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

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Slacker Variant rules

Well, AssIsGrass is, once more, out of retirement. For how long, I can't say, but it's possible I may finish her 3rd dot this time before something else grabs my attention. We shall see. smile

I'd never conceived of AssIsGrass as anything but a dual-claw assassin. Dual claw offers a good selection of benefits for someone like AssIsGrass: blocking of both ranged and melee attacks that isn't dex-dependent, percentage AR increase from claw mastery, ability to equip claws that boost her skill levels, and the ability to dual wield runeword katars that give stat bonuses like Strength. However, it's time to face two overriding factors: the variety of good claw-class weapons to choose from off the ladder is strictly limited, and even if she were to find one, the stat requirements are crippling for a base-stat build like hers. Strength, she can get ahold of in limited amounts, and she needs it for the better pieces of armour anyway. Dex is harder to justify, and she can only carry so many charms.

So, time to try another approach. AssIsGrass 'borrows' some gear from some of her other off-ladder colleagues. First up is a Lionheart mesh armour; with a 79 Str requirement, she needs her Strength Katars or a strength ring, plus a couple additional charms with resists and strength, in order to equip it, but it itself gives +25 strength, so she can unequip the strength katar or ring afterwards. This gives substantial stat boosts across the board, as well as life and resists, and the +20% off-weapon damage is gravy. Next is a Nord's Tenderizer truncheon; even with Lionheart to boost her Str, this is one of the few elite weapons that's within her attribute budget, but it's also a relatively strong option, with significant physical and cold damage. She sockets it and puts in a Nef rune for knockback. Third, having knockback on the Tenderizer and enough Str to equip it also means she can replace her crafted gloves once again with Lavagout. Fourth... well, if she's not going to be dual-wielding claws, she might as well equip a shield. Her options are Rhyme and a 3D shield, but she's not going to be blocking much with her 50 DEX, so 3D sounds like the better option. Of course, she doesn't have any diamonds right now, let alone perfect ones, but a couple trips through various parts of nightmare should correct that problem and net her some much-needed XP as well. For now, she just buys a kite shield to put them in as she acquires them. There is still one problem, however. At some point, she knows she's going to die again, and without having enough strength tiering going on to re-equip Lionheart, corpse recovery is going to be a pain, especially since she won't be able to re-equip the Tenderizer either. She doesn't want to replace one of her angelic rings with a strength ring permanently, however, as that gives up a lot of AR, which she really needs. However, she is able to find an answer in a hat she borrows from my off-ladder necromancer. It is a necro hat, with +2 Necro skills, but the other mods are quite tasty as well -- 6% mana leech (her only source of leech), +16 strength, +19 dex, fire resist +39, and 2 sockets, one of which contains an Ort for an extra 30 lit resist. She considers whether it's worth giving up +3 shadow skills for it; earlier when she had been dependent on Claw Mastery and Weapon Block, she hadn't thought so, but now she decides the time is right to make the switch. Not only does it give her enough strength to equip the Lionheart without worrying about corpse recovery, but in conjunction with the Tenderizer it also allows her to look forward to a day when she will be able to mostly do without blue potions. A very quick test drive on the Blood Moor in hell demonstrates that the Tenderizer does indeed sport considerable killing power. The LCS shows her doing (before venom) between double and triple the damage she had been doing previously with the condensing claws. She keeps the shadow hat in her inventory along with a magekiller's ammy for prebuffing in town; this gives her a total of slvl 20 SM and slvl 11 BoS/Fade/Venom when casting in town, and 4 levels less in the field.

Suddenly, AssIsGrass finds herself with positive resists in hell! She hadn't expected to ever achieve that with her dual-claw setup. This brings up the question of whether she should switch from BoS to Fade. It didn't seem worthwhile before when it would only bring her up from abysmal to horrible... but now she has the potential to actually have max resists with Fade up. Still, BoS is her only source of faster walk/run. It may depend on what area she's in as to which she uses. Getting surrounded by Flayers without any faster walk/run doesn't sound like her idea of fun. On the other hand, facing Hierophants and the Council without Fade might be a similarly bad idea. Probably Fade will see situational use and she'll largely continue with BoS as her mainstay for the moment.

AssIsGrass decides to continue without bothering to head back to Nightmare and search for diamonds for the moment, so as to get a better idea of how well her new setup will work in hell. She finds the going is still on the slow side -- it still takes many hits to kill even one mob -- but nowhere near as painful as before. She clears the rightmost quadrant of the Arcane Sanctuary in about 15 minutes (it would have taken close to an hour, previously) and to her delight finds the Summoner on the first go. She tries Fade out just in case she were to get hit with an elemental attack, but needn't have bothered; she dodged his first couple shots easily enough and the moment she got in firing position, SM obligingly teleported into the fray and distracted him. For all the boneheaded stunts SM pulls when facing multiple opponents, when it comes to quick and efficient tanking of single high-threat targets, her mobility with dragon flight is a great asset. If I had to do it over again, though, I think I'd want to try Shadow Warrior and see if I liked it better.

Onwards! Played on players 2, solo, with Ned sitting in town.

Canyon of the Magi:
AssIsGrass didn't find the Canyon to be terribly difficult, though some mobs took longer to kill than others, most notably the cold immune Crusher mobs. She did kill a couple Crusher boss packs on her way to the true tomb, but nothing stood out.

True Tomb: AssIsGrass didn't pick the correct direction first shot, so she wound up clearing a substantial portion of the tomb. Aside from the resurrectors, her most annoying opponents here were the apparitions, due to their tendency to lay the beatdown on her shadow and trigger its AI retreat routine more frequently. Also, being PI, they tended to take a fair while to kill, and due to the stacking it was harder to pick out a single mob to kill for DS to blow up. Nevertheless she made steady if not rapid progress through the tomb.

Tal Rasha's Chamber: Duriel proved to be fairly tame; though he did take a while to kill, AssIsGrass incurred no deaths. In fact the big bug only managed to lay a claw on her a couple times and she was never under 50% health. She just ran in, kept him occupied with a shadow as much as possible, and whittled away, escaping via portal when things looked dicey only to return via the stairs. Soon enough, she was on her way to Kurast!

Spider Forest: AssIsGrass found the Spider Lair quite quickly and went down to snag her Khalim Eye. Sszark was FE Cursed EF Might; her minions were speedy enough and hit hard enough that the Shadow went down quickly and before she could recast, three minions came running after her. AssIsGrass tried to get away and get some room to cast CoS or recast her shadow, but they were just as quick as she, and two hits later AssIsGrass went down. Fortunately there were only those three in range of her corpse, so with CoS retrieval wasn't a big problem. From there she pasted those three, who'd wandered outside of Might range, then proceeded onward to find Sszark, who'd separated herself from her pack and went down without much fuss. A few more minions later and the eye was hers.

Great Marsh: The only way to the Flayer Jungle proved to be through the Great Marsh, so AssIsGrass braved the gloams to continue her journey. They were nasty enough, but with Fade up, the normal ones were certainly possible to deal with. A boss pack with a nasty set of enchantments might have been another matter, but fortunately she didn't run into anything like that. She did run into several Soul Killer and Soul Killer Shaman champ packs, however. She found the going slow at times, but not cripplingly so, especially with Death Sentry on tap to thin out the corpses. There were a few dangerous spots and one or two close calls, but no deaths.

Flayer Jungle: The trip through the jungle provided hordes of Flayers and Soul Killers, and not much else. These were sipatched mostly without too much difficulty. AssIsGrass would simply hit CoS as soon as she saw an incoming swarm, which would usually give her enough time to get the Shadow engaged, a DS up, and possibly her first corpse down. Continued use of CoS helped to ensure that her Shadow did not get overwhelmed and that flankers were not a huge problem. She made her way to the Gibdinn, secured it, and then went down into the Flayer Dungeon to snag Khalim's Brain. Mostly she encountered Gloombats and Flayers, including several boss packs, with a very light sprinkling of dolls. However, nothing gave her enough trouble to cause a death, and she reached her goal without incident.

Lower Kurast-Kurasat Bazaar: Nothing much exciting here. Thanks to her by now fully diamonded kite shield, AssIsGrass's cold resist is now up to a decent level before adding Fade, and maxed with fade. The most dangerous monsters are the thorned hulks, since they are immune to Nord's cold damage and can frenzy up on poor SM. Still, a quick CoS removes the frenzy attack, so not too difficult to deal with. AssIsGrass entered the temple dreading a stair trap, but fortunately there proved to be some room to maneuver. She cleared out the side wings of spiders and then triggered the center room mobs. Fortunately, CoS and the shadow made sure she only gave ground slowly, even though Sarina's babes are all cold immune. Still, there were enough mobs in the pack that she was eventually forced back to her escape portal, not quite managing to kill Sarina before she had to bail. Still, the crowd had been thinned enough that when she re-entered by the stairs, she was able to make it to the other wing before getting swarmed. From there it was a matter of clearing her way back to the stairs, then polishing off Sarina and the other wing, before clearing the last monsters in the main room. Victory and the tome was hers, without deaths!

Kurast Sewers: Nothing special, no dolls but lots of other undead. Riftwing gave a scare but AssIsGrass managed to prevail with no deaths and snag Khalim's Heart.

Upper Kurast-Causeway: Nothing too scary, though there were 2 bosses and a champ pack on the causeway that made for a nice running battle.

Travincal: Lots of hierophants, but no scary bosses were encountered. Ismail was loose in the area in front of the temple and gave chase as soon as AssIsGrass approached, which was a bit of a surprise; nevertheless she managed to contain and defeat him, earning a flail. The other two council members were killed at the entrance to the temple.

Durance 1: FELECE Vampire boss pack first thing. Fortunately with good resists all round due to Fade, was quite survivable. Then a doll boss pack, and a cadaver boss pack, neither much of a problem to deal with with liberal application of CoS to keep them at a distance.

Durance 2: A lucky draw in terms of placement; stairs up, WP, and stairs down were all fairly close together. Several vampires, maulers, & cadavers encountered, but no boss packs and nothing really tough.

Durace 3: LE vampire boss pack in entranceway proved relatively simple to dispatch. Bremm was pinned in a corner where his sparks couldn't do any harm and Furied with no real difficulties; his minions all outran his Fanat range and had been killed beforehand. Neither Voidbringer nor Maffer spawned with scary mods, and both were dispatched easily. Mephy was furied from across the moat and went down without trouble.

Along the way, AssisGrass found a decent enough rare jewel with +30 cold res, +fire damage, and +lit damage to insert in her hat. Now, she's off to go hunt down Diablo! The Durance and henceforth will be done in the 1.11 patch. It just goes to show how long I've been letting this char sit to mention that I first started playing her in 1.09... smile
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Status update:

AssIsGrass got as far as Hell Ancients before I last took a break from her. Unfortunately I seem to have lost my notes, and as this was quite a while ago I can no longer remember any of the details of her story. Suffice to say that she was able to make her way through those trials as awaited her on the journey to the ancients, and didn't meet any insurmountable obstacles. That is, until she came across Hell Ancients.

The first thing I noticed about Hell Ancients was that their AI had changed since the last time AssIsGrass encounted the Ancients. It used to be that they focused primarily on her shadow, allowing AssIsGrass to whittle away with Blade Fury or toss out traps with impunity. No longer; now, at least two of the ancients always seemed to be following her in preference to the shadow. Moreover, AssIsGrass's low life turns many mods into insta-kill threats, or at least nearly so. Cursed, Extra Strength, Extra Fast, pretty much any aura... all unsustainable, especially on Madawc. Even normally innocuous mods like Cold Enchanted or Physical Immune can be a problem as they drag out the fight, requiring AssIsGrass to keep run-and-gunning for longer... during which time she might make a fatal misstep. So AssIsGrass was forced into a lot of respawns. Even on that handful of times where she got a half-decent draw, fate seemed to conspire against her, and she would fall to a misclick, or to the lag monster, or to a lucky hit. It was like beating her head against a wall.

The time has come for another attempt to scale that wall, and pass beyond, through the Worldstone Keep and to the completion of her quest! Onwards! Stay tuned for the results...
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The continuation of AssIsGrass's story:

Since AssIsGrass was not really interested in clearing the Ancients Way yet again, I brought in one of my summoner necros to do the job. Thus AssIsGrass got a free pass to the Ancients. Reading her portal in the expectation of rapidly approaching death, she touched the pedastel and drew:

Madawc - Magic Resistant Teleport
Korlic - Magic Resistant Teleport
Talic - Mana Burn Stone Skin

Woot! About the best draw she could hope for, and on the first try! The teleporting Ancients were annoying and could give an occasional scare, but with no damage-enhancing mods amongst the lot of them, they were not particularily lethal; the fight was tedious but not particularily threatening. So, by the grace of Bnet not causing a spike at an inopportune time, AssIsGrass prevailed. From there it would be a matter of quickly finding the WSK2 WP so that she wouldn't have to do that again. After restocking on potions, she enters the keep.

[Image: zedf01_aigancients.jpg]

WSK1: Hierophants & Zealots, Black Lancers (v. fast but not too tough) and Ghoul Lords. The Black Lancers could have been a problem without CoS to keep things contained, or if she'd met a particularily nasty pack of them. As it was, she found the stairs before meeting any interesting boss packs. She also found a Razortail. She wondered whether it would be worth sacrificing an Angelic Halo's AR bonus to get piercing, and decided to try it out on WSK2.

WSK2: Greater Hellspawn, Serpent Mages, and... Poison Bone Mages. Not the scariest draw, especially when the two bosses she encountered were skeleton bosses, which were summarily dispatched without difficulty. AssIsGrass didn't really notice Razortail helping any, and was not sure Piercing works with Blade Fury. What else does Razortail give? Nothing, really, at least nothing useful. She decided to stick with the Atlas belt for now as it made prebuffing easier and let her keep the second Halo equipped. She found the stairs, then the WP, and had to call it a night.

WSK2, revisited: On AssIsGrass's return to the WSK, she encountered Serpent Mages, Fiends, and Poison Horror Mages. Not quite as much of a cakewalk as the last go around, but not really much harder either, and anticipated not having to fight anything too threatening unless she met a really nasty boss or something. A serpent champ pack and two horror boss packs proved routine to deal with, including a HF/LE/FE horror boss, before she found the stairs.

[Image: zedf01_aigwsk2.jpg]

WSK3: Here AssIsGrass found Hell Temptresses, OKs, DoomKnights, and a very light sprinkling of skeletons. This was annoying primarily because they're all unleechable. There were a couple tense moments: the first direction AssIsGrass explored had Pulse Thorn the Jagged, a Fanat/Cursed/ManaBurn skeleton boss backed up by witches, the latter of which could tear apart my shadow in mere moments.

[Image: zedf01_aigwsk301.jpg]

As Hell Temptresses' blood stars are part physical IIRC, I initially figured it was because of the aura and curse, but even after I took those out of the equation by killing the boss those blood stars still packed a mean punch. I decided to explore the other direction, and had an interesting time trying to deal with a pair of OK packs without reawakening the witches. After that, with a bit of breathing room, things became a bit more manageable, and AssIsGrass made slow but steady progress. Other Hell Temptresses AssIsGrass encountered were still a threat in large numbers but nowhere near as bad as that first experience, and she later discovered it was because that first witch pack backing up that skeleton boss pack was actually a witch boss pack - ESCEFE at that! AssIsGrass decided that discretion was the better part of valor and explored in a different direction, eventually finding the stairs.

[Image: zedf01_aigwsk302.jpg]

Throne of Destruction: Horadrim Ancients, Pit Lords, and Hell Witches. AssIsGrass considered this a better draw than the last level, since there were fewer cold and phys immunes. She met a boss pack right at the entrance, but fortunately it was a Horadrim Ancient boss pack, slow moving and not much threat.

[Image: zedf01_aigtd01.jpg]


She later met two Pit Lord boss packs on her way to one corner of the map to set up her safety portal, but neither of them had killer mods.

[Image: zedf01_aigtd02.jpg]

[Image: zedf01_aigtd03.jpg]

From there she continued clearing the Throne of Destruction uneventfully, eventually finding another Ancients boss pack, this one a bit more painful for her shadow but not fast enough to really be all that threatening.

[Image: zedf01_aigtd04.jpg]

Finally, having cleared the level, AssIsGrass proceeded to challenge Baal's minions. Colenzo was MSLEFE, but not all that much of a threat so long as AssIsGrass took care to stay away from sparks.

[Image: zedf01_aigcolenzo.jpg]

Achmel was even more of a yawner, being Stone Skin/Mana Burn. He took a while to take out, but AssIsGrass was never in danger.

[Image: zedf01_aigachmel.jpg]

Bartuc was MSLE, and a bit more interesting fight, but CoS separated him from his minions nicely and from there it was relatively straightforward.

[Image: zedf01_aigbartuc.jpg]

Ventar was EFCETeleport, and his minions did not want to be separated from him, but fortunately SM was up to the task of tanking for the most part, though it did require several recasts. AssIsGrass kept the mobs cloaked and distracted while she whittled away and left a few traps about to pop corpses.

[Image: zedf01_aigventar.jpg]

Lister's crew was, unlike Ventar's, susceptible to being split up using CoS, and AssIsGrass took advantage ruthlessly, leaving them strung out singly all over the place. Once that was accomplished, it was relatively simple to keep Lister himself occupied with SM, even though he was Spectral/Cursed/ES. SM did require quite a few recasts, however.

[Image: zedf01_aiglister.jpg]

From there, AssIsGrass proceeded to the Worldstone Chamber. Here she met her most fearsome foe. It wasn't Baal, though (as is the case for most ranged characters) he was no pushover. No, the most annoying foe she met in the Worldstone chamber was the dreaded lag monster. AssIsGrass now had enough resists that, after guzzling a few thawing potions, she didn't really fear Baal's Hoarfrost or Incendiary Nova attacks any longer, and proceeded forward with her default equipment, confident that she could afford to stand in place and Blade Fury away, weathering the bulk of Baal's elemental attacks without too much concern. She was correct; even Baal's dreaded Mana Rift spell was survivable, though it did cause significant potion consumption. However, partway through the battle, Bnet chose that moment to start throwing out some really bad spikey behaviour, and that coupled with Baal's Festering Appendages or Mana Rift usually spelled a quick death. The pace at which Baal's health was dwindling dropped to a crawl and AssIsGrass suffered several deaths... yet she refused to give up, not this close to the finish, not when she had come so far! And, in the end, after about an hour of testing AssIsGrass's patience, the lag monster sensed it was beaten, and slunk away to plague someone else another day. With that, it was a relatively straightforward matter to dispense with Baal.

[Image: zedf01_aigbaal.jpg]

And so, AssIsGrass's journey is complete.

[Image: zedf01_aigmatriarch.jpg]

Final Gear
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Weapon: Nord's Truncheon (137-168, +178% AR, +205-455 cold dmg) socketed w/ Nef
Shield: 3D Kite Shield
Alternate: Dual Shadow claws (+3 Shadow skills)
Hat: Rare, +2 Necro skills, +6% mana leech, +16 Str, +19 Dex, +30 Cold Res, +39 Fire Res, socketed with Ort (+30 Lit res) and Jewel +9-20 fire dmg, +1-21 lit dmg
Armour: Lionheart Mesh Armour (+30 res all, +25 Str, +15 Dex, +10 Vit, +50 Life, +20% damage)
Gloves: Lava Gout (2% CTC slvl10 Enchant, +13-46 fire dmg, +24 Fire res)
Belt: Sharkskin of Atlas (+29 Str)
Boots: Goblin Toe (+25% CB)
Ammy: Angelic Wings (20% Damage -> Mana, +75 Life, +10 Dex set bonus)
Rings: Dual Angelic Halo (+20 Life ea, +6 Replenish Life ea, +924 AR ea)
Charms Totals: +16 Str, +5 Dex, +94 Life, +19 Fire Res, +16 Cold Res, +6 Lit Res, +139 AR, +4-11 fire dmg, +1-62 lit dmg,

In Stash: +3 Shadow Circlet, +1 Assassin Ammy (used for pre-buffing), spare charms

Vital Statistics
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[Image: zedf01_aigstats.jpg]

Never did allocate any attribute points. A bit under-levelled for A5 Hell too, I suppose.

[Image: zedf01_aigshadow.jpg]

Yep, I did misclick and put an extra point in fade. Since I almost never used it (as BoS was my only faster walk/run) it didn't really matter in the end.

[Image: zedf01_aigtraps.jpg]

I never allocated more than 2 skills @ 10 either -- all hard points in stats and skills have remained unchanged since killing Nightmare Diablo. (Extra stats/skills from items have definitely changed since then, however.)

Overall, a fun trip, though a bit slow by most standards, especially before AssIsGrass acquired her end-game gear. I had originally proposed to go with dual-wielding katars and high crushing blow all the way, and even had a Guillaume's Face in stash to that end, but the resist problems that caused were pretty severe, and considering phys immunes, was not really a hell-viable option. Once I got my end gear, I had a much better variety and strength of damage sources, primarily physical and cold but also significant fire, lightning, and poison, and this made for sufficient damage to kill monsters in a reasonable amount of time. My end gear also solved the resist problems that had otherwise plagued me throughout earlier portions of the game. In fact, it could be argued that the end gear I wound up with was a little too good, since I never felt I needed to take any extra skills or stat points from my Slacker Pre-Teen or Slacker Teen goal rewards in order to finish the game. With a combination of low requirements and significant damage, the Tenderizer was possibly one of the best end-game weapons AssIsGrass could have acquired.

Should I do it again, no-twink this time? smile I think once through is enough. For now... wink
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Why this thread? :/
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Hm? What do you mean?
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Thread got bumped by a spam post, which has since been deleted.
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The spammer keeps spamming this thread and this thread alone, it seems, happened before
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I'd like to find that porn spammer person toitegern IRL and teach him a thing or two about the word respect. That was very not appreciated.

butcher2

Occhi
"Think globally, drink locally."
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nothing to see herenono
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