The cries of Kashya, Greiz and Asheara are finally answered!!
"Meat-shield" "Cannon fodder" "There are none left to hire, they're all
dead!" These are words heard FAR too often. Finally, a group has stepped
forward to stop the maddness. That mandate falls upon...
The Pacifists In
Party Expedition Society (PIPES)
[See end of rules for comments on how to get this going...]
These brave adventurers
are not doormats, nor do they fear battle. Yet they strive not to draw
blood by their own hands, to let foes reap what they sow, and to transport
and protect noble mercenaries.
and team deaths are strongly to be avoided
There are several
flavors of pacifists, and a PIPES team should include a variety of the
GFPipe Using a low dmg sceptre only, this PIPE is the most vocal and tries
to win by conversion. Yet for those who come against him will reap punishment
tenfold what they dishout. His stat focus is a near total preoccupation
with vitality and life.
Bar - IronPipe
Whereas the GFPipe begs to be struck, the IronPipe shines by providing
distraction and tank services to the party, and a ferocious shout aura
that protects his mercenairies. Howl and Taunt are also staple skills.
Paladin - LeadPipe
Always ready to lay down a non-lethal smack to show a foe the error of
his ways, this Paladin also focuses on defence on helping the party. (Salvation
and Resist auras are allowed)
A keen intellect knows how to make his foes bend to his will, or die by
defying it! He is master of the Iron Maiden, a strong proponent of confuse
and attract, as well as defensive skills such as Dim Vision, Terror. Decrepify
is also sometime used. The ShrinkPipe also knows how to use bone walls
and prisons to protect his mercs.
This gal has more wiggle than a drunken centipede. She is fanatical about
her ability to protect, to leap into dangerous situations and escape unscathed.
Fellow amazons scoff at her exclusive use of Dodge, Avoid, Evade and Decoy,
but she is an embassador on a mission. She believes crushing blow to be
a passive artform where only foes with evil and malice in their heart
can be damaged. For gear she seeks to be scantily clad, maximum blocking,
a hefty amount of hit points, fast shoes, and cracked or normal javelin
class weapons. Str is minimal, to reduce "incidental" damage. Fend is
allowed, to passively fend off numerous attackers. Iceblink and Rattlecage
would be about the only armors heavier than studded leather that she would
consider wearing. Unlike other Amazons which use Valkyries to tank and
provide cover for them, she *IS* the tank and is fanatic about sticking
by the side of fragile mercenaries and protecting them. Frequent decoys
are cast. (It is rumored that a FrostMaiden Mistress exists, using exceedingly
low damage bows and cold attacks with maximum possible cold duration)
The pipebomb deals no direct damage to monsters - rather she lays down
"opportunities" for overaggressive foes to hurt themselves on! Blaze,
Firewall, Meteor, Hydra, Blizzard, Thunderstorm, cold armors, teleport/kinesis.
There is one *KEY* restriction - such skills must NEVER be cast directly
on the foe. A meteor may be cast on a blank spot where no splash would
hurt anyone, then the caster or other friend move to that spot. Similarly
a firewall or megablizzard may be laid down, and if monsters are dumb
enough to walk into them... their fate is well deserved.
Assasin - Traps
Druid - vine expert.
Modes of Operation-
Mirror damage - most of the damage is coming from the foes themselves,
with Thorns, *low* AC no shield (or very low block) GFPipe and others
with good hp draw the blows on purpose, and/or turn others to the cause
Avoid damage -
in situations where the mercs are best served by protection, the team
will rapidly mobilize a strong defence, based on Shout, Defiance, tanking
bar and ama, and Dim Vision or Weaken. In this case it's likely the Mercs
can do a lot of the needed dmg.
Trap damage -
a lure, bait and trap scenario where heavy elements are set up in one
zone, then through luring and/or decoys a mob is brought back to 'negotiate'.
Be careful here, the mercs like to see (and other players don't like zero
Circle the Wagons
- for truly dangerous opponents, get the mercs and others behind bone
fortresses, and use skills like Iron Maiden and Attract.
Laying down the
smack - each character in their own way tries to convince their foes
that these aggressions against mercs must cease. The smiter and tankazon
like this approach, and the others use less common skills like War Cry,
Blaze, Sanctuary, and FOH.
Gear? The Bar
and Defiance paladin aspire to a very high DR setup, while the GFPipe
strives to keep DR and blocking as low as possible.
Clear? Skip? The
party may either choose to avoid as many opponents as they possibly can,
with heavy use of terror and howl, and finishing at rather low clvls,
or they can take a more casual pace and lvl-up normally, hoping to be
less underpowered in hell.
The overall goal
is to negotiate with or defeat Diablo on Hell difficulty, with the least
possible deaths to mercenaries and players. Note! In Acts 1, 2, and 3,
Mercenaries MUST BE ESCORTED by all players, as soon as they are allowed
to do so by quest. (Act 1- after Raven, Act 2- After Radament, once you
go outside city, and Act 3- after Gidbinn, optional before. Must complete
Gidbinn before going on to Kurast city)