Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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I'm playing this game yet again

I'm talking to myself here as much as Herman Gigglethorpe is over in the gaming table forum, but so be it, I like the sound of my own writing.

   

I'll lead off the act 2 hell report with the hammerdin.  I don't use this word lightly, or ever, but Cloak of Shadows charges for him is fucking amazeballs.  In fact I think Cloak works even better for the paladin than for a trapsin.  With the crowd blinded, he can focus on and pick off the nasty boss -- that's something traps don't do.  The 2k recharge cost per Cloak way more than pays for itself in saved merc resurrections.  Also this act was the hammerdin's first time up against magic-immune mummies.  Turns out that Smite and the merc are indeed enough to kill them, not fast and have to take it easy on the player count, but does get the job done, with Cloak still helping immensely.

The saga of the act was trying to find a 3-socket elite armor for the barb's Duress.  At least the barb himself found a Naj's Light Plate to use as yet another stopgap beforehand, a nice package of skill/life/resists there.  But I kept pounding the cube-socket recipe on every elite armor that dropped without hitting on 3 sockets.  I even got one low-quality dusk shroud, which the El+chipped recipe fixes to a low ilvl and max of 3 sockets, but then the socket recipe missed its 4-in-6 chance at that.  Then the javazon found a naturally 3-socketed dusk shroud... with only 370 defense, almost at the bottom end possible.  Then I got a beautiful naturally 3-socketed superior Boneweave with a splendid 576 defense... but a strength requirement of 158 which is just high enough to be problematic.  I spent every last Thul rune on that socketing cube recipe with no payoff...

   

until finally, the wind druid playing last cubed three Orts into a Thul in desperation and the cube finally hit on the jackpot of 3 sockets in a nice 460 defense dusk shroud, so here we go.  (Lousy roll on the enhanced defense though, oh well.)

The character that kept surprising me with her performance was the trapper assassin.  I remembered my old trapsin as slowing down a lot in hell difficulty, effective but plodding or constrained to low player counts... but not this one.  She's a different build, 20 points in more trap synergy instead of Shadow Warrior, and that makes a substantial difference.  Also a higher level thanks to more full-clearing and on higher player counts, 84 in mid hell rather than ~78.  She pushed through most areas of act two on p5 and some on p7, including tearing through a full-clear of Arcane Sanctuary (no lightning immunes) as fast as anyone ever has.  And good thing she did, because this struck from the void:

   

ARREAT'S FACE!  The best-in-slot helm for barbarians.  I'll miss the 10% dual leech of Tal's mask (and the socket quest spent on it), but Arreat's whole package is unbeatable, makes for nearly a quarter more damage overall between the skills and attack rating.  And the resists here free up the amulet slot from needing resists in favor of one with skills and mana steal, and the Tal's mask will still go to good use on a merc.  (This makes three of the iconic class-specific uniques for this team, along with Titan's and [an unused] Bartuc's claw.  But I won't dare to ask for a Jalal's or Zak shield next, since then instead I'd get a Homunculus for the late bonemancer.  Actually I did get a Trang-Oul's set head that he would have used too.)

If the trapsin impresses me the most, the character who least does is the sorceress.  She's OK, but struggles to stand up to any more than about four monsters at once.  I'm constantly teleporting away every two seconds, feels like I'm dancing with the devil risking death with any momentary slip.  Really her problem is that she's underpowered on skill equipment, only +4 in all, one each from orb/helm/amulet/shield.  High skills are essential for sorceress attacks because they all scale quadratically thanks to the mastery, or even cubically for Charged Bolt where number of bolts is a third multiplier.  So let's fix that:

   

After the act, I went gambling for skill coronets again, and turned up that beauty of skills, resists, strength, and even those Attract charges could be significantly useful.  And that rare orb dropped, which really rockets up Lightning's damage, went from 4500 to 6000!  And finally she also took the Naj's Light Plate: yet again similar to Lionheart and Duriel's Shell with resists and life, but this also has +1 skills.  (And her Duriel's Shell now passes down to a merc where it should be.)  All this boosted the sorceress from level 24 lightning skills to level 28, should help a lot.  She did drop down one breakpoint without FCR on the new orb, but it'll be worthwhile.

In other news, the javazon will need a new shield, her ethereal Moser's will run out, it dropped to 13 durability remaining.  Fortunately, I found both a Whitstan's Guard and Sigon's Guard (surprising it took this long) this act.  I'm not sure yet which to use once the Moser's dies, but either way it will be socketed with a diamond, which makes its resistances almost the same as a Rhyme.  (The javazon has socket quests to spare, she hasn't used any and can't even use all three, because javs can't get socketed and her armor is already a runeword.)

Merc weapons: got 5-socket thresher and mancatcher bases, and made an Honor in each for two of the mercs.  Also found a Viperfork elite unique spear, which I'd never heard of; good damage and really fast, but not really the best choice to use without life steal.  And a Grim's Burning Dead which is cool but not really good enough to use.

   

Runes: I've never been so happy to not find the exit from Arcane Sanctuary: superchest dropped an Ist!  (Of course I had to read it like six times before it sank in as Ist and not Ith.)  Although then I realized Ist doesn't really do much by itself, it's mostly a component of higher runewords.  The only thing it does without something higher is Delirium, which might be fun for whoever lacks a +2 skills circlet, but that also takes a Lem and I spent all of those at the moment.

No skiller grand charms from the whole act, oh well.

I was still full-clearing most areas of act 2 (even the maggot lair and palace cellar levels with most characters, plus Arcane Sanctuary, though skipped Halls of the Dead), but this is the last time I'll do that.  Everyone should have sufficient gear by now to make it to endgame with no glaring deficiencies, and sufficient experience since leveling starts to fall off a lot past 85.  From here onwards, it's mostly going to be straight through with minimal fighting and clearing, eyes on the prize of Guardianship now.
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Im rooting for ya!
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Lurking as well with interest  lol
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You'll never walk alone...
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Speeding up again now in real time, now that I'm mostly not full-clearing and just progressing as streamlinedly as possible.  It took only about three hours per character through act 3.  Even though it seems about a hundred and forty percent of the jungle is immune to lightning, which is half the team (javazon, sorc, trapsin.)  But they're all well-designed with strong secondary attacks and made it through with little trouble, although the sorceress did have to save & exit once out of a gloam boss pack in the great marsh.  That was the first time I saved & exited anyone during mainline questing; I did a few other times in side areas, notably the nightmare cow level and the Pit in act one.

Ha, the first unique of act 3 was another Moser's shield to replace the dying ethereal one for the javazon.  The wind druid had put the Sigon's Guard on his switch to buff his summons and hold in reserve for the javazon, so now he can keep it.  Anyway, this reminds me that I think I've hardly said anything about the javazon at all.  She's quietly been the most reliable character all along: never needy for equipment, solid skill build with three types of damage including one-point Jab, stays out of trouble thanks to attacking from long range behind two summonables (don't forget Decoy.)  Actually the one interesting thing about her lately was learning to use the Titan's, the FRW on it actually throws off my instincts for driving her, I kept overshooting my positioning trying to line up for Lightning Fury pierce lines and Charged Strike hits.

It was the druid that found the new Moser's for the javazon, and then the javazon returned the favor for him:

   

(March 2nd, 2020, 11:55)T-hawk Wrote: But I won't dare to ask for a Jalal's or Zak shield next

I didn't ask for it, but I got it, Jalal's Mane.  I'd forgotten its +2 to skill tree was shapeshifting, not elemental.  It's best-in-slot for a wereformer, but it's questionable whether it beats my Lore here.  Compared to that, Jalal's would give up +1 Tornado and +2 Grizzly to gain +1 Oak Sage and Hurricane.  But the resists on Jalal's means I can trade out his diamond shield for Sigon's Guard instead and come out even or ahead on all the skills.  Finally the clincher is the FHR on Jalal's, which the wind druid lacks anywhere else, and he could really use since he does take hits at close tornado range.

Merc gear: got an ethereal superior thresher that I decided was worth a socket quest for an Honor.  (A socket quest of the javazon, since she can't even use more than one on her own equipment: javs can't have sockets, and her runeword armor and Moser's shield already do.)  Also a second Tal's mask and a Stealskull helm for life steal, and a Widowmaker bow for the trapsin's rogue merc.

Misc: got an Immortal King's maul and also gloves, although I don't see that beating Ribcracker and Laying of Hands for the barb.  Also got a second Natalya's boots although I don't think anyone wants it over Aldur's or Infernostride.

   

Also a sweet elemental charm for the druid, makes up for the bonemancer dying with one.  But speaking of charms:

   

I got TWO more Gheed's Fortunes.  The last one requires some full disclosure.  It dropped for the barbarian while he was already holding the first Gheed's, and you can't pick up more than one.  What I did was beat Mephisto, then while the game was still running tab out to load the Atma editor and the character file, to move the original Gheed's off him that way, to be able to pick up the new one.  This follows my original rule for trading items: the barb finished the act and was eligible to trade his item away, even while still in a running game.  I've actually done this often all along - finish an act boss, tab over to hot-swap off some items, then continue playing more areas in the same game; this was the first time it ever mattered logistically.

   

Oh, and the newest Gheed's is excellent on its stats (perfect is 15%, 40%, 160%.)  The barb kept that one, and the other two went to the javazon and trapsin, since they're the ones without any skill charms, so they have space.  (By the way, regarding charms, I usually limit them as half the inventory, 5 columns worth.  Then two more columns are the cube and TP/ID tomes.  That leaves 3 columns open, which is enough to pick up one large item plus some wiggle room for potions and gems and such.)

   

And steps away on that same floor in the same game, Mephisto's center chest delivered an Um!  I know exactly what I'm doing with this: along with a Pul from before (and another also dropped this act), make a Stone armor for the sorceress.  Stone is great, my other favorite runeword after Lionheart and Chaos, I've used it on a sorceress before to great effect.

   

Clay Golem charges are just what a sorceress needs to deflect and slow monsters just long enough to kill them.  As with the hammerdin's Cloak charges, the recharge cost pays for itself in saved merc resurrections.  Plus Stone has enormous defense which with Shiver Armor actually adds up quite a bit to be useful, plus rounds out the package with decent resists and stats as well, and finally 60% FHR which is also a tremendous lifesaver for a sorceress.

Only catch was I didn't have an elite base armor on hand, wasn't expecting to need one.  So I had the barb and sorceress go back through the junky uncleared dungeons (Kurast temples, Swampy Pit, Arachnid Lair, then the act 2 false tombs) to find one.  The best that came was this wire fleece with a nice 460 base defense; the strength requirement at 111 is a bit high, but the 16 on the Stone itself makes that manageable; I shopped gloves with +strength (and fire resist) and also gave her a Tearhaunch boots for 5 more temporarily until her next level-up.

And finally: holy amazing fuck!  Times two!  In the same game!

   

Highest runes I've ever had.  What the hell do I do with either of them?  Every runeword with Sur or Jah also needs other high runes (mostly Ber), and most are realms-only anyway.  Couldn't these have been something lower for Call to Arms or Heart of the Oak or Exile?

I actually want to just put the Jah in a weapon for the barb for the ignore-target-defense, since his chance-to-hit is still terrible at like 60%, but Ribcracker and the IK maul both need Shaels instead for max speed.  The one realistic possibility for Jah is Fury, which requires a Gul that might come from the hell hellforge... but Fury isn't all that amazing, and it would have to go in a sword base for max whirlwind speed, but all elite swords have str/dex requirements beyond what the barb is built for with the Ribcracker.  I guess all I can do with either rune is see if chance strikes once more with a Sur or Ber to make Enigma.

   

After act 3, I went gambling again, spending everyone's gold with the best Gheed's discount.  This time I went for amulets, since most everyone is well set in the head/circlet slot, but my amulets could stand improving, most are just +1 skills with small amounts of resists/life/mana/FCR.  The gambling was done by the barb at level 86, which is the first time +2 skill amulets can be gambled, although only 1/10 of gambles get the random +4 to ilvl necessary to qualify at 90.  And of course the only +2 skiller that came up from all that was necromancer.  Anyway I did get that beautiful barb amulet there.

One thing that has fallen by the wayside lately is crafting items.  I had been putting every available consumable ingredient into dozens of crafts the whole way along... but what I didn't realize was that the limiting factor would turn out to be runes.  Once I started doing the cube-socket recipes (for the barb's and merc's Duress, paladin shields, and some merc weapons), that ended up consuming most low-level runes with few left for crafting.  Of course you can get any amount of them from the Countess, but I still don't want this project to involve rerunning and farming.  So now I'm living with only the occasional craft, which is fine since by now it's actually pretty hard for a craft to improve any slot over what I've got.  Surplus perfect gems lately have gone into rerolling grand charms, which did give one of the skillers a while back.

Next up comes the one last big quest payoff in the hell Hellforge runes.
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I was thinking all along that you are having decent finds for a once-though. And then you have to go find a Jah and Sur, sheesh smile


KoP
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Well, it's seven-through (or six-through without the bonemancer), and lots of full-clearing on high player counts.  And it's selective perception on not seeing what I don't get.  There's a lot of stuff I haven't gotten, most notably Shako (Harlequin), any unique sorceress orb, any unique ring other than Nagel/Manald, Magefist/Frostburn, Bonehew or Shaftstop or Vampire Gaze for mercs, and any of Vex-Ohm-Lo which each would have been more useful to actually make something than Jah and Sur.
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About selective perception... My wife bought me a Tesla Model S, so disappointed because all I wanted was a Ford F150.  
We ran a lot of full multiplayer/team games here; full multiplayer games would be the daily norm. Count your blessings smile


KoP
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(March 15th, 2020, 07:38)KingOfPain Wrote: About selective perception... My wife bought me a Tesla Model S, so disappointed because all I wanted was a Ford F150.  
We ran a lot of full multiplayer/team games here; full multiplayer games would be the daily norm. Count your blessings smile

Wait, you actually WANT a ford??
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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(March 15th, 2020, 17:43)superdeath Wrote:
(March 15th, 2020, 07:38)KingOfPain Wrote: About selective perception... My wife bought me a Tesla Model S, so disappointed because all I wanted was a Ford F150.  
We ran a lot of full multiplayer/team games here; full multiplayer games would be the daily norm. Count your blessings smile

Wait, you actually WANT a ford??

I will settle for a Cyber Truck if I can get my hands on one.


KoP
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