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Kylearan sends an async team to death or guardianship

(November 4th, 2022, 16:56)KingOfPain Wrote: Act 3 merc for baba Maila Orb, why?
I cant believe you haven't found any better random shield.

Spirit bone shield. Hello!?

As I've written: Regarding the merc, I actually managed to not find a 4os shield of any kind for a Spirit,... so until I finally find a base, I figured he could at least have some magic find (he actually kills stuff from time to time). smile Other shield mods don't really help him. (Remember, I don't vendor farm.)

Quote:AFAIK they haven't fixed this bug yet. You probably get better damage using just one (higher damage) sword on a Frenzy merc. It will count as if you equipped both hands with the same sword.

I didn't know about this bug! (Probably because I never really used a barb merc before... shakehead )
Hm, I have mixed feelings about exploiting game mechanic bugs that were clearly meant to work different. On the other hand, the barb does so little damage, I guess I wouldn't notice any difference either way.  twirl
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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You said the Druid has a Spirit Bone Shield. Is it a Rare Bone Shield named Spirit or did you manage to get 4 sockets into a Bone Shield?

The amount of damage with the best sword within your entire team can hardly be classified as exploitation by the furthest stretch of the meaning; considering you also has to give up the mods of another weapon. it's not a bug it's a feature smoke

PS: I just checked, seems the bug is fixed according to the Lying Screen


KoP
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(November 5th, 2022, 13:44)KingOfPain Wrote: You said the Druid has a Spirit Bone Shield.

My bad, of course he does not have a Spirit bone shield, it's Rhyme. duh
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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Hey, I was busy over the weekend, catching up now.

The big thing I have to comment on is the life totals. 1000 is low all across the board. I always want more like 1200 or 1300 for hell difficulty, for every class. For me, characters other than a barbarian usually have close to 200 life worth of charms. And I shop Whale belts for anyone who doesn't have something more important in that slot. Your bowazon has Tal Rasha's belt for 20 dex - it's better to spend 20 hard points of dex and get 100 life from a Whale belt in the slot instead.


(November 4th, 2022, 10:10)Kylearan Wrote: +1 bows and crossbows for the amazon that already had good gear) - I had been hoping for something for the barbarian or the necromancer. But hey, skillers are skillers, and I gladly kept them of course.

For a physically oriented bowazon, a bow skills charm really isn't all that good. You'll never notice 5% damage on Guided or Strafe. I don't use them - I'd rather have 40 to 50 life in those charm slots instead. Same goes for other skill charms that only add small physical damage and no defensive capability, like combat skills or martial arts for a physical barb or paladin or assassin.


(November 4th, 2022, 10:10)Kylearan Wrote: Mercenary: Defiance desert merc with Rattlecage, Stealskull and an Insight partizan.

I've found that Rattlecage is troublesome for a merc - when he triggers the monster-flee on something, he starts chasing it immediately, running himself out of combat where he needs to be! I don't know if the merc AI changed for Resurrected there.


(November 4th, 2022, 10:10)Kylearan Wrote: I'm not happy with the barbarian's setup, not happy at all. I still have my upgraded Bonesnap in the stash, but felt I had to switch to a shield for the resists (and a bit of blocking, although the chance is very small with this shield and his low dex at the moment). But the best weapon I could come up with so far is the Plague Bearer with 35-150 dmg and +300 poison dmg over 8 seconds.

The weapon to aim for from late nightmare would be an Honor runeword in a fairly high exceptional base, most likely a Zweihander. 5-socket bases can't drop in nightmare, but the socketing cube recipe can make 5 sockets. You can still aim for this in hell difficulty when 5-socket bases can drop naturally. Committing to Sword Mastery does cut your options for Honor; in particular an Ettin Axe is the most common 5-socket-max elite base weapon.


(November 4th, 2022, 10:10)Kylearan Wrote: Regarding the merc, I actually managed to not find a 4os shield of any kind for a Spirit

The lowest base item for a 4os shield is a Monarch, which is a mid-level elite, so doesn't appear until act 2 of hell or some of the high-level act 1 dungeons.


(November 4th, 2022, 10:10)Kylearan Wrote: Paladin - As I already said, by now I get the feeling I might be able to fight animals with Fist of the Heavens and don't really need Vengeance

I'm really interested in how this turns out. I loved the Fist/Vengeance build in original D2. The obstacle to doing it with Fist alone in Resurrected will be lightning-immune animal types, since that's where Fist won't work. There are actually zero such monsters in act 1, except Flying Scimitars that spawn from chests. Act 2 has all the beetle types which are very numerous, so you probably will need Vengeance and a weapon for them. Act 3 has the zakarum zealots. Plus there are the lightning bats, and there are also some types of saber cats, jungle baboons, cave leapers, and winged vultures that are immune to lightning.


(November 4th, 2022, 10:10)Kylearan Wrote: although having already played the amazon by now, I might have overestimated the number of elite items that drop in Hell (on player 5).

Most of act 1 hell is too low level to drop most elite items, particularly armors. Elites ramp up noticeably more in act 2.

For Duress in particular (or Treachery or Lionheart), remember the trick to find a low-quality base armor and use the El+chipped recipe to fix it, which sets its ilvl to 1, so it will get 3 sockets max from the cube recipe or Larzuk.
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(November 7th, 2022, 13:13)T-hawk Wrote: The big thing I have to comment on is the life totals.  1000 is low all across the board.  I always want more like 1200 or 1300 for hell difficulty, for every class.  For me, characters other than a barbarian usually have close to 200 life worth of charms.  And I shop Whale belts for anyone who doesn't have something more important in that slot.  Your bowazon has Tal Rasha's belt for 20 dex - it's better to spend 20 hard points of dex and get 100 life from a Whale belt in the slot instead.

The life of my characters feels enough/manageable to me so far (except for the sorceress where I'm a bit worried), but then my last foray into hardcore was over 15 years ago so I probably should defer to your superior experience here. smile But I'm also not sure how to fundamentally change the situation: Almost all characters have their inventory almost completely filled with resistance charms, so adding even more life charms (which I only have a few more in my stash) would mean I'd struggle more with resistances.

And since I don't buy at vendors, I don't have any Whale belts (although I admit to not picking up blue belts, so maybe I could have had some by now).

I think I'll be stubborn and try to go through with how it is now (and plan to invest most of the remaining attribute points into vit anyway). You're entitled to a hearty "Told you so!" again when I lose my first char to not enough life.  crazyeye

Quote:I've found that Rattlecage is troublesome for a merc - when he triggers the monster-flee on something, he starts chasing it immediately, running himself out of combat where he needs to be!  I don't know if the merc AI changed for Resurrected there.

I noticed that too; the AI didn't change on that. However, with the Assassin and how I play her, the advantages outweigh the disadvantages so far. I'm using Dragon Flight quite often anyway and find myself targeting the fleeing monster, which by then is nicely alone and thus a safe targer to escape bigger mobs.

Quote:The lowest base item for a 4os shield is a Monarch, which is a mid-level elite, so doesn't appear until act 2 of hell or some of the high-level act 1 dungeons.

Heh, I didn't realize this... I felt unlucky because I already have a Spirit shield - which, now that I think about it, is the Paladin Aerin shield.  duh  Thanks for clearing this up.

Quote:I'm really interested in how this turns out.  I loved the Fist/Vengeance build in original D2.  The obstacle to doing it with Fist alone in Resurrected will be lightning-immune animal types, since that's where Fist won't work.  There are actually zero such monsters in act 1, except Flying Scimitars that spawn from chests.  Act 2 has all the beetle types which are very numerous, so you probably will need Vengeance and a weapon for them.

Or I could just spam Holy Bolt at my merc and let him do all the work, although that might get boring quickly.  alright But now that I think about it, I need to remember not to socket Aldur's with anything lightning...
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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(November 10th, 2022, 11:56)Kylearan Wrote: You're entitled to a hearty "Told you so!" again when I lose my first char to not enough life.  crazyeye

Well, every time you lose a hardcore character means you didn't have enough life, by definition. smile (Although you can't tell if 100 life from a belt or charms would have saved you, or if you got overkilled by several hundred.)

For resists, you do what you're doing, get them in every other possible slot. It is a struggle to max them, yes. A few slots like your Tearhaunch and Nightsmoke and some rings could do better - 10% resist all isn't much, it's not hard to find/gamble/craft rares with 25% to two resists in those slots. Also your sorceress may really want a shield now, 3 diamonds is easy to make and goes a long way. I also might put a 3-diamond shield on the druid or even necromancer over Rhyme; casters mostly don't need cannot-be-frozen. Or Moser's shield is great for resists if you ever found that.

For my Whale belts, I take the time to shop them with a resistance prefix as well. This goes fast by shopping at Gheed in nightmare difficulty via the cow portal. It's also fast because Whale belts are always tinted red in color so you only have to look at red ones. Most of Gheed's belts are 3 potion rows max, but I've found that is okay, you should never be in a position to consume four rows of potions before retreating anyway.

Stealth is junk at this point and your sorceress and paladin really should upgrade to something with resists in that slot. That would free up charm and belt slots which are the best places to get life. Smoke is usually the easy thing to have by now, as you know. Or even just any four-socket armor with some Ral/Ort/Thul runes or jewels.

One other stat I forgot to mention - Are you paying attention to faster hit recovery at all? I started doing that recently, and it feels like I lose fewer characters when I make sure they all have at least 30% or so for a few breakpoints. It feels like most death situations would have been helped with some FHR, although you never know if/when it does save you.

You can be as stubborn as you want, I'm also stubborn about not even playing with ladder runewords, and not using Find Item on the barb since I find that boring like you find vendors. smile


(November 10th, 2022, 11:56)Kylearan Wrote: I noticed that too; the AI didn't change on that. However, with the Assassin and how I play her, the advantages outweigh the disadvantages so far. I'm using Dragon Flight quite often anyway and find myself targeting the fleeing monster, which by then is nicely alone and thus a safe targer to escape bigger mobs.

True, the Assassin can deal with monster-fleeing the best, including a quick Mind Blast to stun/knockback and interrupt it.
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Speaking for the Sorc.
Heh, You probably have more than 20+1 Fire Mastery, Leaf alone gives you +3 ;p

IMHO, all the skills are at high enough levels to carry you to Hell Baal easy. More points to them will only help in killing speed slightly, for MF'ing and such. You will have a few skill points to spare, which I would suggest putting them to increase her survivability.

1 point to upgrade to Shiver Armor. ~50% more Defense than FA that will benefit even more with a Defiance merc. And it slows/freeze target on attack vs on strike FA.

4 points to get Energy Shield. I know that might sound like a lot just to get ES. If you ditch the Leaf and gear up properly you can get slvl1+ for ~50% damage absorb without trying too hard. So the choice comes down to barely noticeable more damage vs 50% damage absorb.

None of your main skills depends on Fast Cast so I wouldn't put too much emphasis on that.

Time to ditch the Stealth. There are all sorts of things you can put in a 4 sockets armor: 152 life, a mix of resists, damage reduction and other goodies.

She has a half decent circlets, but that might be holding you back on getting better a hat. If you get enough Resists somewhere, say, form a (Spirit) shield, holey armor, you can get +Skills here. I would rather have a Lore.

Ditch the Leaf. Weapon/Shield combo will more than make up for that many times over in many ways.

Even a Rhyme can get you to ~30 Block Chance without more Dex. That is no small thing when you need it.

Careful where you dump your unspent stat points. You barely have enough Str to equip a Spirit shield if you are hoping for one.


PS: Unless you are using a Frenzy merc for style points, a Defiance merc with an Insight is still your best bet for safety. It will bump up your defense and solve your mana problem. If you decided to go with ES, a fast regenerating mana pool fast regenerating Life pool.


.


KoP
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Hi KoP,

sorry for the late reply, and thanks for your comments! The Sorceress and the Druid were the classes I liked the least back in the day and hence, have the least experience with, so I appreciate the feedback.

(November 11th, 2022, 14:29)KingOfPain Wrote: 1 point to upgrade to Shiver Armor. ~50% more Defense than FA that will benefit even more with a Defiance merc. And it slows/freeze target on attack vs on strike FA.

I had thought a lot about which armor skill to take. I don't have a Defiance merc - I wanted some merc variance and would like to stick to the frenzy barb, simply for trying him out in earnest and as a target for my Enchant. He's really bad compared to an A2 merc at the moment, not only because of his slower killing speed but also because of his horrible AI (he disengages way too often, running away frenzied real fast and leaving me open to attacks).

I had figured the extra defense from SA wouldn't really be noticable and the freeze on attack not really needed, but now that my merc leaves me out in the open so often, I might reconsider, so thanks for reminding me.

Quote:Time to ditch the Stealth.

That's indeed on my list, with high prioroty, for all chars still wearing a Stealth, as soon as I find a suitable base for either Smoke or Lionheart.

Quote:Ditch the Leaf. Weapon/Shield combo will more than make up for that many times over in many ways.

This is something I had totally forgotten about. I had pre-planned all sorts of stuff for most chars, keeping bases and whatnot to use later when entering Hell, but I completely neglected to look for and keep a good globe and a 3os shield for e.g. an Ancient's Pledge or Rhyme for the sorceress.  banghead I hope I'll find something in A1 quickly...

Quote:Careful where you dump your unspent stat points. You barely have enough Str to equip a Spirit shield if you are hoping for one.

Yay, my hesitating to spend attribute points might actually have an upside! smoke  jive
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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Drognan in act 2 normal can sell a 2-socket bone shield for Rhyme, and he's fast to shop being right by the town exit, it only takes a minute or two. Or Fara can sell 3-socket shields to put diamonds in (don't do Ancients Pledge if you have three diamonds available, that's more resists.)

If you have any imbues left, that's one way to try getting some usable orb. If not, maybe you stashed some kind of unique that might help in the weapon slot, something like Spectral Shard or Ume's Lament with fast-cast and mana even if not +skills.
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Hell Act 1

I played Hell Act 1 on players 5 difficulty, mainly looking for elite katars, armor bases (for the barbarian in particular), sword bases for the barbarian, better helmets for the barbarian and the druid, a Monarch for the sorceress, and elite polearms for the act 2 mercs. I'm relieved to report that everyone survived, ending up at level 83!


Amazon

As always, I started the act with the safest character, the Strafe amazon behind her level 20+ Valkyrie and her crowd-controlling cold rogue companion.

Prediction: If the amazon dies, it will be because I forget to cast Decoy for recon before entering a room.

We all hate stair traps, right? When you enter a temple and some mean boss pack starts attacking you even before you have a chance to see them because the loading screen's still on... deeply unfair. But what I can respect is a proper ambush! Like, when I open the gates to the monastery with the huge area behind it, and I don't see any monsters, and I enter and there's a nasty archer pack right in the corner behind the doors...

   

This cost me three full rejuv potions to get out of there alive. This image was taken after some monsters were dead already, and I forgot to check what affixes the boss had exactly - too hectic! - but that was quite an unpleasant encounter. That happened simply because I'm used to cast Decoy only for smaller rooms... smoke

I experienced slight problems hitting stuff even with the socketed Eth rune in the Buriza, so I started to increase Penetrate to mitigate this. Apart from that, I had a lot of fun with my Buriza/Witchwild String setup. For larger mobs or physical resistance monsters, I'd rapidly fire WWS until Amp Damage proc'ed and then switch to Buriza to finish the monsters off. For physical immunes, I'd either break their immunity that way or used WWS's Magic Arrow, whatever felt easier and quicker in that situation. That made for quite a dynamic playstyle compared to the more simple, hold-right-button-for-Strafe mode of operations I used during Nightmare difficulty.


Druid

Prediction: If the druid dies, it will be because I won't realize my Oak Sage has died. I'm very bad at visually discerning stuff on screen; I get easily overwhelmed and have a hard time tracking all the things. The 3D engine graphics from modern games make this even worse for me, it was easier with 2D and hand-pixeled graphics back in the day. The druid with all his summons (bear, 3 wolves, oak sage, four ravens) plus his merc means I sometimes miss that the oak sage has died and my life total has plunged...

Apart from that, I'm surprised how tanky his zoo is, even at only 1 hard skill point for the bear and the wolves. And I started to really value Ravens; their blinding ability is quite helpful!

He also had a run-in with a rare boss type:

   

Always fun to see one of those. smile I also encountered my first physical and cold immune boss. Took my merc quite a while to whittle him down with the little elemental damage he had... This one and later, similar bosses made for a good break for my cramped hand, I guess.

Besides a Ko and a a Lem rune from Andy, he also found an Ist rune! I actually misread it for an Ith on the ground and only realized what I had found when I put it into the stash. lol This opens up the possibility of a Delirium now, but I think I'll wait to see what other runes might drop for better options, like Chains of Honor or Call to Arms.


Barbarian

Prediction: If the barbarian dies, it will be because his leaps are so slow and by the time I land, the once-isolated monster I targeted will be in the middle of a pack that all hit me immediately. This problem is exacerbated by the fact that I still wear this stupidly bad rare armor with ~400 defense; hopefully I can remedy that situation for Act 2.

I also quickly learned that Plague Bearer doesn't really cut it in Hell, so I made a thing until I can get or craft a better weapon:

   

Unbending Will is reliable and works nicely, and I can see myself using it for Act 2 or even Act 3 as well if needed. I like this runeword for playthroughs like this one, but still hope I'll have something better for Act 4 and later.

My mercenary started to die a lot, which puzzled me at first - I mean, as an Iron Wolf he tries to stay out of melee. But then I noticed that each time I'm airborne (and I do leap attack a lot of course), the monsters lose their focus and target him instead! This results in him not casting Fireball as often because he tries to get away from the monsters all the time, which fails more often than not and he dies. I surely haven't foreseen this particular problem when choosing the merc! Now I try to keep on the ground a bit longer for the monsters to target me when I notice the merc is in danger, but it's not easy.

Being a melee character with bad armor and a mediocre weapon, I had to leave behind and ignore some monsters. Griswold hit too hard, and the space on level 2 of the Hole was too crammed with two dangerous boss packs so I had to retreat. In other places when I encountered dangerous, non-fire-immune monsters, I pinned them to a wall in endless hit recovery animation with knockback from continous leaps and let the merc kill them with Fireball.

He also found a new headpiece for the Druid:

   


Sorceress

Prediction: If the sorceress dies, it will be because her Frenzy barbarian merc will unexpectedly disengage from tanking monsters while she's standing close to them to cast Frozen Orb. It's so annoying and a problem I don't have with Act 2 desert mercs; I guess it happens because the Frenzy barbs sometimes cast Taunt and then the AI needs to decide what to do next, and... goes on patrol or something? And at his frenzied speed, I need to react very quickly to teleport to safety if that happens.

We encountered our first (out of many) cold and fire immune boss right out of the gates in the Blood Moor. Took some patience until the barb had killed it; again, something that is less painful with an A2 merc wielding an overpowered Insight weapon, but it's manageable (if the barb has a source of poison damage, otherwise they often regenrate faster than he can damage them).

After some cubing with bases, I managed to produce a 3os sharktooth armor and exchanged the Stealth armor for a Lionheart. I also cubed her an Ancient's Pledge until I find a monarch for Spirit and gave her a magic Jared's Stone I found with +2 to sorceress skills and +20 to life. That still has room for improvement, but works for now (thanks KoP for reminding me about ditching the Leaf, I had forgotten about that).

Her best drop happened in the Catacombs level 2:

   

A Mal rune! That opens up some options, in particular an Oath for the barbarian. A Sanctuary would also be possible and nice, but I think he will need a better weapon more urgently.


Paladin

Prediction: If the paladin dies, it will be because I only very rarely have to engage in melee and don't have a feel for how much damage he can withstand. It turns out I can kill most monsters with Fist of the Heavens; even against animals, the killing speed is good enough with Conviction, and I can cast it constantly now. Even for some lightning immune animals like leapers, Conviction breaks their immunity enough to kill them with FotH, albeit slower. Only for a few LI animals the damage becomes too low and I have to enter melee with Vengeance.

He replaced his Stealth with a Smoke wyrmhide once he found a 2os base, and overall, he had it the easiest in this act. Clearing out fallen camps with FotH is pure joy. :D Only a cursed Arach boss I had to engage in melee reminded me not to get too overconfident.


Assassin

Prediction: If the assassin dies, it will be because I remain too long in a pack of monsters before teleporting out, thinking I only need one more discharge of Claws of Thunder to kill the pack!, overestimating her ability to tank. (Or that I am forced to tank because of tight spaces.)

The assassin is also the class I'm least certain about how she will perform and how good or bad her current setup will work in future acts. All other classes I feel have already all they need to potentially reach Baal, or in case of the barbarian, at least I have some form of plan for how to empower him. For the assassin, I have no idea how suitable my current damage reduction setup will be in the long run, and while her exceptional claws surprisingly still work well enough in Hell Act 1, I know they won't carry me forward much longer. Their saving grace I guess is that they have large bonuses against undead and demons.

It's always the same with the assassin: I start playing an act, encounter my first boss or large mob, my merc dies a couple of times and I have to quaff way too many potions, thinking in panic, "Oh no! This won't work at all!", until I rediscover the groove of teleporting to solitary fleeing monsters, killing them, then releasing my charges at the edge of mobs, rinse repeat. And then I'm confident again that she's not a failure after all.

What helped was that I found a 5os thresher relatively early and made her merc an Obedience.

   

Yes, that ties perfectly into the discussion that in the end, any class can beat the game if they let the merc do all the work. But the assassin really needs some help while at the same time still manages to pull her own weight - she could do it on her own if necessary, but too slowly and tedious for my taste. (Of all my three classes who employ a desert merc, she's also the only one not dependent on an Insight for mana regeneration.)

One related problem is that the assassin is the only character in the team with almost no magic find. She simply needs all slots for resistances, damage reduction etc. and has no room anywhere for mf. The merc has more mf than the assassin herself. crazyeye One more argument for him using Obedience, I guess.

I also deviated from by initial build plan and invested a point into Venom. That extra poison damage diversifies her damage types and helps a bit against regeneration.

My merc's Rattlecage (still love that monster flee chance!) gut upgraded to an embossed plate. I didn't really thought that through though, as most of its defense comes from a flat +200 defense and so the upgrade only marginally improved it (+ approx. 200 defense, I think). But then I had the runes to spare and every bit helps, so...

On level 5 of the tower, I encountered a cursed fanatic archer boss accompanied by champion archers. Even at player 1 difficulty (set before entering the level for the countess' rune drops), they killed my merc several times and slowly pushed me back to the entrance. Before they managed to completely lock me out of the level, I decided to leave them be and used Dragon Flight to teleport through them and then run away. Rsiky, but thankfully it worked, and she ended up being the only character to get something remotely good from the countess: A Io rune.

What I also noticed with her is how annoying spiderwebs can be. All other classes ignore webs; they are either out of range or leaping, so I don't even notice them usually. The assassin is the only one having to move sometimes when being close to spiders, and the slowdown hurts.

I also started to cast Shadow Warrior for recon more often. Until now, I hesitated to recast her so she won't lose her learned skills. Now in Hell, she's not of much use beyond being a simple meat shield, so I could recast her more freely as an advance scout now.


Necromancer

Prediction: If the necromancer dies, it will be because I won't notice that his Bone Armor has been used up and now ranged hits directly go to his life pool. For most characters, I only notice they get hit by ranged attacks because their red globe loses color - again, I'm bad a discerning visuals and often don't notice projectiles flying. But when I keep standing in the same spot and don't see any changes in my life total, I tend to look less often to the globe. (I also notice I've been hit when the character makes the appropriate sound; I don't remember if the necro does it when his Bone Armor gets hit?)

There's not much to tell about the Necro's journey throught Act 1. He found himself an Ume's Lament which went to his weapon switch for marginally better Clay Golems, and that's it. No interesting events, no items for him or other characters, no problems with immunities, only slowly prodding along. At the end of the act, I got fed up with his Frenzy barb and replaced him with a Bash barb for the next act. In contrast to the sorceress, the necro has no real way to save him when he speed-runs half-dead to dangerous monsters except maybe casting Bone Wall, which is often inconvenient (or I'm simply not quick enought because he's so damn fast!). I don't have a good weapon for him yet, but maybe he also causes less problems with overwriting my amp damage like the Frenzy barb does with his Taunt (I have to read up on/test how Stun and War Cry interact with curses).


Items

The countess was a disappointment, dropping 1 El, 4 Tir, 1 Tal, 1 Ort, 1 Sol and 1 Io rune. Other semi-interesting items that dropped:
  • Spirit Shroud, Peasant Crown: Went to the barbarian's Iron Wolf for more +skills.
  • Fleshrender, Guardian Naga: Accidently sold both; should have compared them to the Paladin's Aldur's Rhythm for the few times I have to use Vengeance instead, although I suspect Aldur's with its sockets would have come out on top anyway.
  • Nord's Tenderizer: Now that would have beaten Aldur's for Vengeance, but at the time I still had forgotten about the fact that FotH wouldn't always work. Once I remembered, I had already sold it. Damn. banghead
  • Frostburn: Kept it as an option for the Necromancer for the 40% more mana for more castings and less potion quaffing; he's wearing Chance Guards at the moment.
  • Lava Gout: 20% IAS, +fire damage, +fire resist, chance to cast Enchant... looks nice, but couldn't really find someone to actually wear it. The assassin wears Ghoulhide for the damage boost against Undead and the mana leech, and the barb's Chance Guards are worse for combat, but he also doesn't need the Enchnant (his Iron Wolf can do it better) or the IAS. The paladin isn't in melee combat enough, so... sold.

As I said in the section about the assassin, most of my characters feel ready for Baal. Of course they would like to have better equipment, but if I wont't find it, I'd make do with what I have and probably will be fine (outside of making mistakes on my part, of course). The two exceptions are, unsurprisingly, my two melee chars: the barbarian and the assassin. Here are their problems, ordered by severity:
  • The barbarian's armor. He's still using a ridiculously bad rare mesh armor.
  • The assassin's claws. Thanks to the AR boost and changed charge-release mechanics of patch 2.4, and to her wearing Ghouldhide among other things, it's still enough to pass T-hawk's three-second melee test (which I agree is a good rule of thumb). But it won't carry her forward for much longer.
  • The barbarian's weapon. Unbending Will will fail to pass the three-second melee test sooner or later as well, although it's not as bad for the barbarian as for the assassin, as he is airborne all the time and thus safer.
  • The assassin's armor. I love Rockfleece and how it fits into my damage reduction setup, but there will soon be a point where higher defense will be better than the 10% damage reduction. To be honest, that point is probably already here, but overall it still works - but not much longer.

The hardest problem to solve will be the Assassin's claws. There are no affordable runewords to help out here, and I haven't found any unique or good enough rare elite claws yet. So all my characters gifted their Hell imbues to the Assassin, and after this didn't help, also the rest of their imbues (around 8 more) for using with any halfway decent white elite claws I found. Fifteen imbues, and no claws better than the exceptional I already wear. :wallbash: So I can only hope for better luck with drops, which doesn't feel good.

For the barbarian, I face an interesting conundrum. I have the runes for either an Oath weapon or a Stone armor, but not for both. In the end, the armor is more important going forward, but I will play the barbarian last in Act 2 to see what runes or bases drop before making that decision.

As for the assassin's armor, I can only hope more mid-level runes drop while her Rockfleece still works to craft her a better armor. But at least I have several options here and don't feel as dependent on luck as with her weapons.
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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