Is that character a variant? (I just love getting asked that in channel.) - Charis

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I'm playing this game yet again

As before, the first report comes after act 3 normal, as the first time new character builds are worth talking about, so here we go. What's different about this team is the long grind up to 30; every build here except the kicksin is built around a level-30 skill, rather than getting started earlier as the previous team did. So it's at least somewhat interesting to cover the progression up that.

Paladin: For normal difficulty he's relying on Holy Shock first, which ramps up a lot faster than Smite which needs to raise both Holy Shield and Fanaticism. I'm going with 5 points of synergy for Holy Shock at the moment, and will decide later if I want more or to put everything towards Smite instead.

Necromancer: For act 1, I had a better plan than Poison Dagger-stabbing my way through as the previous poisonmancer did. Instead I learned from the melee necro: I grabbed (gambled) a crossbow and used that and Amplify and Corpse Explosion which were more than enough. And then I had another better plan: Bone Spear. That at level 1 was enough to kill Andariel, then I decided I could also put in 5 hard points now to use from act 2 up to level 30. Like the paladin's Holy Shock, Bone Spear is meant to be his endgame backup skill, but a few points now will make for a much less ghastly grind up to 30, and will delay the main attack's synergy only slightly.

Druid: Raise Wolverine first, because that's his only skill that starts before level 30, the only thing he can do alongside the 1-point werewolf skills. Wolverine can fit 10 points up to level 29. (This build is hellishly greedy on prerequisite points: 10 in elemental, 5 in shapeshifting, 6 in summoning.) Then max Armageddon (without synergy just yet, but it does get 3 points from its own prerequisites), then max Grizzly (in late nightmare when fire immunes start), then finish Wolverine, and everything beyond that goes into synergy for Armageddon.

However, for act 3 of normal difficulty, he went in a different direction. Someone found a pelt with +3 Fissure, so I loaded up with that and the synergy from the 1-point prerequisites to Armageddon... and amazingly even that low level of Fissure ripped through the flayers and other trash way faster than any melee approach would have. My other fire druid didn't get to do that in normal difficulty - he intentionally delayed Fissure to use the other skills first - so that was fun here. For act 4 this druid will go back to the werewolf plan against fire resistant monsters.

Sorceress: Her first skill to max was actually Fire Bolt. That's Hydra's synergy for later, so I could just start doing that right from the beginning to use early for the long grind up to 30. I could have used Fire Ball for this instead (same synergy to Hydra), but I intentionally wanted to go with Bolt specifically, for a chance to use that famously low-powered skill, and actually also to deliberately avoid Fire Ball for later, so that I'm not tempted to use it and overshadow Hydra.

Bowazon: She also has a use-now synergy-later skill in Cold Arrow, but it turns out it's really weak, it's like 50 damage and the AR doesn't work. So she did have to rely on a physical bow. And I let her put 1 point in Strafe to clean up trash like maggots and flayers faster, even though she won't really use Strafe later; she's not tight on prerequisite skill points as most of the other builds here are.

Barb: Of course his grind up to 30 for War Cry is laborious, but by now I'm used to doing that with 1-point Bash/Stun/Concentrate. For skills, he's maxing Battle Orders before any synergy to War Cry. He gets three things out of that: the life, the mana multiplier (not very relevant for most barbs but tremendously so for War Cry), and the damage synergy to his 1-point Concentrate attack. That totals enough value that I'm willing to do all that first as a higher priority.

Assassin: She has the most to go over here. I didn't describe the details of how I want to do this kicker build, so here it is. I intend to max both Dragon Talon and Dragon Tail, but not Tiger Strike.

Dragon Tail traditionally combos with Tiger Strike, but I don't want to do that for several reasons. I did do that build partway once before. There's not enough skill points for all of that without cutting into the other stuff a Talon kicker wants (Fade, Venom, shadow.) They conflict some in the weapon setup: Tiger attacks with the claw, Talon and Tail only want speed and skills. And finally I'm still sick of the charge-release martial style from the phoenix striker.

I want to play a Talon kicker with Tail also available as an option, so that's what I'm doing. They mesh well, using the same equipment (all damage comes from the boots) but changing pace from each other with neither dominating. Tail alone without Tiger seems decently workable by the numbers, not monstrous multiplicative damage, but a decent amount of splash on Tail's own. Really what I'm doing is taking the standard kicker/"flashdancer" build and substituting Death Sentry's splash damage with Dragon Tail instead. I want to play a dedicated kicker, not a gimped trapsin with extra steps, which is what anything involving Death Sentry would be.

However, that all said, I actually used 1-point Dragon Claw through acts 1 and 2. What I didn't realize was the mana cost of the kick skills, 6 for Dragon Talon and 10 for Tail, which was rather impractical on the low mana supply early on, compared to Dragon Claw costing only 2. And also claws ramp up better for damage early on than do boots. In act 3 I started using Dragon Tail more, once I could buy Greaves for kick damage and Dragon Tail's damage multiplier was ramping up.

Finally, besides all that for all the characters, the real truth is that as always, the mercenaries were doing at least half the work for everyone. Mercs just ramp up better than player characters as long as they have a decent weapon, which is easy with the savage polearms, particularly the higher bases of Bill and Partizan.

Notable items so far:

I didn't get a single Tal rune from all seven Countess kills, so no Stealth armors until later. I did get three Ith runes, and a Ral:

   

That's the bowazon's bow, 27 to maximum damage is quite a lot for the early acts, equivalent to +225% ED on this composite bow. And the Leaf comes to a total of +9 Fire Bolt (! - who knew Leaf also includes +3 Fire Bolt on top of the +3 fire skills?) for the sorceress.

Weapons for the melee characters: The paladin got a Steel flail to start act two (Tir-El also from Countess drops), then shopped a +Holy Shock scepter in act three. The druid gambled an early two-handed axe, then a maul, then used the Savage Polearm cube recipe. The barb also gambled an early sword, then a maul, which actually came with ED% good enough to be better than any of the savage polearms.

The bulk of useful items so far came from shopping Asheara at the start of act 3. I've learned that's an important step, for fire resistance against shamans and lightning against gloams. (Particularly with almost nobody on this team using a shield for resists, only the paladin, everyone else has a two-handed weapon or two claws or a necro head.) I loaded up on resistance belts and boots for everyone, and gloves with either IAS for the weapon-based characters or more resists for the others. In particular I got a sweet Fletcher's gloves of 10% IAS, best in slot for the bowazon at this point.

   

And that was the one interesting unique find, an Eye of Etlich amulet, that never came up for any of the other teams. I gave it to the druid, he's the one who most needs the +all skills (he's spread across all three trees the most), plus the life leech and cold damage. I also got a couple good starter skill amulets, +1 fire skills for the sorc and +combat skills for the paladin.

Finally: I got an Amn rune from the council, and a perfect sapphire by way of a gem shrine. That's the cube formula to upgrade a normal-tier rare weapon to exceptional, which is a great sneaky way to get access to a higher-end exceptional base item long before they can be had from drops or vendors or gambles.

   

So I gambled a rare maul in order to upgrade it, and got this nicely chunky beatstick for the barb, better than the savage polearms, even the -20% requirements helps too. (Although I overlooked that the upgrade formula increases the required level by 5, to 30, so he can't use it quite yet, currently level 28, but should hit 30 before Chaos Sanctuary.)

That's all for now, the first chapter of this tale.
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(April 12th, 2021, 22:54)T-hawk Wrote: And the Leaf comes to a total of +9 Fire Bolt (! - who knew Leaf also includes +3 Fire Bolt on top of the +3 fire skills?) for the sorceress.

Cinderella.
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I need to ask this, after looking at some of your barbarians: Either berserk (on the frenzy barb and of course the berserker) or open wounds were your main way of dealing with physical immunes right? Which one would you recommend for a thrower? I read that throwing mastery's bonuses dont affect berserk, so there is no bonus AR or damage there. AR can be partially circumvented with battle cry at least, but damage is a bigger issue, relatively.
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Yeah, I guess I wasn't really paying attention to Cinderella, which you did before I got back into D2. smile

I've never done a thrower (considered it a bit for these teams, but it looks like a giant pain without one of the elite unique throwing weapons with stack size and self-repair.) But Axe or Spear Mastery does work for throwing axes or spears used in melee. Or you can just switch weapons to a bigger two-hander. Either of those options will probably be faster than Open Wounds. The Open Wounds approach is slow, about 30 seconds per ghost on players-3.
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As for my own team, act 4 normal went quick as usual. But exciting, this was the big inflection point for everyone turning the corner at level 30 for the top-tier skills that they're built around. (Except the paladin, he's still doing Holy Shock for now and will divert into the Smite/Fanaticism build later.)

Druid: I was looking forward to him the most, he gets the biggest set of skills to kick in at level 30. He gets to run four damage engines at the same time, in Armageddon, Fury for his own melee, Grizzly, and the merc, with Wolverine multiplying all of them except 'Geddon. It was a ton of fun tearing through Chaos Sanctuary with all that.

Sorceress: Hydra also started right at level 30, outdoing Fire Bolt for damage rate right away, boosted by the Leaf staff and an amulet. Curious by this, I ran the numbers for Hydra at higher levels, and it turns out that with one synergy, Hydra actually deals a fair bit more dps than even Fireball, if all the bolts hit. I'm looking forward to seeing that play out. Although for the moment, the merc still had to do most of the work against fire resistant doom knights and venom lords in Chaos Sanctuary. This sorceress does get to use 1-point Enchant to help him with AR, at least. (I also Enchant myself, just so I can tell when it expires, by when her weapon is red or not.)

Bowazon: Also kicked in her big hitter of Freezing Arrow right away; at level 1 it deals more than Cold Arrow at level 20. This was particularly satisfying, since she was working through a terrible River of Flame with the worst possible monster spawn of maggots, flesh spawners, and urdars, taking forever to kill everything with Strafe and Cold Arrow's piddly damage... until she suddenly learned both Freezing Arrow and Pierce which tore through the spawner packs in seconds.

Necro: He didn't have that dramatic turning point just yet. Bone Spear had enough power to still outdo his fledgling Poison Nova through act four, helped by a +3 Bone Spear necro head along with the wand. Poison Nova should take the lead after a few more skill points, including that Act 5 is the first time you can shop a +Poison Nova wand.

Barb: Same as the necro, his top tier skill of War Cry isn't enough damage yet to outdo his lower-level attack. But it was good to clear maggot young and stun oblivion knights.

Assassin: She's the one character who didn't change anything at level 30. But I will talk a bit more about Dragon Tail. This skill ramps up more effectively than any other melee attack. Because of how the numbers work: Dragon Tail's damage modifier is multiplicative with other modifiers like strength rather than just adding the percentages. Level 10 Tail was very noticeably better than level 1; for once +100% damage actually means double. Also I hadn't realized how big the explosion radius is, 4 yards is noticeably wider than any other blast splash like Fireball or Fists of Fire or Immolation Arrow, it's as big as Meteor. So Dragon Tail has been very effective so far, and should continue to be through nightmare.

For items, first I'll mention a few that I missed covering after act 3. The paladin got an Ancients' Pledge shield, after I realized I had three extra Rals to cube into the Ort. Sander's boots for the druid, the stats help and 100 AR is significant too. And there was a Coif of Glory helm (hit blinds target), nice crowd control for the bowazon. Finally, the bowazon also upgraded bows slightly, to a stag bow socketed with +max damage jewels, slightly better than the 3x Ith bow.

From act 4, nothing major worth a screenshot, but a few decent improvements.

The biggest was a Chieftain axe from Diablo, great for an upgrade (with my first Sol rune) for the werewolf to use, he needs the on-weapon IAS. The barb also got a weapon upgrade from Diablo, a rare maul with more (90) ED%, also worth an upgrade to exceptional and a pile of strength charms to use it. And a cool claw for the assassin, ethereal rare with self-repair and CTC Amplify which can be triggered by the kick skills.

Also got one more Sol rune for my first Lore helm, for the sorceress, as usual she gets the most benefit out of +skills because her damage is quadratic with the mastery. (The barb and druid don't yet have class-specific helms with skills worthy of socketing into a Lore.) The other notable helm was a Duskdeep, good for resistances for a merc.

Sander's gloves, good for IAS for the assassin. (Surprisingly, no Sigon's pieces yet.)

For armors, everyone is now using either Stealth or a gemmed armor to support weapon str/dex requirements.

That's all for now, short update, more to come in act 5, though I'll be kinda busy in real life the next few weeks.
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(April 17th, 2021, 20:54)Boro Wrote: I need to ask this, after looking at some of your barbarians: Either berserk (on the frenzy barb and of course the berserker) or open wounds were your main way of dealing with physical immunes right? Which one would you recommend for a thrower? I read that throwing mastery's bonuses dont affect berserk, so there is no bonus AR or damage there. AR can be partially circumvented with battle cry at least, but damage is a bigger issue, relatively.

Relying on Berserk and/or Open Wound is a painful way to deal with Physical Immures. A Thrower probably want to keep a couple pairs of elemental throwing weapons in the inventory. A speedy thrower with some fast elemental throwaway things can do pretty decent elemental damages, maybe around 2k per sec without trying too hard.

And a Thrower is going to be more fun to play in D2R if we get a quality of life improvement of infinite stack size for throwaway things. And depending on how they handle wide screen mode in the final version, there's some extra fun to be had with throwing spears smile

Here some more Thrower info if you want.


KoP
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Oh thanks, KoP. I read it years and years ago but I had the build idea saved for a multiplayer (that never materialized) so long I forgot about it. But better late than never. I wonder if the AR situation still holds up and I can really keep double throw low.

T-Hawk: I started my own martial artist, and I see that there is a nice component in Cloak of Shadows which reduces defense of non-boss monsters. It can be recast by the shadow warrior and has +defense for the caster. Did you take that into account before and it's not that worth noting and the AR situation is still usually so bad even with it?

https://www.theamazonbasin.com/wiki/inde...of_Shadows

As for my plan: It's to use Tiger/Tail combined with Phoenix and Claws of Thunder to deliver one single but big package, and have enough AR on both my charging and releasing skill. It will be weaker on hell because of the physical resist on monsters, (and has to deal with two immunities instead of one) but I hope the reduced contact time will help.
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I didn't try to do all that on the same martial artist. I did several different assassins:

For Phoenix Strike, I found that Cloak wasn't nearly enough. Phoenix really needs ITD, you need to hit all of the chargeups and releaser reliably. The chance for every swing hitting to make a Phoenix sequence work goes down polynomially, the square or cube of your chance-to-hit.

For Blade Fury, Cloak helped a little but also not really enough, it needed the Blessed Aim merc.

For Dragon Talon/Tail (my current one), I'm not sure. I think it will be like a Whirlwind or Dragon Claw assassin, the skills have good AR multipliers and attack fast so that you don't really mind if you miss a few, and so Cloak is enough. But I may go with an ITD claw anyway, there's not much else important for the weapon slot anyway.

And for that build as you describe, I think that might be trying to do too much at once. If Tiger/Tail is better for a situation, you'll want to use that faster instead of also charging up Phoenix or Thunder, and vice versa. You won't get reduced contact time in hell difficulty, by the time you charge up all of that you'll be surrounded anyway. I think your build will amount to Tiger/Tail primarily plus Phoenix/Thunder as a backup for both fire and physical immunes. In both cases I think you'll be better with an ITD claw to make the chargeups and finisher hit consistently rather than trying to rely on Cloak's defense penalty.
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Aha, Thanks. While you planted a bug in my head, this clears it up for now. And yes, monsters in hell are faster.

I'll stick to the ITD claw then.
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Also with some of those skills, note how NextDelay works. Phoenix's lightning and Thunder's nova (charge 2) and bolts (charge 3) all have that, so any target can only get hit by one of those. So they don't stack right on the same finisher, and Thunder's nova and bolts don't even stack with each other, only the nova hits close targets.

https://www.theamazonbasin.com/wiki/inde...of_Thunder

https://www.theamazonbasin.com/wiki/inde...nix_Strike

https://www.theamazonbasin.com/wiki/inde...Next_Delay

Really your build is a Tiger/Tail combo kicker for wherever that works, plus Phoenix for lightning backup when it doesn't. And Phoenix's lightning outdamages Thunder's significantly, so Thunder is really just for synergy.
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