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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.

 

Divider


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

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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