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

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After another long break from D2 I eventually came back, and started up a few 1.10 characters in the "new" ladder. I also put a few hours into AssIsGrass here and there. Here's some notes I took during her most recent journeys. Not all of it is in story format, but some is.

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Den of Evil: No particular problems

Blood Raven: Trying to work through Blood Raven's army was a pain, but liberal use of mind blast tended to bunch the mobs together enough that they could be worked around. This fight required many blues and BR had amassed a substantial army by the time it was over, but she eventually went down.

Cain: Getting through the Underground passage was interesting since there were 3 or 4 boss packs clustered together near the entrance area, but since a couple of them were archer packs and not that aggressive, she was able to split them up effectively and deal with them piecemeal. Treehead's pack split themselves up as well, so she didn't have too much problem with them despite losing half her life and all her mana on any hit. She did suffer one unexpected death dealing with a relatively innocous CE boss pack when she proved to be standing just inside the nova radius when the boss went down, rather than just outside as she had thought. She also cleared her way to the Outer Cloister, trying to level before tackling the Countess's Tower and its many potential stair traps.

Countess: There were indeed several stair traps in the tower, but AssIsGrass was able to either fight her way out, or navigate around, clear some maneuvering room, and come back for each of the first 4 levels. By the time she was ready to tackle the bottom floor, SmOcchi the Bare came along, looking for trouble. The assassin duo ventured into the Countess's lair, cleared the side chambers, and then crossed signals and wound up waking up too many monsters at once, including a moderately nasty goat boss pack. A couple deaths ensued, but soon enough the Countess was dead, dropping a Shael.

Barracks, Smith, Jail: Some new gear became available from another character who got deleted, so she made a couple changes. She switched her Sharkskin Belt of the Whale for one of Atlas, which cost her about a fifth of her total life but gave her more flexibility in other areas. It allowed her to unequip a ring she had been using for strength and mana and replace it with a second angelic halo for more badly needed AR. It also gave her enough strength to equip Lava Gout for the CTC Enchant -- more AR and fire damage to supplement her mainly physical (crushing blow) damage. Of course she had to give up her crafted knockback gloves to accomplish it, but the results seemed likely to be worth it. She still had chance to cause monster to flee on her armour for crowd control purposes.

This set up seemed to go pretty well, though losing 83 mana from the ring hurt. Some mana charms partially made up the difference but she was still drinking blues regularily -- though she had been doing that even with the mana ring anyhow. She tried using a Carrion Wind ring she had lying around from Slackers that no-one wanted, but it wasn't any more useful for AssIsGrass; she already has poison damage from Venom, the plague poppy died much too easily, and life steal isn't all that useful to her anyway.

The Smith didn't give AssIsGrass too much trouble, as he didn't have any really dangerous mods and her SM was up to the task of tanking him. Further into the jail, though, she did run into problems a couple times. A cold-enchanted archer pack managed to take her out once when her SM didn't engage promptly, and a lightning enchanted bone mage pack provided similar grief (it was also fanaticism-enchanted, which didn't help.) A multishot bone mage also gave her an instakill at one point. AssIsGrass has noticed that having -80 resists pretty much everywhere is a painful proposition, especially when one has only 400-odd life. Instakills abound. Nevertheless, she's convinced that BoS is still more useful to her at this point than Fade would be -- going from -80 to -40 or so wouldn't be as helpful as having quick enough feet to avoid getting shot in the first place. Something else she would like to have, but unfortunately doesn't, is faster hit recovery... which is not a good thing when she's already close to instakill territory to begin with.

Regardless, she did manage to gain a level and make it to the Inner Cloister with a bit of persistence. I think she can at least make it to Andy at this rate, and probably past her. She can probably make it as far as Temple of the Serpents without insurmountable trouble... though sparky beetles in the desert could be a big problem. But once we start getting to piercing attacks, I'm not sure what she will do. She'll have CoS, of course, which will be an enormous help... but the temple was a disaster last time around, and she'll have an even harder time this go-around. And Duriel, with a bunch of cold damage from HF, will probably be more than capable of smacking her around like a frozen hockey puck...

Inner Cloister to Andariel: AssIsGrass played some more with the Dark Ones, which kept fleeing to odd corners and coming back from inconvenient directions, at least until she managed to kill off the shamen and put them down for good. Still, they were manageable. She had to clear most of Cats 1 before she found the stairs, and about half of Cats 2 to find both the WP and the stairs down. A couple deaths were incurred, once to a surprise attack from a Tainted hiding around a corner, and once to a death nova from a CE Arach boss. In Cats 3, however, she met the most annoying boss of this part of her journey -- a Stone Skin Vampire boss. Her DS didn't really seem to make much of an impact, so she was forced to whittle away with the elemental damage component of her Blade Fury... which was fine so long as she got enough hits in to keep her Venom applied, but that wasn't necessarily the easiest thing in the world. The LCS said her hit percentage was somewhere around 64%, and Venom doesn't last very long, especially when (IIRC) Vampires are partially poison-resistant. If AssIsGrass meets a Phys/Poison Immune boss... she probably will have to park it. In any case, after several minutes of combat and several mana potions, she finally managed to dispatch the boss, and found the stairs down shortly afterward.

Andariel's antechamber didn't present any particular challenges; she was able to keep monsters together so her DS would blow up most of the Dark One corpses before they could be resurrected. Andariel herself was a manageable challenge as well; her poison attack was making fairly short work of AssIsGrass's shadow, but not so fast that blade fury wasn't making a noticeable dent in the meantime. BoS also meant that AssIsGrass was able to avoid enough of Andy's poison sprays that setting up for an attack run wasn't too hard. Soon enough, the Maiden of Pain went down, and AssIsGrass made her way to Lut Gholein.
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Sewers: Sewers 1 started off in annoying fashion as when AssIsGrass entered through the dockside door, the first monsters she encountered was a pack of Invader champs, which was too much to deal with when she had no room to work with. However, she was able to enter through the trapdoor by Griez and make her way laboriously down to the stairs without encountering any insurmountable obstacles, so that was ok. In Sewers 2 she again had to clear most of the level to find the WP, and then I had to take a break and play a different character. Just getting to the WP easily took over an hour, possibly closer to two. The next session she started from the WP and managed to find the stairs down without a lot of grief, though progress was still slow. But once she went down the stairs, she hit a brick wall. The first monsters she encountered near the entrance was a Holy Freeze boss pack of lesser mummies. They weren't fast, but AssIsGrass kills slowly enough that dealing with any champ or boss pack without a significant amount of maneuvering room is a tricky proposition. She managed to kill a couple before they forced her back to the stairs... so she ran past them and tried to establish a position to the north. She found a small corner that seemed possible, with CTC flee to chase all the monsters in a specific direction. But she kept having to deal with leakers coming up from the south that she had bypassed. Then she found a second boss pack before she managed to clear a significant amount of maneuvering room... and some horrors came with them. AssIsGrass certainly wasn't ready to face Radament yet. She was forced to abandon her position again, and headed back southward, trying to avoid waking up the HF mummy pack again. Then she met not one, but two PI/Poison Immune mummy boss packs closing from the west. Since AssIsGrass relies heavily on poison to prevent boss healing, those would be pretty much unkillable, except maybe by spamming Death Sentry and drinking blues like a fish. She ran past them, deeper into the maze, past a fifth boss pack of skeletons, ever further from Radament... and never did find a safe place from which to face the various packs of monsters that were after her. She eventually had to bail on the level -- though fortunately without dying.

Since Radament is out of reach for the moment, AssIsGrass continues her quest by heading into the desert, planning to come back for another go-around with Radament later. Of course, right out of the gates she meets a beetle boss pack, and then a second a short distance away, but neither of these prove too troublesome and she defeats them without a lot of fuss. A nice change from the cramped quarters and poison-resistant mobs of the sewers! Next she met a fanaticism-enchanted extra fast leaper boss pack; that fight went all over the place! Good thing she had some room to run in by this point.

CTC flee is frequently more trouble than help when dealing with ranged attackers, but AssIsGrass really cannot deal with more than one monster at a time in any meaningful fashion, so it is occasionally invaluable, especially when dealing with swarming melee attackers. Is the hassle justified by the extra 25% crushing blow and the anti-swarming behaviour? It's hard to say; if I had access to the ability to build Duress, that might be more useful. Another thing that sticks in my mind as "would be very useful" is some PMH. She nearly had to park that Ghoul Lord in A1 over lack of it. One would think that a Malice claw would be a ready solution... but that requires 3 sockets, and she doesn't have anywhere close to the Dex she'd need to equip a suitable claw.

So, to address some of these problems, I go shopping. The first thing I go shopping for is some new armour, and I eventually pick up some Artisan's Light Plate of Precision. I socket a 1-93 lightning jewel for a bit of extra damage, and the extra Dex allows me to equip several new classes of claws. That in turn allows me to go claw shopping, and I wind up picking up a Condensing Blade Talon of Slaughter, a Shocking Blade Talon, and another Shadow claw to replace the Witchhunter's wrist blade. So AssIsGrass winds up getting rid of the CTC flee and adding a bunch of elemental damage (mainly fire and lightning) at the cost of much of her crushing blow, though she does retain 25% from Goblin Toes. She also picks up a Fleshrender club for PMH, as well as open wounds, extra crushing blow, and physical damage, though her AR while using it is considerably poorer. Unfortunately this leaves her without the strength to use Lavagout, so she once again dons her crafted knockback gloves for crowd control.

With some new damage options at hand, AssIsGrass ventures once again into the Sewers. This time she has better luck with not running into insurmountable challenges without having enough room to work around them or otherwise eliminate them. The arcing claw also makes it considerably easier to deal with the burning dead in the sewers. AssIsGrass was a bit worried about the mass of undead surrounding Radament, but Death Sentry and the knockback gloves proved adequate to deal with the problem. Radament himself took a long time to kill due to his massive hit total and the fact that he was stone skin, which took crushing blow off the table. Nevertheless, he did eventually go down.

Next, AssIsGrass returned to the Far Oasis, with the intent of proceeding through the Lost City to the Claw Viper Temple. She in large portion cleared the area again, dying a couple times (once to a FELE Raptor boss, and once to a might-enchanted buzzard boss which telekilled her) but also levelling. The poison-tossing slingers in the Lost City were a nuisance, but not as bad as she had thought they might be. She avoided a fanat-enchanted Dark Elder superunique in the Lost City and instead made her way to the Valley of the Snakes. Upon entering the temple, she encountered snakes, of course, as well as embalmed... not a bad draw, though the poison immune embalmed took a bit to kill, and there could be a third, more dangerous monster type present. However, upon taking the left branch at the entrance and proceeding to the end of a short corridor, she found the stairs down almost immediately. Now comes the moment of truth... how to get the amulet in that crowded chamber? If Fangskin spans on the amulet platform, she faces a long but hopefully relatively safe task to clear the chamber, but if he doesn't, possibly her best bet would be to buy a teleport staff. Her plan upon going down the stairs is to cloak, mind blast whatever's on the amulet platform out of the way, teleport up there, grab the ammy, and run. Fortuitously enough, there wasn't anything atop the platform when she arrived, so her plan worked perfectly! Assassins and thieves are not that far distant from one another...

Next up was the Maggot Lair. If the Claw Viper Temple proved to be relatively easy, the Maggot Lair was not... or, more accurately, it was tediously slow. Lots of poison immune monsters here. In the first room she meets a Scarab boss pack and two maggot boss packs -- fortunately not really dangerous since her shadow can take the heat, but a real pain to try to kill, especially since one of the maggot bosses is PI/PI (phys/poison.) She has to resort to pulling out Fleshrender purely for PMH on that one, then furying it for a couple minutes with the condensing claws. Her to hit has dropped to something like 62% as well; clvl-mlvl is not helping her out as she's only 68 at the moment. Ultimately she winds up clearing most of level 1 and about half of level 2, but finds Coldworm without too much difficulty on level 3. She went down relatively easily despite her poison immunity due to multiple corpse explosions from death sentry.

The palace is normally something most people either bypass entirely or zip through in very short order; the monsters there are not particularily tough, normally speaking. Of course, when you have -80 lit res and less than 400 life, it's a different story. Horror archers actually do respectable damage, and with a good damage roll, a single shot from a normal horror archer could wipe out 80% of AssIsGrass's life total. Moreover, since it's dark in the palace and the archers are black, they are often very difficult to see until they start shooting at you. Fortunately, with liberal use of cloak, she was able to make it through the harem with no deaths. The cellar was a different story. In Palace Cellar 1, she met an Invader boss pack almost right away, and was threatened to get boxed in a corner. She ran around the pack, passed a blunderbore boss pack, and managed to grab the WP, but was tagged by a blunderbore champ pack on the way to the stairs to Cellar 2. It was quite crowded down there! Still she managed to hop back via the WP, recover her corpse, then dodge around the champs to the stairs to Cellar 2. However, the first monsters she met going down to Cellar 2 was another Invader boss pack, this time with even less maneuvering room. Back up the stairs she went. She cleared her way around to the other stairwell to Cellar 2, then went down that way; fortunately, no boss packs greeted her on this side. She cleared Cellar 2 from that stairwell to both ways down to Cellar 3, just in case. This proved prophetic, as when she did ultimately go down, the first thing she met was a champ pack of horror mages -- since she couldn't blind them with cloak, shadow refused to tank for her, and she had (again) no maneuvering room, she suffered another death here. Time to try the other side! Fortunately, no stair trap here, so she was able to clear most of the level with some effort and much cursing at the shadow, which insisted on some particularily boneheaded stunts here. Fire Eye was FELE and fire and lightning immune, but Venom did a good enough job on him that she preferred to stick it out rather than head back to town for Fleshrender, and he eventually went down.

AssIsGrass is now up to the Arcane Sanctuary; from here, the next major challenge looks to be the Hierophants and Council members in Kurast; with their self-healing, I'm not certain it's possible for her to kill them, and their elemental attacks will be murder for her. Given how slow she's become at killing things, I'm not sure what her next steps should be. It's not so much that she's incapable of progressing; it's more a question of how much tedium I am willing to endure. Levelling her some would hopefully allow her to find some better gear and improve her position on the clvl-mlvl curve, and claiming Come-of-Age status would potentially help as well, though she hasn't done so yet even though she's defeated Andariel. Still, without a quantum leap in what gear is available for her to choose from, it doesn't seem profitable to do either right now. The condensing and shocking claws help to some degree, but they don't seem like potential end-game weapons; a couple hundred elemental damage per hit isn't that much, all things considered, and she's off-ladder, so the pickings for gear upgrades are relatively slim. Given that her prospects for substantial improvement seem small, do I really want to invest a lot of time in advancing her story? I could reasonably see her past Duriel, but then what?
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I had a thought...

I know Tyrfune had a Lionheart armour. I think it was in a breastplate, IIRC. Lionheart gives +25 STR and +15 DEX. She also mentioned having a Nord's Tenderizer. I think, with Lionheart on, I just may have enough stats to equip the Tenderizer and re-equip the Lavagout gloves. Hopefully that would be sufficient to the task of bumping up her AR and damage to more tolerable levels. The extra life on Lionheart wouldn't hurt, either.
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I am not sure if you are only looking for the 2 specific items and only from another slacker character but I maybe able to help. Although my 18 non ladder mule accounts are gone I should still have enough runes to make a few lion hearts if you have the armor (I am sure I should still have a couple of Bers, Gul...hmm I think the only ist went to making a Delirium but that's a fun hat if you want to try it). Not sure how much good stuff I still have out of the 10 non ladder player characters I have on my playing accounts. My best stuff are usually on mules ;p but things can come by easy enough with Amy still around smile

KoP
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AssIsGrass isn't looking for anything specific, from a Slacker char or not. She's just looking for something that will improve her kill rate to more reasonable levels and (importantly) that she has the stats to equip. Since she is at base str and dex this can be a tall order to fulfill. smile
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I dropped a Mal rune and a few others onto the new RBD3 mule, a necromancer. Deleted my 79 Traps assassin Salty Tar. He also has a vipermagi skin and a few other odds and ends.
"Think globally, drink locally."
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Thanx for the offer, wouldn't help tho - AssIsGrass was started before the last ladder reset and so is off ladder.
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Zed-F Wrote:Thanx for the offer, wouldn't help tho - AssIsGrass was started before the last ladder reset and so is off ladder.

I have a few non ladder chars, including Electric Lips, who have some runes you might be interested in.

When can we see what you'd like to cherry pick from them?

Occhi
"Think globally, drink locally."
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I got Tyrfune's Lionheart -- turns out it was in mesh armour, so there was a strength issue for a bit, but I think I have that squared away now. I also got the Tenderizer. Will let you know if something else crops up. Right now she is looking for pdiamonds for her new shield, but she can probably find them on her own, given time.
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Zed-F Wrote:I got Tyrfune's Lionheart -- turns out it was in mesh armour, so there was a strength issue for a bit, but I think I have that squared away now. I also got the Tenderizer. Will let you know if something else crops up. Right now she is looking for pdiamonds for her new shield, but she can probably find them on her own, given time.

If I have any, they are yours. The Characters are basically retired.

Occhi
"Think globally, drink locally."
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