, SEAL a door when possible, by having the warr and mage
on each side, and rogue directly in front of door. If you lose a seal
on a door with liquid monster, e.g. a night clan 'runs' through door,
the mage should drop him like a hot potato. The deadly thing about this
situation is that it's totally unexpected to have monsters flood through
when the door is 'plugged' (two players, not sealed with three). Stunning
the monster as it tries to come through is very helpful, but misses do
occur.
14) Leading, luring
Who leads the party and who does luring when they are set at a choke point,
depends a lot on the situation, the monsters, the players' strengths and
weaknesses, as well as personal preference. Taking turns to keep all awake
and interested is often good. Just be sure it is clear WHO is luring.
One of the most common, and often fatal mistakes, is for one to lure back
a small mob, then have a second impatient party member come through just
at the wrong time and block the door. Almost is good if the warrior going
through the door the same instant the rogue decides to shoot a few 'sonar'
arrows. One situation where the warrior leads for sure is entering a new
level. This is a critical period, due to the possibility of hidden monsters
and ambushes. Near that entrance too, there is NO where to run or hide,
so be sure to go extra slow until a choke point is solidly held.
KingOfPain writes (in agreement with others comments:)
"When in cats, use the catwalk formation while in transit. Warr hugs
the outside wall to activate fewer monsters when approaching corners.
If you use the inner wall, one step around the corner activates the entire
hall, where hugging the outside wall will activate some monsters that
are close to the corner before you step pass the corner."
How to support
the Warrior as a
Sorcerer
- Hotkey heal other. If you can get that above slvl 1, it's a very effective
spell, and continues to get cheaper as you find more books.
- If the Warrior is overwhelmed don't stand next to him whacking until
he dies. Back off to let him escape, or blast some.
- Learn how to kill Leo solo. Leoric steals hp, so for every point of
damage on the warrior's skull, the boss gains one back. The party uses
one extra red and one extra blue if a warrior without either high dex
or hammer stands and fights.
- Be smart! Call for retreats, heal other if a partner is being too stubborn
to drink. And stay alert, when all heck breaks loose, the party will look
to you to restore order.
Rogue
- Host the game!! Compared to other tips this is radical, but we tend
to like it for these advantages:
- The Rogue's normal mode is shooting, with no attackers, so hosting doesn't
hurt in 'normal' situations
- If the Warrior is hurting and would like a safe way to level-up the
rogue can take up S/S and be the shield
- Later in game when dex hits around 100, autoblock! The rogue becomes
immune in one on one melee.
- Should a CC drop, a rogue can do quite well wielding it in hell Note
this is not some kind of drop/rejoin. The rogue hosts and stays in slot
0. She just stays off the front line/door when she is not in a 'shield'
mode.
- Maneuver to get a good angle, don't put arrows in W's back
- Learn Heal Other with the second book found. Put that mana to use. Also,
her bonus makes her a better healer than mage early on
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