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Team Variant: Low Rent Legion Resurrected

This information pulled from my website, if you're interested in this team variant please feel free to hop on the Sullla Discord and let us know!

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Diablo 2 Resurrected is set to be released in September 2021, a graphical re-skinning of the same game that came out more than two full decades earlier. Aside from making me feel impossibly old, the impending release of D2R had me scratching that old itch to go back and play some more Diablo once again. I've written about this a number of times previously on my website, about how every few years I'll get the urge to try out a different character build or some wacky new variant for the old game. With Diablo 4 still years away from seeing the light of day, this was the perfect time to dive back into Sanctuary and enjoy some more dungeon-crawling fun. Even better, with interest being high in D2R, I hoped to put together a new team variant and recruit some other folks to share in the journey. Some of my most favorite D2 experiences came with the Rogue Revival and Nature's Cabal teams which I chronicled for the website many years ago.

I started out by looking at the old variant list still hosted at Realms Beyond and quickly spotted a team concept that looked interesting. This was the Low Rent Legion originally created by Occhi, which I'll link here for anyone who wants to see in its original form. The Low Rent Legion was a classic example of Realms Beyond Diablo variant fare with the goal of creating characters that completed the whole game using nothing but the character level 1 skills for each class. In other words, clearing the game with the likes of Bash, Charged Bolt, Raise Skeleton, and so on. I did not take part in this variant team when it was played (I recall that they used Hardcore characters and had to do a ton of backtracking to catch up new characters when suffering the inevitable deaths) but it was a great concept that had a ton of promise. I'm making a few tweaks to Occhi's ruleset in the hopes of updating and modernizing the original idea - we'll call this the Low Rent Legion Resurrected to keep with the theme of D2R.

First I'll lay out some ground rules for the team and then look at the individual classes.

LOW RENT LEGION: RESURRECTED
Main Restriction

"The Low Rent Legion comes from the social dregs of Sanctuary. It barely gets its GED from school, or a certificate of passing the bloody exam in the Canadian system, and as such must learn on the job. As a result, the only skills that can be applied are CLVL 1 skills. Any further skill enhancement has to come from passive/synergistic skills that accompany the life lessons learned in applying those CLVL 1 skills. Any skill that boosts a CLVL 1 skill can be boosted, the way one boosts the weight on a bench press when working the pecs, triceps, and shoulders: more is better."

To explain Occhi's quote a bit better, I'm dividing the Diablo 2 skills into three categories: Active skills, Passive skills, and Synergy skills. Low Rent Legion characters can only use Active skills that are available from the very beginning of the game at character level 1. Any other active skills (i.e. anything that has a mana cost) can never be used under this variant. By contrast, Passive skills that have no mana cost and are never activated are always OK to be utilized. There are also Synergy skills which can never be actively used by characters but which can receive skills points for their synergy bonuses with other active CLVL 1 skills. Trust me, this will all make more sense when we look at the individual classes.

Characters

All data on character skills comes from the Arreat Summit which remains a fantastic resource for D2 information.


Amazon
Amazon Active Skills: Jab, Magic Arrow, Fire Arrow, Inner Sight
Amazon Passive Skills: Critical Strike, Dodge, Avoid, Penetrate, Evade, Pierce
Amazon Synergy Skills: Exploding Arrow (for Fire Arrow)

Amazons can fortunately still opt into either of the two main paths for the class, bowazons or spearazons. Bowazons will be based around Fire Arrow and max out Exploding Arrow for the fire damage synergy; even this variant setup almost certainly isn't viable for a Magic Arrow-centered build. Spearazons are stuck with Jab which offers an excellent attack rating bonus and a rather poor damage bonus. To make up for these more limited active skills, the Amazon has one of the largest list of different passive skills, all of which can be maxed as desired (though many of them have severely diminishing returns on skill points). This is one of the classes that I have very little firsthand experience with running and I'd love to see what people can come up with in terms of character builds.


Assassin
Assassin Active Skills: Tiger Strike, Dragon Talon, Fire Blast, Psychic Hammer
Assassin Passive Skills: Claw Mastery, Weapon Block
Assassin Synergy Skills: Shock Web / Charged Bolt Sentry / Wake of Fire / Lightning Sentry / Wake of Inferno / Death Sentry (all for Fire Blast)

Assassins can be built down the physical melee route with Tiger Strike / Dragon Talon or the spellcaster route with Fire Blast. The physical skills arguably aren't even variant material as serious builds are frequently run based around these skills. Fire Blast definitely is variant material but it has more synergies than any other skill in the whole game, six of them in fact, and there should be skill points enough to max it out and then drop another 70 or so skill points into synergies for legitimately good fire damage. (This will make the Assassin useless against fire immune monsters but that's what teammates are for!) There should be room for some fun stuff here.


Barbarian
Barbarian Active Skills: Howl, Find Potion, Bash
Barbarian Passive Skills: All Combat Mastery skills
Barbarian Synergy Skills: Stun / Concentrate (for Bash)

Barbarians don't have many choices in terms of active skills; Howl and Find Potion are utility-based skills that likely only need a single skill point. That means that this is going to be a character built around Bash and that's not such a bad thing. Bash does a lot of base damage and even more with its two synergies to potentially max out. Barbarians compensate for their limited active skills by having free use of the entire Combat Mastery skill tree. Every one of these abilities is a purely passive skill that can be maxed as desired. How many points to put in these skills should be one of the most interesting aspects of the character. Sadly there won't be any Leaping or Whirlwinding for these Barbarians but Bash + the weapon mastery of their choice should have them dealing a ton of damage.


Druid
Druid Active Skills: Firestorm, Werewolf, Lycanthropy, Raven, Poison Creeper
Druid Passive Skills: None
Druid Synergy Skills: Molten Bolder / Fissure (for Firestorm)

There are viable options for two of the three Druid paths under this ruleset, the spellcaster route and the weredruid route. The summoning Druid appears to be ubervariant material with only Raven and Poison Creeper available and is not recommended. On the spellcasting route, Firestorm has two synergies to max and will deal respectable damage after dropping 60 points into the skill; this is another build that can't deal with fire immunes without help but toasts everything else. The weredruid path is limited to Werewolf and unfortunately can't make use of any of the werewolf-only skills which leaves it a bit crippled. It still may be viable, however, especially if there's a Paladin around to help out with damage. Werewolf gets tons of attack speed and attack rating and only needs something to boost damage.


Necromancer
Necromancer Active Skills: Raise Skeleton, Teeth, Bone Armor, Amplify Damage
Necromancer Passive Skills: Skeleton Mastery, Golem Mastery, Summon Resist
Necromancer Synergy Skills: Bone Wall / Bone Spear / Bone Prison / Bone Spirit (all for Teeth), Bone Wall / Bone Prison (for Bone Armor)

This looks like one of the most entertaining classes under the LRL ruleset though that may be due to my personal fondness for Necromancers. There are several options here, starting with the summoning Necro who gets to bring skeletal warriors (but not mages) backed by Skeletal Mastery and Summon Resist. Note that Golem Mastery is technically allowed but the Golem skills themselves are not! Amplify Damage is available to greatly increase the damage of the party's physical attackers and Bone Armor comes with all of its synergies for additional protection. It may actually be possible to run a Teeth-based character here by making use of all four synergies; slvl 25 Teeth would fire more than two dozen projectiles with each one dealing roughly 300 non-elemental magic damage. Probably not optimal even under this variant setup but it certainly would be fun!


Paladin
Paladin Active Skills: Might, Sacrifice, Smite, Prayer, Resist Fire
Paladin Passive Skills: None
Paladin Synergy Skills: Redemption / Fanaticism (for Sacrifice)

Paladin auras are considered Active skills for the purpose of this variant even when they don't cost mana; sorry, no Fanaticism or Salvation for this setup. This in no way reduces the usefulness of the Paladin, however, as Might is available at CLVL 1 and will be invaluable to any team effort. Every physical attacker of every class will want to have their holy friend along to supply them with the massive damage boost from that aura. But the Paladin isn't just a walking aura bot as the class also gets to play around with the huge damage of Sacrifice (if they can keep from killing themselves) and the invaluable crowd control of Smite. Prayer and Resist Fire are probably ubervariant materials but hey, you never know.


Sorceress
Sorceress Active Skills: Fire Bolt, Charged Bolt, Ice Bolt, Frozen Armor
Sorceress Passive Skills: Warmth, Fire Mastery, Lightning Mastery, Cold Mastery
Sorceress Synergy Skills: Fire Ball / Meteor (for Fire Bolt), Lightning (for Charged Bolt), Frost Nova / Ice Blast / Glacial Spike / Blizzard / Frozen Orb (for Ice Bolt), Shiver Armor / Chilling Armor (for Frozen Armor)

My favorite class has an active skill in all three of the elemental trees to use under this variant, though Sorcies are encouraged to focus on lightning or cold since there's plenty of fire damage available elsewhere from Amazons, Assassins, and Druids. If no one is playing these classes, Fire Bolt backed by full synergies and Fire Mastery deals serviceable damage to a single target. Ice Bolt is likely the stronger choice from a pure numbers perspective thanks to having more synergies and being able to cut the cold resistance of non-immune targets with Cold Mastery. Both of these skills have exceptionally low mana costs and no casting delay which should make for some entertaining pew-pew-pew action. Get some fast cast items and have at it! There's also full access to Frozen Armor as well as Charged Bolt though the lightning skill probably doesn't do enough damage to be viable. We'll have to see.

Other Restrictions

* No mercenary hirelings. It defeats the purpose of the variant if the Act II town guards can make use of forbidden auras and so on.

* No use of items with spell charges. Again they basically defeat the purpose of the variant!

* No twinking items. Use what you can find, buy, or make for yourself (or trade within the team). This is a pure team concept.

* No running games with these characters outside the group please. This is intended to be a team variant that plays together.

* No "variant within the variant". You can run solo characters any way you like, but no macho stuff when playing as part of a team. Follow the rules and play within them to your full potential.

Team Organization

Obviously a team variant would be impossible without other players. I'm posting this prior to the release of D2R in the hopes of starting on the organizing well ahead of time. We can run this team with a couple of players or the full maximum of eight - the more, the merrier! In terms of scheduling, I'd like to run these games during my normal Friday Livestreaming sessions; there's some room for adjustment there but the timing falls between roughly 10:00 - 16:00 EST. This should be pretty good for Europeans and Americans who don't have to be at work during the day; it's terrible for Oceania and East Asia but unfortunately that's life. We can run the sessions towards the beginning or the end of that time range depending on what works better for the group (it won't be the full 6 hours, more like 2-3 hours). I'm assuming that Battle.net will still let people choose their server for cross-region games as it did a decade ago for D2. I'm looking for people who can make a weekly session for at least a month or two. If you can't make a consistent schedule then I'd rather keep that spot open for those who can.

Most importantly, you do not have to have any prior experience with Diablo 2 to sign up! Some of us are grizzled veterans at this game but D2R provides a new opportunity to learn this classic title. The only things needed are a copy of the new Diablo 2 Resurrected game and a willingness to learn. Send me a message on the Sullla Discord or an email to let me know if you're interested in joining. We'll be using Discord for voice communication in-game and additional planning/logistics so keep an eye on it for more information. Feel free to play any character build desired, we can have multiple versions of the same class and that's part of the fun! I'm hoping we can get a great turnout for this team so let me know if you're interested. Thanks!
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
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This looks like it will be a lot of fun to follow. nod As someone who has played only a very tiny amount of Diablo 2 (about 2 acts worth total), the build theory-crafting going on at Sullla's discord is WAY over my head. lol But I will be keeping an eye on this one. popcorn

Maybe some of the grizzled D2 vets could comment at some point about the variant rules and just what is being limited? It would help those of us with little/no experience in D2 to better understand what is being restricted and what impact you expect the variant rules to have.

Good luck to the team!
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Thanks for the explanation, thrawn. thumbsup I know almost nothing about D2 (have played much more D1 and D3), so this should have lots of new ideas to me (even if they are very old to the veterans). I have been thinking about trying to get into D2, and the remastered version seems like a great opportunity to do that.

Sullla's discord was discussing builds and plans for runes; I never got far enough in my brief playing of D2 to get into runes at all. There seems to be a LOT of material to be aware of and plan for.
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As far as I could ask, the edge runeword is not allowed because of it's granted thorns aura, so it makes sense that insight's meditation is out too. Same with peace, the CTC valkyrie is pretty strong at slvl15 so out.
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As an update for the thread, here's the players we have signed up thus far:

Sullla: considering Charged Bolt Sorceress
Boro: no time restrictions, Barbarian
Burninator: no time restrictions, kicksin Assassin
Myth: no time restrictions, considering fire Druid
IAndrosov: October 8th start then preferring later start time (can make earlier if needed)
Dp101: 13:40 EST to 14:45 conflict, considering Paladin
Superdeath: starting after 11:30 EST, considering teeth Necromancer
Gario: limited time but hoping to join if schedule allows, considering teeth/skelly necro
Slashin': no time restrictions, considering summoning Necromancer

That's obviously 9 players and only 8 can be present in-game at one time so Slashin' is our first alternate at the moment by virtue of signing up last. There's a very high chance that at least one person will have to drop out due to scheduling conflicts so please keep an eye out for more updates on this team variant. There's also the possibility of running a separate second team (at a different time of the week) if there's enough interest. I know we had some people that were interested and simply couldn't make the Friday time slot which might be worth pursuing.

We are currently looking at Friday, October 8th as our starting point - time enough for everyone to get a copy of D2R and have a chance to test a bit before beginning. Should be fun!
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
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Ah, sweet memories .. Low Rent Legion was TONS of fun!

Quite a part of it was making use of lvl 1 skills that are hardly ever used, mainly for crowd and boss control. If you like check back at our setups from over a decade ago! Back then we choose to go Hardcore since it was what we were used to play for years. Naturally accidents happend and chars die - also due to lag - yet i feel it gave us the edge during several very hairy battles.

Drop a line when you'll be streaming this event!
Arthur pulls tiles from the Scrabble bag which by random form into "What do you get when you multiply six by nine?"
Arthur: "Six by nine? 42?"
Ford: "I always knew there was something fundamentally wrong with the universe."
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(September 29th, 2021, 03:58)Dr.Disaster Wrote: Ah, sweet memories .. Low Rent Legion was TONS of fun!

I found our Victory Photo in the old thread
[Image: LowRentLegion%20Final.jpg]

Thread: from Concept Oct/2007 to Finish Apr/2009 (19 pages) - Definitely typical RB pacing ;p


KoP
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I was screwing around with Amazon builds (since the team doesn't seem to have one yet). I wondering if you could build a tank amazon based around evade, avoid, dodge and decoy. Internet consensus seems to be that evade/avoid/dodge hit diminishing returns really hard, but I'm not so sure. After all, going from having 50% of attacks hit to 49% of attacks hit diminishes the damage you take by 2%, whereas going from 25% of attacks hit to 24% diminishes the damage you take by 4%.

To quantify this theory, I did a bit of analysis. Let your effective HP (eHP) be the amount of HP you effectively have, taking dodge/avoid/evade into account. For example, if 50% of all attacks miss you, your effective HP is 2x your nominal HP. Here's how eHP scales with each point of avoid you take (dodge and evade work similarly).

[Image: EHP.png]
To clean up the data a little, here's the EHP you get every 5 levels:


[Image: EHP-per-5.png]

You get a LOT of bang for your buck from lvl 1 to lvl 5. After that, however, Avoid doesn't really fall off until lvl 15 (notice that the graph is essentially a straight line from 5 to 15). Dodge and Evade work similarly. Here's the percentage increase in ehp per 5 levels graphed:

[Image: Change-in-EHP-per-5.png]

As you can see, the first 5 levels of evade increase your eHP by 80%, the next 5 levels increase your eHP by 25%, the third 5 by another 25%, and then it falls off sharply.

Conclusion. Evade/Dodge/Avoid doesn't fall off quite as hard as it first looks.

Question. Is a Evade/Dodge/Avoid/Decoy tankazon build actually a decent build for this variant, or is it as much of a meme as it sounds? You get 3x eHP against ranged attacks standing still, 2.5x eHP against melee attacks standing still, and 2.5x eHP against all attacks moving. Your decoy gets 6x eHP and 5x eHP against ranged and melee attacks respectively. In D3 this, coupled with the Amazon's high HP growth, would definitely be feasible tank build. I have no idea whether it will work in D2 (having only played the game for a day or two). Are there any D2 congoscenti who can give advice?
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Looking at it every 5 slvls is too coarse; try looking it at it with the detail for every slvl. There are sweet spots in the dimininishing-returns formula, thanks to rounding artifacts. The last relevant one occurs at slvl 16 for many skills. It happens because the formula includes a term of 110/(slvl+6), so 16 makes that term 110/22 which comes out to a round integer of 5. Dodge/Avoid/Evade jump by 2% at slvl 16 and most levels thereafter don't even do 1%.

Your core point is correct, that every 1% matters more than the previous 1%, because it becomes a greater fraction of the proportion that remains. The same thing goes for resistances, blocking, and defense (your get-hit rate.)

The advice I've seen for a tankazon build is that D/A/E is good but not enough alone - you also want max shield blocking, good defense, and physical damage reduction equipment. Each of those also throws in another virtual HP multiplier of 2 to 4. Defense isn't so easy in a variant restricted away from any use of Defiance, but you might be able to assemble something usable, the usual starting point is a Duress or Stone runeword. For offense you use Charged Strike; in this variant you'd probably use Jab with a one-handed javelin; that won't do a ton of damage but you might chip in something useful.
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(October 3rd, 2021, 10:51)T-hawk Wrote: Looking at it every 5 slvls is too coarse; try looking it at it with the detail for every slvl.  There are sweet spots in the dimininishing-returns formula, thanks to rounding artifacts.  The last relevant one occurs at slvl 16 for many skills.  It happens because the formula includes a term of 110/(slvl+6), so 16 makes that term 110/22 which comes out to a round integer of 5.  Dodge/Avoid/Evade jump by 2% at slvl 16 and most levels thereafter don't even do 1%.

Your core point is correct, that every 1% matters more than the previous 1%, because it becomes a greater fraction of the proportion that remains.  The same thing goes for resistances, blocking, and defense (your get-hit rate.)

The advice I've seen for a tankazon build is that D/A/E is good but not enough alone - you also want max shield blocking, good defense, and physical damage reduction equipment.  Each of those also throws in another virtual HP multiplier of 2 to 4.  Defense isn't so easy in a variant restricted away from any use of Defiance, but you might be able to assemble something usable, the usual starting point is a Duress or Stone runeword.  For offense you use Charged Strike; in this variant you'd probably use Jab with a one-handed javelin; that won't do a ton of damage but you might chip in something useful.

Thank you so much for your help! Really enlightening.
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