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(April 22nd, 2019, 10:29)KingOfPain Wrote: Why make the game easier than it is.
As a newbie, I am not finding the game easy. At least not yet. Hopefully I will continue to improve as I learn more. But areas and difficulties that are a sleep-inducing cakewalk for vets that have played them many times are quite challenging for me. Many enemies surprise me as I try to figure out what they are, how their attacks work, and tactics to deal with them.
I appreciate all the info and advice from the vets here. It has been very helpful.
April 22nd, 2019, 12:26
(This post was last modified: April 22nd, 2019, 15:28 by KingOfPain.)
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T-hawk Wrote:Play Hardcore as I always do and you might change that tune about minimum vitality.
Of course if we were talking about hardcore then we would be talking different strategy.
I have my fair share of hardcore toons to have finished Hell diff. Hardcore is overrated.
It doesn't necessary offer more challenges. Pump vit (to play it safe), move slowly, have your toon higher clvl than the monsters, and play it safe. Ho hum mostly.
Now, if you push a hardcore toon as hard as a non-HC toon (hats off to you ), or talking about playing Ironman, then it is a different story.
haphazard1 Wrote:As a newbie, I am not finding the game easy. At least not yet. Hopefully I will continue to improve as I learn more. But areas and difficulties that are a sleep-inducing cakewalk for vets that have played them many times are quite challenging for me. Many enemies surprise me as I try to figure out what they are, how their attacks work, and tactics to deal with them.
I appreciate all the info and advice from the vets here. It has been very helpful.
Of course I know you are new to the game. As you are worry about a spell caster using stat points in Str instead of Vit. I am just trying to show you a different point of view - some RB philosophy
KoP
April 23rd, 2019, 03:48
(This post was last modified: April 23rd, 2019, 03:49 by haphazard1.)
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My sorceress is battling her way through Act II. The sewers were cleared and Radament destroyed (always nice to get a bonus skill point ), then it was time to explore the desert wastes. Some tomb raiding was fun, and clearing the Halls of the Dead produced the Horadric Cube. Very useful, although a look online at ways to use it shows so many future possibilities that it is rather bewildering. Some of the simpler uses such as gems and potions are immediately helpful, though.
Not much change to equipment so far in Act II. I was able to purchase some better boots, but improved rings continue to be elusive. Cubing gems should provide some help with better socket bonuses, at least.
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(April 23rd, 2019, 03:48)haphazard1 Wrote: My sorceress is battling her way through Act II. The sewers were cleared and Radament destroyed (always nice to get a bonus skill point ), then it was time to explore the desert wastes. Some tomb raiding was fun, and clearing the Halls of the Dead produced the Horadric Cube. Very useful, although a look online at ways to use it shows so many future possibilities that it is rather bewildering. Some of the simpler uses such as gems and potions are immediately helpful, though.
Not much change to equipment so far in Act II. I was able to purchase some better boots, but improved rings continue to be elusive. Cubing gems should provide some help with better socket bonuses, at least.
Don't cube up all the chips. They are useful for cubing up runes and others stuff, ie, 3 Thuls and a Chipped Topaz = Amn
KoP
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What Clvl, and merc you use?
KoP
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(April 23rd, 2019, 06:59)KingOfPain Wrote: Don't cube up all the chips. They are useful for cubing up runes and others stuff, ie, 3 Thuls and a Chipped Topaz = Amn
Cubing runes is a very far future concern, as I would have to find some runes first. So far I have the one rune dropped by the Countess, and have not seen any others.
(April 23rd, 2019, 13:31)KingOfPain Wrote: What Clvl, and merc you use?
Just reached clvl 18 and picked up Teleport. Very interesting skill, lots of uses. I am experimenting to fit using it into my tactics.
I have not been using a merc. It would probably be prudent for survival, but I don't really enjoy having it running around triggering enemies and such. At some point I will try a summoning character and work with minions, but for now I prefer to adventure alone.
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Ya, when you find enough runes or stuff to cube with Chipped Gems is when people don't usually find Chipped Gems or the kind they need. That is why Chipped Gems have a market value, it's too much bother to find them when you need them.
Teleport is your merc control skill
KoP
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More progress in Act II. The Horadric Staff is complete, and next up is entering the palace and dealing with whatever is going on inside.
One more death, by Fangskin. Extra fast lightning enchanted with a pack of minions in a small space is not a good match up for my lightning sorceress. She came back and finisherd off Fangskin using her melee configuration: a rare mace with cold damage and life steal plus a rare shield with some useful bonuses. Not often that she resorts to melee, but this was a perfect time for it. A veteran would have known Fangskin was waiting down the stairs, but surprises like this are part of being a newbie. The first level of the Viper Claw temple had been so easy, I got over confdent.
A few more runes have dropped. Not much, an El and two Elds, but at least I am starting to see some.
Today's question: how is blocking calculated in D2? Going to melee configuration is not common, but I noted that block chance is tiny even with the rare shield having a bonuis to block chance. I am guessing that much more dexterity is probably required? Dex has not been a priority for my sorceress.
I was glad to finish off the Tainted Sun quest; exploring outdoors areas with the imposed night was a pain.
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Short version: You need 2 skill points per character level in dexterity in order to get the block chance stated on the shield. (Yes, gaining a level worsens your block chance if you don't add dex.)
I think dex just for blocking is never worth it compared to more vitality instead. Certainly not for a sorceress that should be teleporting away from melee. Only worry about dex for a character that needs it for attack rating or weapon requirements, which basically boils down to a melee paladin or weredruid or javelin amazon.
The Tainted Sun quest completes when you never need to go outdoors any more in the act, so it's not actually helpful.
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(April 24th, 2019, 09:22)T-hawk Wrote: Short version: You need 2 skill points per character level in dexterity in order to get the block chance stated on the shield. (Yes, gaining a level worsens your block chance if you don't add dex.)
Ouch on the Dex requirement. Well, my sorceress generally does not use a shield since her staff has nice bonuses to her skills. I am on the lookout for a multi-socket shield to put some diamonds in, now that orbs are starting to appear. Have not found a good orb for her yet, keep getting fire and cold bonus stuff, but hopefully one will drop.
(April 24th, 2019, 09:22)T-hawk Wrote: The Tainted Sun quest completes when you never need to go outdoors any more in the act, so it's not actually helpful.
You're right -- I had not made that connection. Well, I needed the head piece for the staff anyway. Bit of overlap between those two quests.
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