Pre-game Thoughts
Choice of items, with no buying and a once-through the best one can hope
for is mediocre items that will last for a short while. You make do with
what you have and at times you will end up and should expect to go against
tough monsters with plain white/low damage/lower type items. Although
resource management is a big part of the Ironman game, in D2 without repair
skill, any item has a limited life span. Having desirable items when going
up against tough monsters cannot be counted on, although diligent reource
management would help balance the odds. Also I have to be prepare to be
using normal attack most of the time and it make sense to pump Mastery
first. But, Things might change with a couple of good jewelry so I will
hold off on pumping any skill for as long as possible. Most likely, I
will go with Sword Mastery simply because I want the extra safety a shield
offers plus its bonuses. Since all swords can be used with one hand, more
swords will drop in comparison to any other one handers. With my luck,
some kick ass lance will drop after I pump Sword Mastery…
The pre-game plan
ENERGY - Relying on level up bonus alone.
DEX - Enough just to equip Items
STR - To equip items and for more Dmg
VIT - Pump enough HP to avoid one hit kills and survive better
Build up low mana
costing skills such as Bash and Mastery (for passive) since mana steal
or adders can only be counted on as luxuries. The dilemma is mastery will
serve better if I can be sure I have enough decent swords to last. But,
combat skill points would serve better with all weapons. If the Combat
Skills are narrowed down to 2 or 3, pumping Combat Skills may not be a
bad choice but then there is always the mana problem.
Just as important
as proper stats distribution and skills selection, like CD Ironman, is
to secure a foothold where I can expand my territory gaining more room
to retreat and choose my own battlefield.
Pick up at least one
set of bow and/or throw weapons. There maybe times I am going to be shieldless,
I might as well equip a throw weapon on the other hand and give myself
a hit and run option.
The Plunge
The report on earlier lvls are more for record keeping
than anything else. Stats in the early career does not matter as much
as it was in CD as long as the stats are useful stats. I decided to pump
a little vit now so its not such a panic when mobbed. Early stat distribution
was 3 Str and 2 Vit. In the beginning there is really no need for any
skills or stat points distribution.
Blood
Raven
As you would expect, I should be able to punch my way through early Act
1 naked. Skills so far are Find Potion, Howl and Bash at Clvl 4. I reached
Clvl 5 with 2 skill points saved until Clvl 6 before facing Blood Raven.
First order of business was to clear the parameter… This may seem a little
over cautious for Normal diff but it's good to reinforce a good habit.
Besides, if you are about to level this may just be enough, but more importantly
this will leave yourself room to retreat, drink up (regen mana, find more
potions), switch weapons, reassess your tactic, etc. You can always use
this area to rest and heal your mana for combat skills.
At this
point, I wasn't interested in gaining exp. I am not going to deal with
her minions or willing to take any hits from them either. Soon as I had
a lock on Blood Raven I Bashed her to submission, and drinking up the
few blues I had, used Howl to keep the minions away.
I
have risked my life for this ring!?
Reached Lvl6 (Taunt, Shout and Leap) shortly after entering Stoney Field.
By the time the WP was found the second (and last up to that point) axe
and the buckler were broken. Switched to a Spiked Club which did more
damage than a hand axe 5-6 vs 3-6. Rakanishu fell in 2 hits. First Boss
in the Underground Passage, a Cold Enchanted Fallen, killed off my mercenary
with full health when it died, and took my full globe to 1/3. If I hadn't
been pumping Vit, I would probably be dead too.
Clvl
7 upon entering Dark Wood. Monsters moved faster, came in larger packs
and mixed with in a few archers made it a little more interesting. Treehead
Woodfist did not present any problem at all once it's separated from the
mob. Noticing normal attack beginning to whiff. The only problem I should
have in Tristram is its many bosses and champs. I knew enough to proceed
cautiously not to activate too many at time. Tom #1 had died in Tristram
- he was trapped between a rock and the edge of the map with escape to
the North and South cut off by skel champs. That's when he found out the
hard way (first thinking it was lag then realized I am playing single
player) Leap doesn't leap too far. Nevertheless, I set a TP in Tristram
just in case I need to bail. I'd need a TP to town after the quest anyway.
Griswold was hard to hit but he wasn't a problem when I was willing to
drink blues to keep using Bash for the extra AR. Quest ring was a Crimson
Strength 9/2
Footnote
- A
total of 13 ID scrolls were found by this time and I have used none. I
let Cain ID'd everything right after his rescue. One time only (everything
you own up to the end of Tristram) seem in tune with the CD free id after
each difficulty; only it comes earlier in D2. Will see how many ID Scrolls
is available…
- Cain ID would probably be extended to once per difficulty usable before
leaving Act1
Starting
to see 2 handed swords in Black Marsh which requires 27 Dex. Although
I now have a pair of leather gloves of Skill with +4 Dex, I just can't
count on items to last. The plan then is to pump stats to meet item requirements
without bonuses from items. No
noteworthy item yet so far except for a Sharp spear of Leech and a 2 handed
sword of the Leech (probably the best sword I will find and ID for a while
to come). I equipped a Sharp spear of Leech as I waded through Black Marsh
to save wear and tear on the shield and long sword. At this point, this
sounds like a good idea - to use other would be throwaways (once a foothold
is established) until it gets tough. "At this point" means it is still
easy going and there is room to compensate minor errors/mishaps. At higher
lvl/diff, the philosophy should be live for the moment and go as far as
possible, worry about later - later.
I reached
Clvl 9 and the spear had worn out shortly before facing off with the wimpy
Countess. I have 27 natural Dex now and I intend to keep going with the
3 Str and 2 Vit distribution until I need to pump Dex again then use the
points that would go to Str and still get 2 Vit every lvlup.
It was
full clear until the Tamoe Highland. I hugged to outline to find the Monastery
entrance, however, all monsters in sight was dealt with.
Someone
needs weapons more than an Ironman!?
"I shall make weapons from your bones". I got a little scared after hearing
that speech, who wouldn't? The Smith chased me all the way back to the
WP. What choice did I have? I killed him. I didn't expect him to be much
of a problem at Clvl 10 with more HP than a normal barb; I like to play
it safe with monsters who can potentially end the game with a lucky double
hit - the second hit often come from a lousy Fallen just to add humiliation
with the death message. By this time, all the weapon worth the trouble
of picking up have broke with the 2 handed sword of the Leech left with
32 dur - That should last me till I travel East, hopefully. By Clvl 11,
5 ID scrolls were used on jewelry. Jewels are ID'd hoping for mana or
life leech which are low lvl items. 3 amulets: Lapis Thawing, plain Thawing
and a Crimson. 2 rings: Azure ring and ring of Warding.
Green
leather glove
Argh! 32 dur was not enough to take me from the Smith pass Cat2. The only
sword I have left now is a plain falchion with 21 dur; although a bit
slower, the extra damage helps. There were times when I had to wear broken
items such as the plain sash (saving the Crimson for when I need Fire
Res) and went hatless because the only cap I have is Glowing cap of Remedy
(I wanted to save that for Andariel). I was Clvl 12 and it looks like
I'd lvlup again before Andy - One Point to Stun, Find Item and one more
point to Sword Mastery with 2 skill points left. 4 more scrolls used on
a ring of Energy, a ring of Glowing Remedy, a Amulet of Health and a pair
of green leather gloves :) - 8 ID used so far.
Can
Andariel stand up to a Clvl 13 barb with 171 HP wearing green leather
glove and a belt full of rejuvs? Not a chance after she's was singled
out, next to the stairs up ;)
Stats
at end of Act 1:
Clvl 13
Str - 61
Dex - 27
Vit - 47
Nrg -10
Life - 171
Mana - 22
Bash Dmg with plain falchion - 18-37
Footnote
Full clear of all area except the Tamoe Highland.
All chests were opened and all barrels were mercilessly killed.
ACT 2 and newbie
mistakes
ID'd a Tangerine Helm of Remedy - Head gear last a long time and not much
better to be found in act 2 as far as DR is concern, plus the only hat
I have left has only 2 dur left. Also ID'd a light belt of Regeneration
(Sweet :) ) because the sash I have been using is broken. At what point
does it become cheesy to use regeneration items to get full health before
facing the next monster? Not at all, imo, there are many items that help
mana regeneration and it's wise to use as much as one can afford to keep
up with mana usage and a short pause to regain mana between battles are
considered necessary and wise, not cheesy. In the same respect, one has
to pause longer, way longer to regain a meaningful amount of hp - you
just can't get enough HP regen items. If pausing to regain HP is cheesy
so would mana regeneration. Would it be fair to say free healing is allowed
with a regeneration item since it only shorten the time you would have
to wait? I think not; for the same reason why (in CD) it's reasonable
to buy potions and leave in town to recreated pools but none are allowed
to be carried.
I have
left behind 2 Blue small shields. I decided any shield less than a tower
is not worth an ID since the blocking % is the most important thing and
it's a gamble to get other attributes. 10 ID used so far with 19 left
The last
of the sword is worn out, the only weapon left is a new found double axe
on Sewer 2. I am fighting hard the temptation to put a point in Axe Mastery.
But I was not struggling atm, standing in front of Radament's pack, so
another skill point is saved. There was no way I can or willing to force
my way right to Radament with his minions' protection. I couldn't kill
the minions faster than he can resurrect them. The only way was to lure
minions far enough away from Radament not only to thin out the mob but
also prevent Rad man from resurrecting them.
Just
outside of the gates, the boss pack dropped couple of needed items… 3
IDs used on an amulet of Dex (Not the last jewelry trashed by mistake
(#1) until I realized I should Xmute them), scale mail of Amelioration
(58 DR. The ring mail was going to break anytime soon) and a Fine claymore
of Slaying. The sword will be reserved until the double axe breaks - This
creates an interesting behavior of using the second/third best items available
most of the time. 13 IDs used so far and 23 left
I hugged
and cleared the parameter of Rocky Waste until Dry Hill. Full cleared
since I needed to find Hall of the Dead and the WP. At Clvl 15 I started
to distribute points to Dex instead of Str in preparation for heavier
swords. Still pumping 2 Vit per lvl. those pilum are looking pretty good
when my weapons are wearing our. Will try some bow tactics as well if
the conditions are right.
Those
seemingly harmless monsters in a normal game can be a major pain in Ironman.
Poison released after Decays (and other poison attacks) die are going
to be a big problem for a melee class Ironman. Have to be careful to move
away after each kill. Uh man, even the poison releasing urns take bigger
bite out of my hp than most mobs ;( Amazing! I have just realized I haven't
find a single pot of Antidote this far into the game. In the middle of
Hall of the Dead, I have decided to up Find Potions to 2 (27%) so I can
be more liberal with pots and perhaps move on faster. The only notable
item after the Cube quest is the cube ;p and a Claymore of Locust :) will
come in handy when running low on potions. Of coures that's just wishful
thinking. I am not going to be leeching a noticeable amount of HP with
this kind of damage.
Adrenaline
Rush
It had been relatively easy going so far with a few rough spots but nothing
alarming. The dose of adrenaline rush came at Clvl 17 when I turned the
corner and saw Coldworm's lair. My guts were twisted in knots thinking
the game would end here with such an unlucky roll of the dice, even If
I manage to survive this it would cost me dearly. The lair was already
filled wall to wall with maggots piled on top of each other the moment
I saw it, and then there were Itches thrown in as a bonus :(
But I was mentally
prepare for Coldworm and the gang, I had TP to town and stock up as soon
as I load lvl 3. I knew I have to deal with the mob as quickly as possible
or they will spawn forever. I
had even pick up my most damaging weapon, claymore of Locust, from the
ground and put on the Tangerine helm of Remedy.
I had
no choice but rush in, every second of delay means more spawns. I drank
like a fish out of water just barely keeping up a safety level of HP.
Note that Leap was hotkeyed and readied and I was only using normal attack.
I knew I couldn't afford the mana for Bash to kill all of the maggots
and I would need what little mana I can muster for Leap - For getting
pass the spawns to the Sand Maggots and to leap out for refills. After
what seemed like an eternity Coldworm finally went down and gave me quite
a scare. I was so poisoned I couldn't drink fast enough to bring my empty
life globe to stabilize. That's a big problem when there were still a
handful of itches and maggots left alive. With a flash of genius, I ran
away from the lair screaming, screaming and screaming - more accurately,
Howling. It scared the crap out of the remaining monsters…
DUH!!
Just remembered I still have the Death Guard in my stash (newbie mistake
#2 - not checking all that's available at my disposal, especially before
a tough boss). I would have been less of a panic ;-|
Well,
at least I didn't get stair trapped at the second level of the Claw Viper
Temple. Although the vipers does take a big bite once in a awhile, they
have got to be one of the easiest to kill monsters in the game. When I
saw the entrance was relatively safe I backed myself to the wall to avoid
activation of more snakes. If I was stair trapped I would have made a
run for the altar. Taunt was put to use after I dealt with the initial
3-4 snakes. It worked out great this time and Fangy soon ran out of sparks
after a few bashes.
The Palace
had me switching gear on every level. First it was full of Horror Mage
(cold) - now the Lapis/Thawing amulet and Azure ring came in handy. Then,
lvl 2 saw Horror Mage (lightning) and Horror Archer (fire) mixed with
Dune Beasts and Invaders. Then lvl 2, a few Horror Mages (poison) also
appeared. Invaders and the mages were still easy to hit with plain normal
attack and they are not hurting me much at all. These are the time when
I enjoy having the Find Potion as active skill to fight and find potion
at the same time. At this point, the extra damage from Bash didn't matter
as long as I hit - Most monsters fell with the same amount of hits most
of the time. Lvl 3 saw bunches of Invaders, Blunderbore and behind bars.
*Evil grin* Now, for the first time I picked up a Sup long bow and cleared
the zoo :) Not that I couldn't deal with this particular lvl without using
up precious resources but some habits are hard (too good) to shake. Aww
just like in CD - now my itch is satisfied. 2 set items dropped - Tancred's
Weird and Berserker's Hatchet.
The Summoner
was a piece of cake with the map I got. I was able to LA to his platform
without having to fight my way to close in. The Ghoul Lords, Specters
and Hell Clans in the Arcane Sanctuary can be a PITA when you get all
3 types together. Here I retreated a lot to separate Specters from the
pack and lured them to the killing zone and out of Ghoul Lords' sight
to avoid getting flamed while dealing with them. The task while time consuming
got easier as I gained more ground. Canyon of the Magi presented no problem
once I fought my way out of a small WP trap. Urns with lightning trap
was an ouch when you have low resist. Although there were no near kill
from the traps because my hp globe was near full, it was alarming nonetheless
how much HP they took - this could be dangerous for other low HP classes/chars.
The tomb is where the challenge is. Roomful of undead and multiple Unravelers.
It forces you to take risk because you just have to jump in head first
and get the Unravelers first. I hit Clvl 20 before Duriel and pumped it
all to Vit. I wanted that extra safety margin. Loaded up the best items
(yeah right ;p), take a look at the skills again and pumped LA to lvl
2. OMG! This was the first time I have a faced off with single player
Duriel since the ram upgrade and pre-load patch. I heard the whole speech
and waited for the charge instead of the usual death screen. I even had
time to back myself to the wall before he bit me; which took off about
half a globe of 249 HP. With my back to the wall not getting knocked around
he got in no extra charge, although I was greatly slowed the rest of the
time, I knew Duriel was mine.
Stats
at end of Act 2:
Clvl 20
Str - 66 +2
Dex - 40
Vit - 64
Nrg - 10
Life - 249
Mana - 29
Sword Mastery - 3
LA - 2
Bash - 2
Bash Dmg - 11-46
Footnote:
Full cleared except Rocky Waste, non-quest dungeons and the false tombs
ACT3
- Good morning Viet Nam
Oh man, what a start! First Fetish bunch of champions dropped the Berserker's
Hauberk - After having to trash the Hatchet after Act 2. Oh well, what's
a guy to do with no mule; at least the mail is +1 skill and -2mdfe :)
As more
swords were dropping I was confident to put the rest of the 4 points to
Sword Mastery. I had over 40 ID left so I will be more liberal identifying
those high quality items.
Unfortunately
I had to clear all of Great Marsh to found its WP before I can get to
the Flayer Jungle. Have I told you how much I hate the Jungle? Not so
much the monsters in it but the automap overlay looks the worst here.
Gloams were the only monsters giving problems with their Lightning attack.
Although I could get up to 30% LR now, those items are reserved for LEBs
and area heavily populated with lightning attack monsters such as the
Plain of Despair can be with Burning Souls.
The Flayer
Jungle, however, still needed to be explored slowly with large packs of
midgets around every corner. The damage adds up quickly and worse yet
if there were shamans around breathing their Inferno and cursing with
IM. I sometime had to pre-drink a potion before I approach the shamans
because taking a full breath of Inferno can take as much as half my HP
away before I get a swing in. The tactic was to drink quick and Howl.
Taunt was not used enough here due to low mana pool - by this time, I
have trashed most mana potions in favor of rejuvs. Using bridges as choke
point is the most important tactic in these parts. Still, I was moving
along at a reasonable pace now, gathering body parts on the way, to Travincal.
No monsters or boss/packs offered any major resistance; not Sszark, not
Sarina, not even Riftwing. The points in Sword Mastery was paying off.
A couple of new drops (Sigon's Visor, and a ring of the Bat from Riftwing
(fitting) ) also helped. The Sigon's Visor was only used dealing with
large mobs, 30 extra mana will mean I can maintain skill usage twice as
much - that's one helm worth saving.
Assassination
of the council
The battle took on a different tune upon entering Travincal. Healers and
constant barrage of Blizzards, Lightning, FireBalls and Meteors forced
a lot of retreats and potion consumption was high.
Here
I took great care to clear from the bottom up and patrolled the cleared
areas one more time to make sure no strayed monsters were alive. I would
not appreciate any surprises while running away from the council members
although I shouldn't have to face them all at the same time if I do it
right. Keep to the West when approaching the building. If I approach from
the East I'll probably have all the council member spill out to welcome
me.
The Assassin
Maneuver
In this screeny I sneaked up the West side of the building and jumped
in through the window to kill off a couple of council members. This
eliminated what could turn into a threat when dealing with the uniques.
Note that the council members in the temple were not yet activated.
What we are seeing is the council behind the transparent corner
of the building that ended where the cursor was. Maybe it is more
accurate to say they were activated but they didn't have Line Of
Sight to me. I am perfectly safe where I stood. I leaped out after
the successful assassination and briefly checked the uniques' attributes
before I TP to town. No, I didn't town to take a breather and I
didn't need to pick up more potions. I had a surprise up my sleeve
and the time is right!
When I returned
and leaped back into the building I had a long war bow and a pack
of arrows equipped ;) You can see that now the corner is visible
again hiding the others behind. I shot thru the window which worked
well until I got a little too aggressive, the uniques saw me and
started to cast hydras. Being a barb with a wimpy bow I couldn't
stand the heat and bailed. This tactic would work with other range
attack(er)s…
|
|
|
After another trip
to town to dump the bow, suit up for some resists against the council
members and the durance (up to 31 FR and 43 LR, not bad at all) I was
able to lure and killed the uniques one at a time. I kept a careful eye
on their HP and make sure I drink a red before the killing blow. Playing
Ironman is not the right time to test if a super unique's CE will kill
you.
Durance 2 was more
fun than a barrel of a Undead Stygian Dolls, there were Cadavers, and
Maulers but no shaman dolls - Annoying but they hurt less than their midget
cousins with Shamans. Okay, I can handle th…BOOM BOOM BOOM. The sky was
falling as I turned a corner. The Dark Lord boss, no, make that 2 Dark
Lord boss packs, lit up the room with all their worth of Fire power. The
screen was totally consumed in Fire spells it was so bright I can barely
see if I needed to drink. A belt full of potion were gone in a matter
of seconds before I ran far enough to safely cast an escape TP. I ran
to town took a time out to calm my nerves and put on the Berserker's Hauberk
(for its -2MDFE) before I went back down. This time around, without their
advantage of a surprise plus that they are strung out, I'd own them with
Taunt and -MDFE.
I could have boosted
LR but it may not be all that practical to give up 24 FR with Ghoul Lords
around. Although Bremm was scary doing high damage with its CB, It was
scarier when my Fine claymore of Slaying broke in the middle of a fight
with Wyand and a Ghoul Lord. Muhaha, this was the first time ever I actually
appreciated a teleporting boss. After the two wings were cleared I ran
pass Meph to the back of the room and lured out the rest of the Ghoul
Lords - out to the lobby for a proper burial. I hate distractions when
dealing with tough customers ;)
It's time to stash
the Berserker's Hauberk again and put my Coral chain mail on to get LR
back to 43%. I didn't need to use any special tactic against Meph except
to leave my left digits on the potion keys…Oh except…umm, I wouldn't be
KingOfPain if I didn't try this on him…(see
screeny after stats)
Stats
at end of act 3 |
Skills
at end of act 3 |
Clvl
- 23 |
Bash
- 2 |
Str
- 75 |
Sword
Master - 7 |
Dex
- 42 |
Howl
- 1 |
Vit
- 73 |
Find
Potion - 2 |
Nrg
-10 |
Find
Item - 1 |
Life
- 311 |
Taunt
- 1 |
Mana
- 32 |
Shout
- 1 |
|
Battle
Cry -1 |
|
Iron
Skin -1 |
|
Stun
-1 |
|
Leap
-1 |
Bash
Damage - 22-65 |
Leap
Attack -2 |
Wearing:
Bastard sword of Carnage - Dmg 6-29
Garnet heavy belt - 6 DR, 22% FR
Crimson heavy boot of Balance - 9% FR, fast recovery
Large shield of Deflecting - 13 DR, 57% block
Azure Gauntlets - 14 DR, 5% CR
Coral chain mail - 74 DR, 24% LR
Tangerine helm of Remedy - 16 DR, 19% LR, 25% Poi Length
Ring of the Bat - 6%
Cathan's Seal - 6% leech, -2dfe
Tancred's Weird - -2dfe, -1mdfe
Entropy Touch (Ormus) - 54 AR, 8 mana, 1 max Dmg
Normal traveling gear:
Ocher plate mail - 110 DR, 9% LR
Plated belt of the Wolf - 8 DR, 19 life
Full helm of the Mammoth - 25 DR, 32 life
Various swords
Stashed:
Sigon's Visor
Berserker's Hauberk
Death Guard
Lapis chain mail of the Mammoth - 73 DR, 19 CR, 31 life
Full helm of the Mammoth - 25 DR, 32 life
Massive long sword - Dmg 6-32
Tangerine belt of Regeneration - 5 DR, 14 LR, 3% regen
Socketed tower shield
Ring of the Tiger - 29 life
Amulet of the Leech - 6%
Ring of Regeneration - 3%
Lapis amulet of Thawing - 17% CR, half freeze dur
Cobalt ring of Strength - 23% CR, 2 Str
Some gems and as much Full Rejuv as I can carry
Including ID'd junk
not carried - 41 ID scrolls left
Footnote:
Full cleared all area except non-quest dungeons
Act 4 - Closeout sale
Just outside the gate, a Flesh Spawner boss Bane Jade dropped the first
rare in the game. Raven Flange gothic plate - 131 DR -20% Req, LR 31,
FR 17, Mana 3, Life 32, alas, with 31 dur you won't see me wearing this
baby all the time. It's very decent, though not highend I have no reason
to expect a better armor in the course of an Ironman.
Now I can do enough
damage and the monsters have enough HP to leech some life from, and more
importantly mana to maintain skill usage to a comfy level I felt confident
that I have enough Stats and Skills to carry me through the end of normal
difficulty. I was half way to lvl 24 and still have 3 skill points left.
The 2 lvl 24 skills I look forward to are Grim Ward and Battle Order.
My life as a pub owner
was over and I closed shop when I left Act 3. Drinks of red, blue and
purple filled the entire area around Ormus - 20+ full rejuvs was all I've
managed to take with me to Act 4. In Hell with surplus mana and blues
sometimes, I wouldn't mine pumping Find Items to lvl 2 and one more to
Sword Mastery. Also now my mastery is relatively high I am employing a
different tactic for the Outer Steppes (and possibly further). As much
as I can, I would use normal attack and steal mana to Find Items after
each monster killed ;)
It was pretty uneventful
all the way to RoF. If I made this sound too easy, it was - as long as
you proceed with Ironman discipline. Burning Souls populating Plain of
Despair were no threat and Izzy went down easy enough - Is he ever a problem
to anyone? One notable drop so far is a Fortified tower shield of Stability
22 DR, -2mfde and fast recovery. You can see where this is going, right?
River of Maggots,
I meant Flame, was full of maggots. I guess I shouldn't complain except
for the wear and tear on weapons; it could be much worse and be full of
Aks. Hephasto almost had me. My original plan was to find and clear a
peninsula or similar land feature then try out some bow tactics on him.
Somehow (don't ask me how as I have no clue, stupidity maybe) I wandered
right into his embrace. He got me with a curse and a hit before I leaped
out of range. Against my better judgement, I was not ready for him as
I was about to town and pick up more potions, I took him on right there
and then. I decided to run when I was on my last potion and my HP down
to 1/5. I couldn't cast an escape TP as he was right at my heels so I
had to escape from the City entrance. Where's your head KoP, haven't you
learned enough to always have an escape TP? Refilled my belt with full
rejuvs and equipped the Massive long sword instead of the bastard of Carnage
for faster swings, slapped myself twice and dived back in. Positioning
myself constantly making sure there was always room behind Hephasto, he
soon fell to Bash knockback. A yellow pike! Grim Scratch - Dmg 31-124,
Vileness, 49 AR, 11 Str and SIAS. Sheesh, the unmodified damage on the
pike does twice as much damage than my sword with Mastery and Bash.
After Hadriel gave
me his blessing I headed toward the Chaos Sanctuary. 1/4 to lvl. Looks
like I have a good chance of lvling up to 25. Thanks Hadriel, Same monsters
types all the way to the CS - no range attacker.
I owned the CS, NOT!
I was getting careless again after beating Hep into a pulp. I released
Vizer without taking the proper precaution and soon learned a lesson on
humility. Vizer and the gang moved in and sucked up my mana dry quickly.
I had LA as my attack, cries on the right mouse button. That means I can
click like mad and nothing would happen. A second of inaction inside the
mob, trying to leap out instead of attacking/running, was enough to create
a drinking panic. The standard TP out and reenter RoF WP procedure would
be implemented from now on. From now on it's crawling at the speed of
a snail and Taunt every few steps, retreat and kill the faithful followers.
If you have been paying
attention to the drops you know I owned Diablo with up to -5MDFE and -2DFE
(and 2 more -DFE if Cathan's Seal) with Fortified tower shield of Stability,
Tancred's Weird and Berserker's Hauberk. This setup is a tad overkill
so the rare gothic plate was used for even more resists and life. :)
Stats at
end of Act 4:
Clvl -25
Str -75
Dex - 45
Vit - 80
Nrg - 10
Life - 343 base
Mana - 51
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Skills remain the
same as end of Act3 except now I have Battle Order, Iron Skin, and Grim
Ward all at lvl 1, and Sword Mastery is now at 8.
LA damage - 33-117
Bash damage - 28-95
New
Items from Act 4:
Raven Flange gothic plate - 131 DR -20% Req, LR 31, FR 17, Mana 3, Life
32
Coral gothic plate of the Tiger - 133 DR, 22% LR, 23 HP
Grim Scratch pike - Dmg 31-124, Vileness, 49 AR, 11 Str and SIAS
Gale Grip gauntlets - Poi Len -25%, 7% PR, 14 HP
Amber amulet - 47% LR
Slayer/Dex amulet - +1 Skill, 1 Dex
Amulet of Regrowth - 5% HP regen (now totaling possible of 14 HP regen
from items)
Entropy Grip ring - 4% Leech, Regen, 7% PR, 17 mana, +3 Min Dmg
Plain bastard sword and 11 dur left on the Massive long sword.
38 ID scrolls left
<Nightmare Continuation>
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