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Moor - The Archer Wizard
In D1,
the Moor was a Sorcerer with high specialty in bow, scim/falc/dagger
allowed but no shield, high AC preferred. When a meleer closed in and
managed
to score a hit, Flash, Charged Bolt, Firewall and FlameWave were allowed.
Spells were not used against creatures at a distance. Golem, stone curse,
teleport and telekinesis were fine. Mana shield was very often used, with
few points to Vit. Titles were Bowmaster, Ballista and Moor Commander.
Tag: MOOR Class:
Sorceress, Necromancer
(See Ranger for Barbarian and Paladin archers)
The Moor is expert
with bow, but not averse to hand-to-hand combat with daggers, scimitars
and falchions, traditional weapons of their people. (The distinction between
Moor and Ranger for the Necromancer is the latter is bow only, never uses
a golem, uses skel mages, and likes mind affecting skills, while the Moor
way melee, body affecting skills, and uses a blood golem). The key new
restriction on the Moor, as part of their training, is to distibute only
2 stat points from lvl-ups until they have defeated Diablo (all stat points
from quests are allowed). Careful selection of str and dex adders will
be needed for victory.
Weapons: Bows, Crossbows,
Dagger class weapons, Falchion, Tulwar, Scimitar
Armor, Helm: any
Shields: None (exception: melee Moor with Buckler)
Skills: All non-melee skills, plus melee skills that stun, poison, or
hit multiple adjacent enemies.
Stats: no restriction, except it is recommended that on normal difficulty
do NOT distribute any stat points other than from quest bonuses
Class specific
comments
Sorceress
- Allowed: Frost Nova, Cold Armors, Blaze, Enchant, FireMastery, Telekinesis
Teleport, Energy Shield, Lightning Mastery, Meteor
- Special: lvl1 Glacial spike, lvl 1 Firewall, Static Field up to 13 yds
(onscreen)
Not only does she not use vision-obscuring, skill-free AOE spells like
Blizzard and Frozen Orb, she gets cranky when they're used around her.
- Subclass: Piercing Moor - seeks the unique piercing crossbow, pushes
the two key skills which benefit from this: Fireball and Glacial Spike.
They can also use the other skills EXCEPT Static Field. They'll NEVER
use any weapon other than xbow. [ed. there's a piercing bow as well, that's
fine too]
Necromancer
- Preferred Skills: Bone Armor, Blood Golem/Mastery, Weaken, Dim Vision,
Weaken, Decrepify, Teeth, Poison Nova
- Also allowed: Summon Resistance, Clay Golem, PoisExplosion, AmpDmg,
LifeTap, Lower Resist
- Not allowed: Iron Maiden, Revived, Skeletons/Mages, Confuse, Attract,
Bone Wall, Bone Prison, BoneSpear, Iron Golem
- Special: Fire Golem allowed if the immolation arrow unique is used.
Bone Spirit allowed only one at a time, for scouting purposes. Corpse
Explosion only during body recovery.
'Typical' approaches
(and some Dream setups)
- Sorc who holds her
ground: high SF screen, GS monsters, high dmg or Immo arrow.
- Hit and run archer: some SF, high Blaze and cold based arrows.
- Melee sorc- Spectral Shard, Umbral Shield, Meteor once blinded or Blood
Crescent, Goblin Toe, Rattlecage or IceBlink.
- Sahara Necro Moor - Fire Golem, exploding fire arrows, Lower Resist.
- Poison Moor - Gemmed or cold/pois bow, Blood Golem, Dim Vision, PoisExplo,
PN.
- Toxic Moor - Jade Tan Do, Poison Dagger, Umbral Disk, Goblin Toe, Blood
Golem.
Sample Item requirements
Normal bows range from Short Bow, no Str and 15 Dex requirement, to Long
War Bow needing 50 str, 65 Dex. The smallest Light Crossbow takes 21 Str
and 27 Dex. Starting Str and Dex for Sorc are Str 10 Dex 25, and for Nec
are Str 15 Dex 25.
For exceptionals,
the Gothic Bow takes 90 Str and 118 Dex (ouch). The Rune bow only needs
73 Str and is faster in the hands of a Sorc. Kris needs 45 dex, blade
needs 51 (and 35 str). The Stilleto needs a whopping 97 dex and 73 str.
The exceptional Kris, the Cinquedeas needs only 25 str, 88 dex, and is
very fast (only 3 pts less dmg).
Key uniques
Hunter's Bow - Witherstring - Magic Arrows (never use up your ammo)
Long Bow - Raven's Claw - Explosive Arrows
Long Battle Bow - Wizendraw - Magic Arrows
Crossbow - Ichorsting - Piercing Attack
Hvy Xbow - Hellcast - Explosive Arrow
Repeating Xbow - Doomslinger - Piercing Attack
Kris - Jade Tan Do - Pois Dmg
Blade - Spectral Shard - Fast Cast
Scimitar - Blood Crescent - Ignores Target Defense
Falchion - Gleamscythe
And if using melee wpns...
Goblin Toe (Lt.Plated Boots) and RattleCage (Gothic Armor) - CrushBlow
Umbral Disk - (buckler, the only allowed shield, due to low block) - blinds
Nightsmoke (Belt) - 50% dmg goes to mana
Set: Vidala's Rig - set bonus is piercing attack, freezes target
In an effort to better
train themselves, Moors should not accept a gift of any unique or rare
bow until they have defeated Diablo (unless Snobs).
Comments
Dual class and subclass
- Dual class with other variants is allowed when they are compatible.
Be sure to maintain the artillery nature, avoidance of larger wpns and
shield.
Original
Thread October 9, 2000
Reposted
With the Ranger
Moor
Squad of Death
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