Tuesday, June 17, 2008

Heptad update - 3 to Lut Gholein

3 of my 7 have made it through to Lut Gholein.

Dustweaver was first. In keeping with the goal of getting to Act 2 at as low a level as possible, she basically ran directly through the Jail and Catacombs, running by everything instead of killing them. She got surrounded a couple of times and had to blast her way out, and she blasted stuff out of the way when there was a dangerous-looking swarm nearby.

She went from level 11 to 13 doing that (not too bad), and killed Anderial on /p1. She really could have easily handled /p3 - the rogue merc could tank just fine when given pre-emptive Antidotes. No drops obviously. She's ready to crank it up to /p7 and take on the deserts - carefully. I want to be as high as possible in Act 2 (Lightning), as Act 3 (Warmth) is going to get a single level and that's all (hopefully).

Bessy the Amazon was next - she easily ran through everything at /p5, and Anderial at /p3. No town trips required at Andi, which was cool. She has a huge pile of skill points saved up. She also gambled a very nice rare belt with +17 life (she's no-VIT), and as sockets are going to be hard to come by (to put rubies in) she is looking for every spare point possible. Don't anticipate any trouble with her, as long as I don't get surrounded in a tomb and stay away from beetle lightning.

Wazcul the paladin was the latest. He hit level 18 while spending a single skill point (in Might) up to that point. I then had a decision - my original plan was to go with Blessed Hammers, but I remember trying them a long time ago and couldn't aim them at all.

I threw together a ladder character to try it real quick - it's super-fast to get to level 15 by jumping into 8-player "Trist" games (lots of champs/bosses in Tristram where you rescue Cain). Ran him to 18 and put the hammer points in. Absolutely hated it. It works great in big open areas where the hammers can spin and hit lots of things, but they don't work very well at all indoors (for example, in the Barracks), and I couldn't hit anything directly in front of me. I tried a few points in Charge (from SSOG's great guide) to try that, and it was cool but had 2 problems. It was a huge mana-drainer (I had to drink a mana point for basically every monster), and it seemed really, really buggy - he kept "freezing up", mostly when I wanted to charge again but didn't have mana, and that was frustrating. Might try a pure Charger someday though - it's kinda fun.

Oh well, at least I didn't waste any skill points. Zealots are easier (I've made Fanat Zealots before) - no fanaticism, conviction, or holyshock, with my "<= Tier 18" skill set, so it's either Concentration or Holy Freeze. Freeze is pretty obviously better - so that's what I'm going with now. Since I can only use "blues" and don't have Holy Shield, I'm going to go with an "abbot" approach (tons of resists and PDR) and see what happens. Should work pretty well.

Bault the Summon Druid is next - I'm going to dump points into getting 5 Ravens, as they seem to be useful for blinding and getting in the way (per Insane Wayne's post in a no-vit tournament).

Friday, June 13, 2008

Heptad - Outer Cloister reached!

Finally - everyone made it intact to the Outer Cloister waypoint. That means that I can trade stuff around between everyone!

Not much to give - mostly moving charms around (the Necro has an inventory full of +STR charms to be able to squeeze out enough strength for a Ring Mail with 3 sockets (for MF). Moved all the DEX charms to the Barbarian, and the Life charms to the Barb/Zon. All the +GF charms went to the Barb as well (because of Find Item).

The Barbarian found my first Unique in the Pit - a Biggin's Bonnet that I horked (find item) from a minion. I put 5 points in Find Item so far, and are using it on basically every single corpse - makes it go slow, but I'm finding a ton of stuff.

Other updates:
- The Barbarian is definitely going to go Concentrate - just want something safe-ish to keep horking everything, even if it's slow going. Will probably use axe mastery, but I haven't put any points there yet.
- The Paladin is going to change a little bit - he's (skills <= tier 18) and was going to be a pure hammerdin, but I read a great guide on the forums about Charge, so I'm going to make him a hybrid Charge/Hammerdin (emphasis on hammers, but Charge for single guys).
- The Sorceress scooted through the rest of Act 1 in about 15 minutes - I want to finish as low as possible, to get as many levels in act 2 as possible (A1 = Charged Bolt, A2 = Lightning). Then, I'll be sprinting again in Act 3 (Warmth - I want a grand total of 1 level here if possible).
- Amazon got to the Inner Cloister - I definitely need more +life stuff as she is going down a bunch even taking 1 hit from anything - eek! Luckily, I found a +15 life grand charm between the OC and IC, so that's a big help.

Thursday, June 12, 2008

Heptad Barbarian - Jabari

My own character! *chuckle*

The last one out of the gate (as I like them the least, I guess), his restrictions are as follows:
Attributes: STR only (7) (no VIT, DEX, or NRG)
Skills, Equipment, and Merc: No restrictions (1)

The STR only restriction is the worst of everything in the tournament, so I put everything else as unrestricted to make it as easy as possible. His role is going to be "try to survive, get as much MF as possible, and hork every corpse to get items for everybody". I'm not totally sure what build he's going to be, but I'm currently leaning toward a Concentrate build. It's a boring, but safe build, and I'll have a fully powered Might merc (assuiming I live that long, which I should) to kill things.

He's gotten through to get the Key to the Cairn Stones with no problems at level 13 (all at /p5). Should be a fairly easy (if long and tedious) run to the meeting point from here - the only worry would be double nasty archer packs in the Pit 2 area (something like that nearly killed my Assassin).

Have been piling up +life items for him (amulet, charms), so even with base VIT he's at >100 life right now. I just have to be careful but it should be fine for a while. He's piling on as much MF as possible (already have 5 chipped topazes working for me), so hopefully I'll find some good stuff.

(I've only gotten 2 set items so far, with 6 characters at the OC waypoint, grr...)

Once he gets to the waypoint, I can trade everything around and go on to Anderial (which is gonna be scary for a couple of chars).

Tuesday, June 10, 2008

Heptad Druid - Baultizor

Now it's time for the main summoner of the group - the Druid!

Attributes: Distribute points evenly (4) (Base STR, DEX, VIT, and NRG must stay even)
Skills: Single tree only (5) - the Summoning tree
Equipment: All items used must have a "based on character level" property. (7) Rings and amulets are excluded from this.
Merc: Act 2 merc (2)

The equipment restriction is going to be extremely difficult. Nothing really starts to show up at all until Act 4 shopping (+life/lvl and +def/lvl). Resists are definitely going to be a problem.

The Druid summons are powerful enough to carry the character through Nightmare Act5 (when physical-immunes start to show up), but it'll be really rough after that.

I'm hoping to be an archer/hunter and use a bow, but I think I'll settle for whatever equipment shows up. It's easier to "snipe" at dangerous guys (revivers/archers) that way while the summons run around killing everything else randomly.

(But it's not like I'll have a weapon for a long, long time...)

Bault is through getting the scroll and the Dark Wood waypoint - rescuing Cain is next. It's been super-easy so far, as I put 5 points into Spirit Wolves (which I wouldn't do with any other hybrid, but with single-tree there's really no reason not too). It should be fairly fast going, all the way through at /p5, and then there's only one more guy left (the Barb).

Monday, June 9, 2008

Heptad Assassin - Manauia

Last update from the current group - the Assassin!

I'm really looking forward to this one, as the build seems fun (but difficult).

Restrictions:
Attributes: 2 STR/2 VIT/1 any per level (2) - the "free" point will go into DEX each level
Skills: Obessive (7) - Pick a skill, max it (any synergies), then repeat with another skill in another tree, and repeat with third tree. My skills will be Tiger Strike (no synergies), then Shadow Master (no synergies), then Death Sentry (LS and FB synergies). Only the "obsessed" skills can be used.
Equipment: No equipment that has +attributes can be used (the STR, DEX, VIT, NRG values on the char screen should all be white) (4). This is interesting, as a whole lot of stuff can be used, but things "randomly" can't, mostly at random *chuckle*.
Merc: Hire Merc from current act (5) - Interesting, as it always changes. The A3 merc can be used in A4. Unfortunately, Stealth (TAL-ETH) can't be used on the A3 merc (+6 DEX). :(

Planning to use a big 2H weapon, and hoping for lots of IAS. Should get Death Sentry at about level 41/42, so that will really, really help.

She has gotten through to Cain, but that's it. Using a big ugly rare axe right now. Found a sweet rare ring, but I can't use it (it has +1 STR - bleh), but the amazon will really appreciate it at the trading point!

Heptad Necromancer - Villan

Now for the next in the Heptad - the necromancer!

I've always played skeleton summoners before, so I did something different for this one. Uh oh!

Attributes: No STR (3) - No problem, but I'll need a bunch of charms to wear any armor.
Skills: 2 allowable per tier (2) - note that this is all that's allowed - no "extra" points for prereqs. Skills are listed later.
Equipment: Socketed (gray)/Crafted only (5). This is VERY restrictive! He won't have any Gloves, Belt, Boots, Rings, or Amulets until some are able to be crafted - eek! I can MF a bit though (5 topazes, as soon as I get enough charms to hold heavier armor), and weapon/shield can just find a decent socketed something and throw diamonds or jewels into it. Endgame gear is a White wand and Rhyme or Splendor necro-head shield.
Merc: Act 5 merc (6) - This is good - an aggressive tank for the caster - no summons that need an aura. (I can use an A2 merc until A5, but nothing in A1).

Skills: Bonecaster, as follows: (* means that I can't put any hard points there - must come from staffmods on equipment)
(Lvl 01): Teeth, Bone Armor
(Lvl 06): Corpse Exp, Dim vision
(Lvl 12): Bone Wall, Summon Skeleton Mage*
(Lvl 18): Bone Spear, Confuse
(Lvl 24): Bone Prison, Decrepify*
(Lvl 30): Bone Spirit, Revive*

It's been pretty simple so far - Teeth is not nearly as good as Charged Bolt, as it doesn't hit single monsters very well (limit of one hit per, unlike CB where all of them can hit), so I have a 3-socket bow on weapon-switch to kill single monsters. Bone wall has actually been pretty amusing - it holds back things while I shoot at them.

Screenshot of Villan pretending to be an archer:Not quite to the O.C. waypoint yet (finished Cain and stopped there), but not much longer.

Heptad Amazon - Bessy

Amazon Time! Here are the restrictions:

Attributes: No VIT (5). Glass cannon amazon, but I should be able to get plenty of life from the equipment, and pDR/mDR/resists as well.

Skills: 5 are allowed to have >1 point and be used (3). This will be a Freezing Arrow amazon. Skills chosen are Freezing Arrow, Cold Arrow, Decoy, Valkyrie, and Pierce.

Equipment: Rares only (2).

Merc: Act 1 only (3). This will work well with the Valk and Decoy tanking.

The hardest part for this build is going to be Anderial. No tank at all for her (Decoy is lvl 24), so it will be "ring around the bloodpool" and snipe with cold arrows. Duriel shouldn't be bad because of the decoy (just slow), and the build really comes into power at 30 (as a lot of mine seem to). Hopefully she'll survive ok - she should have great resists because of the rares. I need to look for +VIT/+life and damage reduction stuff.

She's through to the Outer Cloister meeting point, with a ton of skill points unspent.

Score: 4 (q) + 6 (wpt) - 16 (lvl) = -6 * 13 (diff) = -78 + 25 (equip) = -53