Time to take stock before we venture into Nightmare! Here's where my team stands.
Amazon
Skills: Strafe 13, Guided Arrow 9, Critical Strike 5, Pierce 5, Valkyrie 7, Magic Arrow 1; 1 prerequisite points in Inner Sight, Slow Missiles, Decoy, Dodge, Avoid, Evade, Penetrate, Multiple Shot, Cold Arrow. Has +1 to Bow and Crossbows skills right now.
I won't invest into Magic Arrow just yet, as my cold rogue merc has a bow with +1-107 lightning damage and shoots Freezing and Cold Arrows and is quite a killing machine herself, so I'll max Strafe first and maybe invest more into Valkyrie.
As for gear, she still uses an
Edge Reflex Bow which I'd like to replace with something better soon; I hope a better base for another
Edge or even
Insight will drop. Biggin's Bonnet increases her damage and Twitchthroe her attack speed (and has +10 Dex for even more damage), and she wears Bloodfist for even more IAS. Gorefoot provides 20% FRW and 2% mana leech; a magic amulet with 3% mana leech and +8% damage taken goes to mana sustain her strafe. Two rather bad rare rings together give her over +100 AR, some Energy, Mana and Magic Find, and a magic plated belt bought from Larzuk provides an additional 20 extra mana. She receives +6 Dex and a bit of poison damage from charms.
In her off-hand, she still has the Hellcast crossbow although I don't know if I'll ever get to use that.
Her resists are really bad, all in the negative in Nightmare, but for an amazon that's okay for now. I'm sure that will improve, seeing how bad some of her current gear is (the jewelry and the belt provide no resistances at all). Until I finally had mana leech, I had prioritized energy and mana; now I can start to switch out that stuff.
Assassin
Skills: 14 in Claws of Thunder, 13 in Dragon Claw, 2 in Phoenix Strike, 8 in Fade, 1 in Burst of Speed, 1 in Claw Mastery, 1 in Weapon Block, 1 in Cloak of Shadows, 1 in Dragon Flight; 1 prerequisite point in Psychic Hammer, Fists of Fire, Blades of Ice, Tiger Strike, Cobra Strike, Dragon Talon, Dragon Tail.
A couple more points will go into Phoenix Strike to prepare for lightning immunes before maxing Claws of Thunder and Dragon Claw, with points in Fade inbetween.
SHe uses the upgraded dual-leech scissors quihab in her left hand and a rare fascia with 11-52 damage, adds 4-77 lightning damage, 7% life leech and +2 mana after each kill in her right hand. Biggin's Bonnet and Twitchthroe provide IAS and %ED, Sander's Taboo and Riprap FRW and even more IAS plus some AR. A magic amulet with +1 to Martial Art skills and 3% mana leech, a Cathan's Seal with 6% life leech and a rare ring with some resistances round her up, while a magic plated belt bought from Larzuk with FHR looks for a replacement.
With Fade, I have resistances between 20% and 43% in Nightmare, but my defense of only 204 will likely become a problem soon.
Barbarian
Skills: 15 in Leap, 20 in Leap Attack, 1 in Battle Orders, 1 in Battle Command, 1 in Shout, 1 in Find Item, 1 in Increased Speed, 1 in Iron Skin, 1 in Natural Resistance, 1 in Berserk; 1 prerequisite point in Howl, Shout, Find Potion, Increased Stamina, Bash, Stun, Concentrate.
I'll max Leap first and then will have to decide on a Mastery to be able to increase my power afterwards. I'll
probably go for Sword Mastery because it has the highest number of options available and thus I increase my chances to be able to use what I find, but I also find that choice kinda boring. This is the one case in this variant ruleset where I think the no-respec doesn't feel quite right, seeing how the mastery doesn't change the build idea itself.
For now he wields his upgraded War Club to great effect, but I think I'll have to switch to a one-handed weapon and a shield sooner or later, to survive jumping into packs. He wears the scale mail with +defense based on level and +56 life I had shown earlier, and a Duskdeep helm for the +8 max damage and +15 all res. Gorefoot are a perfect fit with their +2 to Leap, 20% FHR and 2% mana leech, and he received Chance Guards someone has found in Act 5 to boost MF for his Find Item. Manald Heal and Nagelring help out with mana leech and more MF, and he wears a Mahim-Oak Curio amulet to increase everything a bit more - I feel like he needs the boost to all attributes the most, being surrounded by monsters all the time constantly. He has a simple rare heavy belt with 26% lightning and 17% fire res plus a bit of mana. (Hm, now that I write this overview I realize nobody really has a good belt; I probably should start gambling a bit.)
His fire Iron Wolf wears a Milabrega's Orb to have some magic find of his own and no weapon - I have yet to find a sword that actually does something for him.
Druid
Skills: 12 in Cyclone Armor, 7 in Twister, 9 in Tornado, 17 in Hurricane, 1 in Oak Sage, 1 in Summon Grizzly; 1 prerequisite point in Arctic Blast, Raven, Summon Dire Wolf and Summon Spirit Wolf.
He still wears Hsarus' Set for the defense, which with 560 gives him the highest defense of all my characters, a hundred more than even the barbarian. I'm curious to see how long I can use this; it's quite nice. The
Spirit weapon was really an improvement for him, and the
Stealth in a serpentskin armor will last a while too. The best headgear I could find so far is a magic one with +2 Tornado and +12 to life - there's definitely room for improvement there. He has a Nokozan Relic for the fire res, but I hope to get something better here too (although he will still wear it against Diablo, I guess). Two simple magic rings with 10%FCR and and some MF and resistance as well as some mediocre rare gloves with MF and resistance also look for an improvement, but are okay for now. His resistances are all in the positive, and fire and poison even quite high (56% and 30%, respectively).
Necromancer
Skills: 12 in Bone Wall, 3 in Bone Prison, 20 in Bone Spear, 7 in Bone Spirit, 1 in Bone Armor, 1 in Corpse Explosion, 1 in Amplify Damage, 1 in Clay Golem, 1 in Golem Mastery, 1 in Summon Resist; 1 prerequisite point in Teeth.
Maxing Bone Spirit will be next I guess, more for the Synergy to Spear than for its own merit, as it is still too expensive to cast very often.
He wields a Bone Wand with +2 to Bone Spear and +2 to Bone Wall (which also has an open socket which I realize haven't used yet, should remedy that) and a rare unraveller head with +1 to Poison and Bone skills, +1 to Bone Spear, 28% cold resistance and some other, less useful stuff. A
Lore helm and a
Stealth armor are worn for obvious reasons, Sigon's Sabot for the 20% FRW and 40% cold resistance, and some badly crafted caster gloves and two rare rings with a focus on mana to sustain his spamming Bone Spear. A rare belt with some cold and poison resist needs to be replaced soon.
On weapon swap he has a Bone Wand with +2 to Golem Mastery for when he casts his clay golem - I have yet to find something better and/or an accompanying +skill head for the off-hand.
He has very good resistances
except fire, which is at -13%. Together with his general squishiness, I'll have to be a bit careful here but should be okay in Act 1 at least where fire doesn't yet rain from the sky.
Paladin
Skills: 20 in Holy Bolt, 1 in Fist of the Heavens, 11 in Conviction, 4 in Vengeance, 1 each in Resist Fire, Resist Cold and Resist Lightning; 1 prerequisite point in Might, Holy Fire, Holy Freeze, Thorns, Sanctuary, Sacrifice, Zeal, Conversion, Blessed Hammer.
That's three points wasted in the three resist element auras. I don't know what exactly happened there in my brain, but somehow I didn't really think about them and subconsciously believed they work passively like the Barbarian's Natural Resistance, which of course they do not - they are active auras.
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It's not that I haven't played many paladins back in the day, but... dunno, complete brain fart.
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I considered doing a respec here, but in the end decided I have to own up to my stupid fast-clicking-without-thinking. At least they still provide a +10% synergy each to their respective element to Vengeance.
I'm also considering investing yet another 3 skill points for Holy Shield.
Gear-wise, I have two modes: The Holy Bolt/Fist of the Heavens mode, and the Vengeance/Conviction mode. For Holy Bolt, I wield a
Spirit sword and a Steelclash shield which also provides +1 to paladin skills and +15 to all resistances. When I have to enter melee, I switch to my upgraded morning star (60-103 damage) and a rare Rondache with +35 to all resistances and some damage and magic damage reduction, although this slot needs something better soon. I wear a
Stealth serpentskin armor, a rare full helm with +8 energy and +34 mana (based on character level) and Sander's taboo and riprap. A Nagelring is accompanied by a magic ring with +energy and +mana, and a magic amulet with +49 mana. The belt is a magic plated belt with +mana - I think you can see my theme of more mana = more convenience shining through here.
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Now that I have
Spirit, I'll replace the jewelry and the belt hopefully soon.
Besides some resistance small charms, he also carries a large charm with +6 max damage, +47 AR and +6 poison damage over 3 seconds which is nice for Vengeance. I should collect +elemental damage charms on him too, I guess. Overall he has quite bad resistances, but that will be easy to remediate in his case.
Sorceress
Skills: 10 in Fireball, 16 in Hydra, 4 in Fire Mastery, 4 in Frozen Orb, 2 in Cold Mastery, 1 in Frozen Armor, 1 in Teleport, 1 in Static Field; 1 prerequisite point in Frost Nova, Blizzard, Ice Bolt, Ice Blast, Glacial Spike, Telekinesis, Fire Bolt, Warmth, Enchant.
She wields a
Leaf staff with +3 to Fireball and a
Stealth hard leather armor. She has a rare circlet with 20% FCR, quadruple resists and a socketed perfect sapphire for +38 mana, and another 10% FCR and cold resist from a ring. The other ring is a plain magic +30 mana ring which will be replaced now, and the amulet is a simple +1 to sorceress skills which also seeks something better. Vidala's Fetlock provide 30% FRW, and belt and gloves are rather bland as well with some resists, some +mana and 22% magic find. A lot of equipment is sub par here, but on the other hand she doesn't really need better, so... here resists in Nightmare are good except for -8% lightning.
Her barbarian merc wields a rare war sword with +1 barbarian skill levels and a Death's Touch on the off-hand. Now that I have two barbarian mercs, I need a lot of good swords to equip them with...
Overall, I had expected to create more
Lore helms, but in the end I felt only the necromancer really benefited from one. In high demand are good belts and better jewelry, and I hope I'll find some open-socketed exceptional bases for
Insight polearms and bows,
Rhyme and
Ancient's Pledge shields and maybe a
Peace armor for the amazon (more for fun than anything else). I'd also like to have two more
Spirit swords for the barbarian to wield off-hand, for buffing and Find Item, but that's not very pressing and certainly can wait a bit.