Demoniac Assault Team
by Charis

Class: Any
Team: The smallest team possible is an Amazon and a Paladin, with a preferred team being composed of one of each of the 5 original classes. More than 5 players is optional.
Tag: DEM

Introduction

A Demoniac is a character who was overcome in the evil assault on Tristram. He is bent on overcoming demons, by the most powerful means available, without regard to his own safety. Yet he maintains sufficient control to work together with his team, not wanting to see anyone fall to demons...

Each Demoniac class pushes the highest *single* shot damage form he can. (In general this is not the highest RATE damage, or necessarily the smartest thing to do). Some skills end up high dmg but are weak at the start, and may not be actually USED until pumped to a minimum lvl (see below).

The Demoniac squad seeks "Retribution" - inflicting suffering on all demon bosses found by executing all their minions, leaving them tortured and helpless before dispatching them.

Rules

All characters to be played "pure" -- no gifts, no twinks, no trades outside the closed group. Characters play together, and are not to be played without the whole group present. Gambles and items found should be treated from a team perspective. (Closed Team Rules)

If a player does miss a session, he can solo to make up lost experience or missed quests, but only enough to catch up with the lowest party member.

Team games are suggested to be played twice a week. It is suggested that players make new Bnet accounts for their character and make the password known to the team leader so that the role can be adopted by someone else if a player bows out of the team. (This rule optional -- team leaders: arrange things to suit your own team best).

Demoniacs are distraught over what happened in Tristram, and that area must be wiped clear in every game they play in

However, they have no beef against non-demon animal types, mere pawns of more powerful creatures. So only demon-infested areas must be full cleared, other areas can (and likely should) be skipped.

Demoniacs are, in general, team-oriented and thoughtful. However in the heat of battle, they have a tendency to 'gogogogo'. It may involve putting self in danger, but should NOT involve putting others in danger.

Bosses are handled special. It should be called out as soon as seen, and all team members must hurry over to the area. ALL minions and monsters must be slain first, in front of the boss, before he can be targeted. At that point, each member hits the "time to die!" hotkey, and all must go for a piece. Yes, this will involve carnage vs MS LEB, but then again the DAT damage should be so high that the boss should not last long. (The "Help!" key can be used by slow typers to signal sighting a boss)

Skills

Sorceress
Sorceress skills are restricted to the following high damage skills: (A number in parenthesis means it may not be used until slvl incl. adders >= this number)

- Shiver Armor, Cold Mastery, Glacial Spike (12), Frozen Orb (10)
- Chain Lightning, Thunderstorm, Nova
- Fireball, Enchant, Meteor, Fire Mastery
- Static Field's damage is high but does not increase with slvl, thus only ONE point allowed.

Glacial Spike, Frozen Orb were considered, but are just too low damage compared to other skills, or are used for defense rather than offense. Hence the heavy slvl restrictions - they're possible but discouraged. Fire and Cold Masteries increase damage, directly or indirectly, and are encouraged.

Rather than smatter the points everywhere, going for max dmg means pumping one or at most two hard. If a skill listed above is not yet available, one of its prerequisites, kept at slvl 1, may be used until the proper skill is available. Skills not listed or prerequisites, such as Teleport, may never be used (since putting a point here means NOT putting a point into a high dmg skill)

Most typical skill pumped would be Meteor, Thunderstorm, Fireball, or for the patient, Frozen Orb. The other situation where GSpike/Fball is encouraged is if the sorceress wields a piercing bow/xbow. The sorceress will be somewhat underpowered in normal difficulty, but should come alive in higher difficulties. She should try to take a few points in Enchant and give frequent casts on her teammates.

Necromancer
The allowed top damage skills are as follows.

- Iron Golem, Fire Golem, Revives of high dmg opponents and minions only (In fact, reviving the minions to use against the boss is delightful!)
- Poison Dagger, Pois explosion, Corpse Explosion, Bone Spirit (6)
- Amp Damage and Lower Resist (both *highly* regarded by the team)
- Iron Maiden is allowed but ONLY when there are thorns or Iron Golem active, for a high dmg combo.
- Life tap is allowed despite lack of damage, due to its retributive nature.

Amazon
The key skill to use is clear, albeit unorthodox... Impale!

- For highest damage weapon, STR and DEX will be pumped to be able to use a Lance, and STR even beyond this, for added dmg bonus! Given this hellbent pushing of strength, Amazon Demoniacs are often found wearing Ornate plate.
- Jab may not ever be used (although taken as a prereq). The only other melee skill allowed is Lightning Strike.
- Pushing passives, and even Inner Sight, is fine, and helpful given the need for extra AR, lack of shield, and slow attack.
- Valkyrie may be used, *either* a single point to tank, or else pumped strongly to provide actual damage capability.
- Life steal, and extra hp on items, is craved by the AmaDem.

Barbarian
Focusing on the single blow, the highest damage skill is Leap Attack, not the ever-present Whirlwind. The latter is not allowed, and LA is to be pumped.

- Battle Command indirectly helps damage and is encouraged.
- Battle Orders, Battle Cry, War Cry also allowed.
- Other prereqs are allowed at base slvl 1.
- Iron Skin, Shout, Natural Resistance don't help offense. They may NOT be pumped past lvl 1 until Leap Attack and main combat Mastery are maxed.
- Combat Mastery is highly encouraged, and should probably be maxed.
- A single point to Find Potion is allowed to hunt Full Rejuv's in act 3 and 4.

Weapon choice? The Demoniac is not concerned with speed, range, or any lesser issue. Damage rules. The clear choice is two handed maul class weapons.

The BarDem is rather strong, but his weakness is in his one-sided damage focus. Non-wpns items are chosen for their **damage** enhancements first, not other properties. +elemental damage and +str items are chosen over more sensible resists. +skills are also helpful in increasing damage. He looks to that max dmg number in the Leap attack row on the character screen, not down at the hp or lightning resist box!

Paladin
The Paladin Demoniac also has a very clear choice for skill that maximizes single shot damage: Charge. It is pumped as his main skill.

Alas, the choice for aura is very clear too: Concentration or Might. (If a sixth team member, it should be a Paladin, and they should each take one.)

Salvation and other defensive auras are NOT used. Holy Freeze and Conviction auras MAY be FLASHED, ie put active until the foes are affected by it, then switch back to Conc/Might. (Exception: Salvation, base slvl 1 MAY optionally be used vs MS LEB and superunique LEB foes, once their minions are slain and they're isolated)

Two-handed weapons are to be used to deal out greater damage. Mauls are also an outstanding choice, but remember he will offer and +Bar skills weapons to the team Barbarian first.

Demoniac Shaman
A seventh player, if desired, may be one with a VERY different role. Far older and wiser than his companions, he has railed against evil in his youth and realizes the danger his teammates are in. His class and skills are chosen completely for its ability to protect his teammates, not for more offensive power.

Examples

- Protectorate Paladin, Salvation, Prayer, Meditation, Holy Bolt, Holy Freeze.
- War Commander Barbarian, Shout, Howl, Grim Ward, Taunt.
- Cryogenic Sorceress: all forms of freezing and slowing attacks.
- Psychoactive Necromancer: Dim Vision, Confuse, Attract, Decrepify, Terror.
- Defensive Javazon: Tank for this motley crew, max blocking and dodge, melee/throw javs.

Significantly, the Shaman *MUST* use a shield, and may choose a low damage weapon.

Retribution

1) The Demoniac Assault Team Chaos Retribution
Based on the retribution quest of classic Diablo, the goal of the Retribution quest in the DAT game is to slay ALL Chaos sanctuary minions in front of ALL the bosses.

The ROF wp to CS is cleared, and town portals are set up in a wide pentagram pattern around the central penta. With one player at each seal, all seals are *simultaneously* opened on the Paladin's signal "time to die!" The players must then run back to the pentagram area (under severe or laggy conditions, escape to town and immediate return to a central tp is allowed).

No attacks are to be made until all bosses, all minions, and all players are together on one screen, at which time another "time to die!" cry goes forth

Note that De Seis will likely be uncooperative to follow - if so, the battle can take place near his spawning site.

All minions must die before any of the bosses are killed to be "successful". Then the bosses are killed in a frenzy, which just so happens to release Diablo.

The TRULY insane should be sure to invite Hephasto to this party! If any other ROF random bosses are seen along the way, park them for the retribution

WIthout delay after the last boss is killed, all characters must get to the pentagram before/as Diablo appears, in a massive ambush. The goal is to see him die in 10 seconds or less. Ultimately, the time from seals opening to Diablo's death should be under a minute (!)

End Comments

Variant Alternatives
There are several alternatives consistent with the Demoniac mindframe which are more variant oriented. The sorceress could choose a melee path, pumping Vit madly, hoping for Toes and Twitch, push a cold armor and actually be the team's tank! Thunderstorm, Enchant and Frost Nova could support this, as well as Meteor. (If this seems too weak - perhaps allow the melee sorc use of a firewall as long as it is adjacent to her?)

Another alternative for the bow lover is an amazon who goes for immolation, freezing or guided arrow, hanging on in the early phase with prereq skills. This would also be a good choice in the unlikely event of 8 players

Axes. They're *supposed* to be the ultimate demon fighting weapon, even though Blizzard crippled them with low dmg, low speed, high str req's. An axe-toting Barbarian would be very appropriate, and perhaps would be the only type allowed Whirlwind, vs demon class ONLY. Going Frenzy/Berzerk against Demon class would certainly be "in character" for the demoniac as well, going wild with dual axes.

With any such alternative considered, the team leader must decide whether it is allowed, and if any additional restrictions must be applied.

If the team is size five but likes the shaman idea, it could be substituted for one of the base five.

Comments
Some characters have more depth than others, some are strong early, some late. The Bar has most one-punch power, but if played and equipped properly, can be very fragile. The Paladin has fewest choices in skills, but will be a tactician, maneuvering for best hits and safety in crowded fields. There is no 'real' tank, with an Iron Golem the closest available until the Valkyrie is available. All three melee characters will pump STR beyond a rationale level, and their hp will suffer - the key challenge for the players is surviving under these 'non-optimal' choices.

Acknowledgements
Thanks to D1 Variants lovers who played the Demoniac and Retribution, and to Sirian for his excellent D2 Elemental Strike Team, an inspiration to this Assault Team.