Before entering Hell difficulty, it was time to gamble again to fill some gaps. I was gambling amulets, rings and circlets, mainly looking for +resistances and +skills. While I got indeed some improvements to existing gear, I didn't really get anything great and ended up with some characters still having to wear only mediocre magic gear (see below). I also imbued four circlets and coronets, without much luck either.
Then I tried some crafting, looking for better Hitpower gloves for the amazon and re-rolling some grand charms. The gloves were all bad, but I managed to get some skiller charms, unfortunately mainly where they wouldn't really be needed (e.g., two +1 elemental skills for the already powerful druid and a +1 bows and crossbows for the amazon that already had good gear) - I had been hoping for something for the barbarian or the necromancer. But hey, skillers are skillers, and I gladly kept them of course.
Then it was time to shuffle gear around, at which point I suffered from some analysis paralysis and ended up doing it more by intuition, to get moving. I made another
Lionheart and a
Smoke armor, and spent a lot of left-over attribute points; some characters would have looked very silly if I had lost them with over 100 unspent points...
So here's what I ended up with, at levels 73 and 74:
Amazon
Attributes: 110 Strength, 216 Dexterity, 242 Vitality, 28 Energy, 20 unspent points, 1045 Life, 230 Mana, 61% fire res, 66% lightning res, 20% cold res, 40% poison res (all except cold at max when switching to Witchwild String).
Important skills: Strafe 20+3, Guided Arrow 20+3, Valkyrie 20+1, Critical Strike 5+1, Pierce 5+1, Penetrate 2+1.
Gear: Buriza-Do Kyanon socketed with an Eth and Witchwild String socketed with two Eth;
Lionheart mage plate; Tal Rasha's Fine-Spun Cloth; Tal Rasha's Horadric Crest; Hitpower gloves with +20% IAS and +22% lightning res; rare boots with 30% FRW and three resistances; rare amulet with +1 amazon skills, 10% FCR and +all res; rare ring with +5% AR and a bit of cold and lightning res; rare ring with +11 all res and +50 poison damage over 3 seconds. Two +1 bow grand charms, rest of inventory except two rows filled with other charms.
Mercenary: Cold rogue with +1 amazon skills circlet, rare scale mail with +def per level,
Insight great bow.
I feel pretty confident and pleased about the amazon. She still needs better resists when wielding her main weapon, the Buriza, but maybe I find a better belt and better rings at some point - Tal Rasha's belt I wear for the +20 Dex right now. The Valkyrie and the knockback gloves provide good safety and 10% mana and life leech sustain her well enough. I even feel strong enough to swap out Tal Rasha's Crest for a topaz'ed helmet for act 1 for some more magic find. (And I just realize I forgot so add a socket to Tal Rasha's Crest, which could help with resists and might free up some small charms for other characters.)
Pierce 5+1 is not wasted even now that I use the Buriza as my main weapon. Against groups of monsters and physical resistant ones, using the Witchwild String's Amplify Damage is very useful, and piercing helps to trigger it earlier (I'm already playing in Act 1, and it works really well). I plan to invest in Penetrate next - hitting things seem kind of important in this type of game...
Assassin
Attributes: 101 Strength, 118 Dexterity, 220 Vitality, 25 Energy, 35 unspent points, 978 Life, 203 Mana, 72% fire res, 75% lightning res, 68% cold res, 42% poison res (with Fade).
Important skills: Claws of Thunder 20, Dragon Claw 20, Phoenix Strike 2, Fade 20+3, Claw Mastery 6, Shadow Warrior 1+3.
Gear: Rare hand scythe with 25-95 dmg, +40% IAS, +max damage per level, +66 AR and +50% damage against demons, +3-10 fire dmg, +1-20 lightning dmg, 7% life leech, +30% cold res, +16 def and +4 life (has socketed two jewels); rare scissors quhab with 35-79 dmg, 10% IAS, +50 AR and +13% dmg against demons, +276 AR and +234% dmg against undead, +7 poison dmg; upgraded Rockfleece socketed with an Ort for +30% lightning res; Tal Rasha's Horadric Crest socketed with a Ral for +30 fire res; String of Ears; Ghoulhide; Sander's Riprap; rare amulet with resistances; raven frost; dwarf star; off-hand claws for overall +3 Fade and +3 Shadow Warrior. In the stash is a magic amulet with +2 martial arts and a rare greater claws with 37 to 76 dmg, +40% IAS and ignore target's defense. Inventory is full with charms except three rows.
Mercenary: Defiance desert merc with Rattlecage, Stealskull and an
Insight partizan.
My approach to defense in Nightmare was high physical resistance (43%), high elemental resistances, some fire and cold absorb and some reduce damage (normal and magic). It worked well, but I have no idea how viable this will be in Hell and suspect I will run into problems. Maybe I'll find runes and a base for a
Duress, in which case I'll have to shuffle a lot of gear around, but somehow I hope to get by with the Rockfleece and my current concept. We'll see.
I'll invest more points into Claw Mastery next for a needed bonus to AR and to increase my physical damage; I hope to get by without Phoenix Strike (which unfortunately I have invested two points already plus 3 prerequisites, which would result in 5 wasted points).
Barbarian
Attributes: 126 Strength, 97 Dexterity, 230 Vitality, 20 Energy, 48 unspent points, 1151 (2173) Life , 167 Mana , 75% fire res, 75% lightning res, 30% cold res, 75% poison res.
Important skills: Leap Attack 20+2, Leap 20+2, Berserk 1+2, Battle Orders 10+10, Battle Command 1+7, Shout 1+7, Find Item 1+10, Blade Mastery 17+1, Increased Speed 1+1, Iron Skin 1+1, Natural Resistances 1+1.
Gear: Plague Bearer;
Rhyme grim shield; rare mesh armor with 10% FHR, +def based on level, +53% lightning res and +30% fire res (helped by socketed Ral and Ort); magic horned helm with +1 barb skills, +3 Battle Orders and +3 Find Item; Chance Guards; Immortal King's Pillar; rare belt with some lightning and fire res; The Mahim-Oak Curio; rare ring with 6% life leech and +all res; Manald Heal; two
Spirit swords on switch for buffing; a +1 warcries grand charm; and assorted other charms to leave only two rows of inventory free.
Mercenary: A fire iron wolf with some boring rare armor, a rare helm with some resists, Hexfire, and Milabrega's Orb.
I'm not happy with the barbarian's setup, not happy at all. I still have my upgraded Bonesnap in the stash, but felt I had to switch to a shield for the resists (and a bit of blocking, although the chance is very small with this shield and his low dex at the moment). But the best weapon I could come up with so far is the Plague Bearer with 35-150 dmg and +300 poison dmg over 8 seconds. Even with the iron wolf's Enchant, I don't think this will be adequate for Hell, and I'm prepared to bring out Bonesnap again, although I don't know how to deal with his bad resistances then (I'll have some spare +fire res charms, but no +lightning).
I've grudgingly decided that now is the time to commit myself to a mastery, and chose Blade Mastery to support the Plague Bearer. My plan is to find a white or 6os phase blade and make
Unbending Will in it. Depending on how it rolls, it doesn't have that much more damage over an upgraded Plague Bearer (if I'd upgrade it) and also lacks its poison damage, but with +3 to combat skills and some other nice mods, it might be enough to carry me forward. Painful are the high dex requirements, although at least that would improve attack rating and block chance. (Making
Unbending Will in a colossus blade or sword would have strength requirements I weren't be able to meet.)
One other thing I realized is that since Leap Attack and Leap are not affected by being frozen, I might replace the
Rhyme shield with something else later. A better helmet would be nice as well, and some source of mana leech so I can ditch Manald Heal in favor of something better.
Regarding the merc, I actually managed to
not find a 4os shield of any kind for a
Spirit, but at least he profits from wielding a Hexfire with its +3 to fire skills.
Skill-wise, I plan to max Blade Mastery and then dump more points into Battle Orders. I might increase Natural Resistances as well if I get desperate.
Druid
Attributes: 82 Strength, 25 Dexterity, 242 Vitality, 30 Energy, 120(!) unspent points, 668 (1370) Life, 225 Mana, 71% fire res, 72% lightning res, 73% cold res, 68% poison res.
Important skills: Hurricane 20+5, Tornado 20+5, Twister 7+5, Cyclone Armor 20+5, Oak Sage 14+4, Summon Grizzly 1+4, Summon Dire Wolf 1+4.
Gear: Spirit sword;
Spirit bone shield;
Smoke mage plate; rare circlet with +1 druid skills and +15 all res; rare plated belt with +31 life and +cold/fire/poison res; Chance Guards; Tearhaunch; rare amulet with +1 druid skills and +12 all res; rare ring with +21 life, +39 mana, +all res; magic ring with +23 lightning res. Two +1 elemental skills grand charms, and actually 5 empty rows for loot in his inventory.
Mercenary: Defiance desert merc with Haemosu's Adamant, a helm with +life and some resists, and an
Insight partizan.
120 unspent attribute points is a lot, and I should probably spend some of them into vit before I start Hell. He lacks a good ring, but apart from that feels ready to go, maybe even with a topaz'ed helm for act 1 instead of his circlet. I'll max Oak Sage before dumping the rest of my skill points into either Summon Grizzly or Twister.
Necromancer
Attributes: 95 Strength, 40 Dexterity, 300 Vitality, 61 Energy, 60 unspent points, 950 Life, 360 Mana, 67% fire res, 75% lightning res, 75% cold res, 46% poison res.
Important skills: Bone Spear 20+9, Bone Spirit 20+8, Bone Armor 1+10, Bone Wall 20+6, Bone Prison 13+6, Corpse Explosion 1+6, Amplify Damage 1+3, Dim Vision 0+5, Clay Golem 1+6, Golem Mastery 1+8, Summon Resist 1+6,
Gear: Bone wand;
Rhyme unraveller head;
Lionheart mage plate; Trang-Oul's Claws; Nightsmoke; Natalya's Soul; rare circlet with +2 to Poison and Bone skills, +9 to mana and +9 to energy; rare amulet with +2 to Summoning skills, +24 life, +6 energy, +38% lightning res, +27 fire res and +11% magic find; The Stone of Jordan; rare ring with +11 Energy and a bit to all resistances. Off-hand he wields a bone wand with +3 to Bone Armor and +2 to Golem Mastery and an unraveller head with +2 to Summoning skills. One +1 to Summoning Skills and two +all res grand charms (and yet, only two rows free in his inventory).
Mercenary: A Frenzy barbarian with Skin of the Flayed One, Blackhorn's Face and the Atlantean.
During item redistribution, I accidentally sold one too many of my unique swords, and now the necro's merc has none for his off-hand.

Next sword I'll find goes to him...
Apart from that, the necro himself doesn't have the best equipment, but if I remember to use Bone Wall more often and bring some patience (and lots of blue pots), I hope I'll be fine.
Paladin
Attributes: 90 Strength, 114 Dexterity, 274 Vitality, 15 Energy, 35 unspent points, 1053 Life, 342 Mana, 74% fire res, 65% lightning res, 32% cold res, 57% poison res.
Important skills: Conviction 12+6, Fist of the Heavens 20+7, Holy Bolt 20+7, Vengeance 13+7, Holy Shield 1+7.
Gear: Spirit sword;
Spirit aerin shield;
Stealth serpentskin armor; rare circlet with +1 paladin skils, 20% FRW, +37% fire res, +18% poison res and +10 dex; rare belt with +38 life, +23% lightning res, +6% fire res; Tearhaunch; magic amulet with +2 to combat skills; rare ring with 5% mana leech, +8% lightning res, +18% fire res and +9% poison res; rare ring with 7% life leech, +7 all res. On weapon switch: Aldur's Rhythm (not yet socketed) and a
Rhyme heraldic shield. +1 Offensive auras grand charm.
Mercenary: A Defiance desert merc with some rare armor, Duskdeep and an
Insight partizan.
As I already said, by now I get the feeling I might be able to fight animals with Fist of the Heavens and don't really need Vengeance, especially as I haven't maxed Conviction yet for FotH doing even more damage, so I haven't put any sockets into Aldur's yet and also have off-loaded all my +elemental damage charms into my stash and put +res charms in his inventory instead. Replacing his
Stealth armor would be nice if find a good base, and maybe I switch his merc from Defiance to Holy Freeze, now that I no longer be in melee much - I'll have to see how FotH really works in Hell first, though. Then I'd also no longer need leech rings and could replace those with better resistance rings or so (if I will be able to find better ones, that is).
Sorceress
Attributes: 65 Strength, 39 Dexterity, 250 Vitality, 35 Energy, 80 unspent points, 730 Life, 244 Mana, 71% fire res, 61% lightning res, 75% cold res, 38% poison res.
Important skills: Hydra 20+5, Fire Mastery 20+1, Fireball 10+8, Frozen Orb 20+2, Cold Mastery 3+2, Teleport 1+1, Telekinesis 1+1, Static Field 1+1, Frozen Armor 1+4.
Gear: Leaf staff;
Stealth armor; rare circlet with 20% FCR, +17% cold resist, +17 lightning resist, +17% poison resist, +48% fire resist, +38 mana (socketed sapphire); Magefist; Natalya's Soul; rare belt with 10% FHR, +7% lightning res, +27% fire res; rare amulet with +1 sorcerer skills and +14 all res; rare ring with +25 mana, +26% cold res, +10% lightning res, +10% fire res, +10 poison res and 10% mf; rare ring with +23% cold res, +26% fire res and 8% mf. +1 cold skills grand charm, rest res charms (two rows left free in inventory).
Mercenary: Frenzy barbarian with a rare armor, Duskdeep, Ginther's Rift, and Coldsteel Eye.
I'm a bit scared how fragile she is, so I will spend more points on vitality before going into the Blood Moor. My main objective for her is getting a base for a better armor with resists, and more sources of life.
All in all, my main goal for act 1 Hell (apart from surviving...) will be finding white or socketed armor and weapon bases for imbuing and runewords, although having already played the amazon by now, I might have overestimated the number of elite items that drop in Hell (on player 5). Rune-wise, I still have an Um, a Pul, 3 Fal, 5 Ko, 2 Lum, 7 Io and lots of runes below that.