Nightmare Act 1
I usually tend to lose patience with Act 1 at some point during the Jail, so I skipped some parts of the Jail and the Catacombs, probably "losing" a level or two, ending at level 51.
Amazon
I had played her before the discussion about skills and how investing in Critical Strike first is usually better than maxing Strafe, so I raised Strafe to 19. The
Edge reflex bow still worked fine against demons and the undead, but began to become slow against other foes.
At one point, I switched out her Twitchthroe armor for a
Stealth ghost armor. Apart from a hairy moment with a tainted boss pack thanks to being too cocky and a misclick, she had no real problems apart from her killing speed going down - but someone else would find her a solution for that for the next act later.
Andariel dropped a rare pike which will improve the DPS for one of my desert mercs, and she found a Soulflay claymore and a Rockfleece field plate. The Soulflay will be added to a growing collection of swords that I'll have to compare and think about upgrading in case my barbarian wants to use a shield for safety, and the Rockfleece could be interesting because of its 10% damage reduction and nice defense (if upgraded) for one of my melee characters - more on that later.
Druid
Hurricane and Tornado supported by
Spirit made short work of the monsters, and Hsarus' set was still good enough. Hurricane is now maxed, and Tornado on the way.
He found a couple of shield bases for other characters and, more importantly, a 4os cedar bow for the amazon. Also a Hel rune dropped which got me excited for a short moment until I realized the only new runeword that it opened up is a
Myth armor for barbarians, which I don't have any intentions of making, despite its +2 to barbarian skills.
Paladin
When in ranged mode, the paladin is very good. When he has to wade into melee however, things start to get a bit harder for him. Especially an extra strong, lightning enchanted gargantuan beast boss gave him a lesson in humility... he gets hit a lot, so I invested three skill points to get Holy Shield online, which helps. I also have to constantly remind myself when assessing weapons that any bonuses against undead or demons are useless to him, so he still wields the upgraded mace which is fine offensively. He found Tearhaunch greaves, which will help somebody else a bit with resistances.
Barbarian
His playstyle of jumping into packs is a bit dangerous, as he sometimes gets whacked hard before being able to jump again. I practiced jumping on monsters at the fringe of a pack, but aiming over long distances is not easy sometimes. I guess I should learn to use Leap and its knockback effect more for crowd control, but it feels...a bit clunky.
In softcore I would keep the two-handed weapon, but this being hardcore, I see myself switching to a one-handed weapon and a shield soon. This will slow him down, but also provide extra safety. Compared to other melee characters, he is also noticably better protected against missiles which cannot hit him mid-air. A M'avina's Tenet with mana leech dropped which allowed him to swap out the Manald Heal for a life leech ring, which improved his safety a bit.
I still tend to forget to use Find Item when I start playing him, which really annoys me - I only start to remember the skill after a third of the act or so is already played. Andariel dropped a perfect Ripsaw which went into the pile of weapons to compare and think about later.
Necromancer
The bonemancer hit jackpot very early: A Io rune dropped in the mausoleum! Since he himself found it, he could immediately create a
White wand and didn't need to wait until the next act. Unfortunately I only had found a +1 Bone Spear base so far, but of course
White is still a very big improvement even in this base.
He also found a 4os partizan for someone to make an
Insight with, for one of the desert mercs. When fighing Andariel, I finally remembered to use Bone Wall and, uh, yeah, that made the fight quite anti-climactic.
Andariel seemed to have been frustrated by this too, as out of spite she dropped
two Isenhart's Cases.
Double crap.
Assassin
The assassin was the undisputed queen of Normal but now struggled a bit in Nightmare. Her offense was still fantastic, but her defense was not up to par any longer. She got hit way too often for my liking and had some close calls. This could also have been simply because of some bad luck - one clue hinting at that was that her mercenary died
a lot, which didn't happen to any other mercenary. It was ridiculous how often I had to revive him, despite his equipment being of similar quality as the other mercs'. The bad luck bit was that I encountered
five double boss packs, i.e. a boss pack with a second boss back directly nearby. Often I would see the first boss and not realize that some of the other monsters would be a second boss with minions. And most of these bosses were archers or tainted with multi-shot, extra strong and/or cursed, which in combination
really hurt.
To mitigate this, I first upgraded Twitchthroe to exceptional. I didn't want to forgo its bonuses just yet, although I already have a plan for the next act. In addition, all my skill points went into Fade. As I said, her offense was still more than good enough, so I wanted to have the extra physical and elemental resistance of Fade now. She also found a rare demonhide armor with two open sockets, which I put two perfect rubies into and gave to my merc. (I hope to find a Ravenfrost ring at some point along the way, as she suffers the most of all my characters from becoming frozen and cannot use
Rhyme.)
She felt more safe afterwards, but I will have to tweak her a bit more for the next act.
A Io
and a Ko rune dropped for her. The Ko rune opened up the immediate option of making a
Harmony bow for the amazon, but I will stash the rune for now and either wait for an elite base or for other runes to drop to use the Ko with. I don't need the
Harmony just yet.
Sorceress
The final pass through Act 1 with the Sorceress turned out to be on easy mode. Planting some Hydras, occasioanlly sending a Frozen Orb as preparation and then letting the merc and Hydras do their jobs while the sorceress herself could already pop barrels, chests and graves is not the fastest, but the most laid-back way to play the game. One time I almost died (with <10 hitpoints left) because I must have accidentally hit the mouse wheel which changed the skill I had configured for the right mouse button. That sometimes happens and is very annoying, most of the time for most characters causing me to spam Town Portals instead of whatever skill I normally have on right-click. Here, my default Frozen Orb switched to Teleport, which as you can imagine put me in a very dangerous spot. It also took me a very long second to realize what had happened and what I had to do to get out of the pack of tainted I had materialized. I hate when I (almost) die not because of bad strategy or slow reflexes, but because of accidents like this. (It also made me realize I'm not yet trained to hit Escape in case of emergency.)
Gear
This time I remembered to switch to players 1 for the countess. Drops from her were 2 Dol, 3 Amn, 2 Eth, 1 Nef, 1 Sol, 1 Tir, 1 El, 1 Tal, and 2 Ort runes.
I also gambled plated belts and circlets. I got nothing ground-breaking, but some ok stuff which was definitely an improvement for some. Other items I found or already had were also swapped in.
The amazon made an
Insight in the cedar bow the druid had found:
Almost perfect damage, perfect Meditation aura and okay bonus to attack rating and Critical Strike. Very nice, and this should be a huge improvement to the
Edge reflex bow! I also swapped out the Biggin's Bonnet for a circlet with +18 all res, +5 minimum damage and some minor other stuff (no +skills, sadly), and she got one of the gambled plated belts with fire and lightning resistance (not much, however). Instead of Twitchthroe, she now wears a
Stealth ghost armor. With
Insight and
Stealth, I need less mana leech and so could replace the bad magic amulet with a new one with quadruple resists (I still have 2% ML from Gorefoot). She still has only 17% fire and 5% cold res, but she's at 67% lightning and 47% poison resist with the option of swapping out my rings which sport no resistance bonuses once I find better ones.
The assassin upgraded the Rockfleece to exceptional:
It has roughly 380 more defense than the upgraded Twitchthroe. I will miss the 20% IAS and 20% FHR fromn Twitchthroe, but I'd like to see how the combined damage reduction from Rockfleece and Fade will play out. This is only possible because of the -10% for the requirements; otherwise my assassin wouldn't have the strength yet to wear it.
I made no changes to the barbarian, but gave him all the necessary items to switch to sword and shield if necessary. He has 44% fire resistance, 11% cold and 19% lightning and poison resistance. That's not great and another reason for switching to e.g. a
Rhyme shield, but I also have a lot of room for improvement for resistances with the rings and the belt. I just have to be careful not to wait too long...
The Druid's mercenary received an
Insight partizan:
Very good enhanced damage. Not the best roll on Meditation, but more than enough considering the druid has a
Spirit sword and
Stealth armor. It was also time to say good bye to Hsarus' set. I made him a
Rhyme bone shield, gave him one of the gambled plated belts with resists and +31 to life, and Tearhaunch for more resistances. Finally, he received a magic circlet with +3 to Elemental skills and +28 to life. His lowest resistance is Lightning with 35%; fire with 80% and poison with 72% are good, with cold at 44% good enough. His rings are quite bad however, so chances are good I find something better soon. Not wearing Hsarus' any longer means he has a lower defense rating; I'm curious to see how this will play out. (Famous last word.s..?
)
The necromancer not only has his
White wand now, he also got a gambled circlet with +2 to poison and bone skills. He now wears a
Rhyme unraveller head with +2 to Bone Spirit (couldn't find anything better yet) and one of the gambled plated belts with resistances. 29% Lightning res and 39% fire res are his weaknesses; he has several slots with mediocre equipment to remedy that later hopefully.
The paladin how has a dual
Spirit setup for ranged mode and got a gambled circlet with +1 to paladin skills and some resistances. For melee mode, I made him an
Ancient's Pledge in a heraldic shield; I'm still looking for a paladin shield base for
Rhyme.
The sorceress now sports a circlet with 20% FCR, quadruple resists and +38 mana (no +skills sadly). All her resistances are fine except her lightning resistance at -1%, which worries even me. Again, lots of slots with bad gear and the opportunity to find better resistance bonuses soon, however. She has a magic ring with some lightning resistance in the stash for special occasions, if need be.