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10-27-2003, 10:47 PM
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#1 (permalink)
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| S&T Forum FAQ (READ THIS BEFORE POSTING A QUESTION)
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10-27-2003, 11:01 PM
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#2 (permalink)
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| PvP Necro FAQ (Part 1) Submitted by c9h13no3 PvP Necro FAQ Skills
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The skills avalible to the necro in PvP are quite limited. I personally am going to limit them further still by only providing two possible builds. There are probably many more combinations which would work. However, I believe that my methods would be the most effective, and I will describe why when I cover skill point allocation. I also am going to limit the build to level 85, since leveling is supposed to be significantly harder in 1.10.
I'm also covering 2 builds. One of which is a bit less.... honorable. It utilizes some slightly buggy or unfair gear. However, in public dueling games, anything goes. But if you duel under rules of a league, then they have probably banned using the bugged items, or certain charges on items, ect. So I have provided builds for both. Bone Spirit
This tracking, but slow, projectile does lots of PvP damage and is virtually unresistable. However, in 1.10, it will not be effective without synergies behind it. I personally still think this will be the main attack for PvP Necromancers.
20 Points Teeth
In 1.09, maxing this out was blasphemy. Totally unthinkable. However, in 1.10, it provides extra BS (Bone Spirit) damage, which is always useful. And in 1.10 it now does enough damage to actually hurt opponents. So I never thought I'd ever say this, but:
20 Points Bone Armor
Works with Physical Damage Reduction gear to reduce the damage you take. The PDR cap was reduced to .5 in 1.10, however, Bone Armor got some synergies upping it's absorbance significantly. In fact, you get more absorbance per point in synergies than you do in the actual skill. Therefore, this is just a 1 point skill.
1 Point Bone Wall
Is good for absorbing FoH, TS, and other auto-targeting attacks. Not to mention it's synergies. Max this.
20 Points Summoning Skills
1 Point in clay golem, or 1 in every golem. It's your choice, and the only real reason people put points into fire golem is because of the splash damage it does when it dies, but the damage is very very small. I suggest 1 in clay golem, and if you'd like it to take a bit more of a beating, then 1 in Golem Mastry & Summon Resist. Just keep in mind, the more life it has, the more you can leech off it.
1 Point in Clay Golem, possibly 1 in Golem Mastry & Summon Resist. Bone Spear
Probably one of the least useful Bone Spirit synergies, but damage added, is damage added, and is always useful. The rest of your points should go here.
Rest. Bone Prison
Used to trap target, but can be leeched off of so I would not suggest using it against most melee characters. It is also a synergy for BS and BA, max this. However, if you want to use the bugged Marrowalk boots, then put 0 points in this skill.
20 Points
or
0 Points if using Marrowwalks Decrepify
This curse is certainly an option for both necros, however, a necro who is not taking advantage of Marrowalk boots will have extra skill points left over, leaving this as the next skill which should recieve points. Otherwise, I personally would opt for more BS damage.
9 Points if using Marrowwalks
0 (or take points out of spear) if not using the bugged boots. Other Skills
Most other skills are generally not used in PvP, are only used in speacial cases, or are fine with just one point.
When you're done, your final skills should look something like this for the (more) legit build (at level 85):
20 in Bone Spirit
20 in Teeth
20 in Bone Wall
20 in Bone Prison
12 in Bone Spear
1 in Clay Golem
1 in Golem Mastry
1 in Corpse Explosion
1 in Bone Armor
or something like this if you're going to be using Marrowwalks & the Teleport from Enigma:
20 in Bone Spirit
20 in Teeth
20 in Bone Wall
20 in Bone Spear
9 in Decrepify
1 in Amplify Damage
1 in Weaken
1 in Terror
1 in Clay Golem
1 in Golem Mastry
1 in Corpse Explosion
1 in Bone Armor Stats
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Pay attention, this will be quick. No Marrowalk Build Stats
Strength: Enough for a -reqs stormshield
Dex: Enough points for max blocking (see formula)
Vitality: The Rest
Energy: Put a point in this stat, I'll cut off your hands. Blocking formula is:
Effective Blocking % = [Blocking from gear x (Dexterity – 15)] / (Character Level x 2)
For example, it takes 206 dex for max block with a stormshield at level 85.
For instance, with this build, you will have these base stats at level 85:
Strength: 48-58
This way, when you add strength from enigma (63), anihilus (10-20) and shako (2), you will end up with 133, enough for storm with a -reqs jewel.
Dexterity: 164-174
So when you add dex from shako (2), anihilus (10-20), and Ravenfrost (20) you get 206.
Vitality: 241
Energy: 25 (base) Marrowwalk Build Stats
Strength: Enough for a -reqs stormshield
Dex: Enough points for max blocking (see formula)
Vitality: The Rest
Energy: Put a point in this stat, I'll cut off your hands.
With this build, you will have these base stats at level 85:
Strength: 28 - 48
This way, when you add strength from enigma (63), marrowwalks (10-20), anihilus (10-20) and shako (2), you will end up with 133, enough for storm with a -reqs jewel.
Dexterity: 167-177
So when you add dex from shako (2), anihilus (10-20), and marrowwalks (17) you get 206.
Vitality: 255
Energy: 25 (base) Gear
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You are what you wear in the world of diablo. No Marrowwalks Gear Set
This is by no means what you HAVE to use, but it's a good place to start. There are several alternatives, but this is what's generally used.
Helm: Harlequin Crest (shael)
Armor: Enigma
Ammy: 10% Cast, +2 to Necro Skills, ect. Amulet
Belt: Arachnid Mesh
Gloves: Frostburns
Ring 1: Ravenfrost
Ring 2: Soj
Boots: Dragon's Boots of Acelleration or Crafted Caster Boots
Shield: Stormshield (-reqs, second useful mod jewel)
Weapon: Wizardspike (Res All Jewel with good second mod)
Gear to Have in Stash:
In your stash you're going to want to have some gear that will help you against sorcs and necros, since they don't deal physical damage.
Sorc Gear:
Lidless Wall (Ort or Lit Res + Good Second Mod Jewel)
Vipermagi (Jah)
Natalya's Boots
This should give you 75% Lit Res, and 125% Cast which will allow you to fair well vs. sorcs.
Necro Gear:
Suicide Branch (Lum)
Lidless Wall (Jah)
Stealth Charms
charms are basically there to add what your gear doesn't. Good mods to look for on your charms are: Grand Charm Mods:
+1 to Poison and Bone skills
Faster run/walk
Life
Faster Hit Recovery
Mana Large Charms
Resists
Life Small Charms
Faster run/walk
Mana
Resists
The reason small life charms aren't listed here is because +1 to poison and bone skills grand charms will beat out 3 small life charms with the grand charm having any suffix at all. Try to limit the number of life charms used. If I had to use a set of charms, I'd probably go with:
Anihilus
9 Faster R/W Charms with some mana.
2 Poison and Bone Charms with 12% FHR
6 Poison and Bone Charms with 7% FRW
2 Poison and Bone Charms with 30+ Life Other things to think about
Keep in mind the various mods you will need from your gear when you use it. You will always need at least 75% fast cast, 26+ or 39+ faster hit recovery, and 140% - 180% run walk.
Part 2 down below.......
Last edited by c9h13no3; 12-03-2003 at 04:08 PM.
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10-27-2003, 11:14 PM
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#3 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,912
| PvP Necro FAQ (Part 2) Marrowwalk & Teleporting Gear Set
Helm: Harlequin Crest (shael)
Armor: Enigma
Ammy: 10% Cast, +2 to Necro Skills, ect. Amulet
Belt: Arachnid Mesh
Gloves: Frostburns
Ring 1: Soj
Ring 2: Soj
Boots: Marrowwalks
Shield: Stormshield (-reqs, second useful mod jewel)
Weapon: Wizardspike (Res All Jewel with good second mod)
Marrowwalks give you the synergies for Bone Prison due to a bug in the game. And since you're using the teleportation from Enigma, you will need more mana to support teleporting all the time. Hence why I added the extra SoJ, because you need the extra mana, and you won't be running, so being slow due to cold isn't a factor.
Charms:
Mana//Life Small Charms
Annihilus
2 P&B Charms with 12% FHR
8 P&B Charms with Life
Now that you're teleporting, you can substitute those r/w charms for life charms.
----------------------------- Modifier Frame Break Tables
Certain modifiers have frame breaks, that is, they won't show any effect unless you have at least that much of the modifier. Faster Hit Recovery Breaks
0% / 13 Frames per Hit over 1/12th of your life
5% / 12 Frames per Hit over 1/12th of your life
10% / 11 Frames per Hit over 1/12th of your life
16% / 10 Frames per Hit over 1/12th of your life
26% / 9 Frames per Hit over 1/12th of your life
39% / 8 Frames per Hit over 1/12th of your life
56% / 7 Frames per Hit over 1/12th of your life
86% / 6 Frames per Hit over 1/12th of your life
152% / 5 Frames per Hit over 1/12th of your life
For instance, you will gain the same benefit from 18% Faster Hit Recovery as you would having 24% faster hit recovery. Faster Cast Rate Breaks
0% / 15 frames per cast
9% / 14 frames per cast
18% / 13 frames per cast
30% / 12 frames per cast
48% / 11 frames per cast
75% / 10 frames per cast
125% / 9 frames per cast
Most necros use the 10 frame cast break. Some use the 9 frame break, and hardly any go below 10 frames.
Happy Hunting, and Good Luck.
~Fin~ Referances
Cryptic's PvP Necro Guide
D2 Item's Skill Calculator ( http://www.d2items.com/skills.php)
My Peers (Megaman821 and Latowski speacifically)
Megaman821 and Latowski post at diabloii.net
Last edited by Jason; 08-06-2004 at 03:25 AM.
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10-27-2003, 11:17 PM
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#4 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,912
| Guide Submission Post all Guide Submissions in the S&T Forum
All guides must contain the following:
- A detailed stat point distribution. Be specific. Tell the user exactly how to assign his stat points. Nothing general like "oh, put about 100 in strength". Also, explain why you chose to assign them in that way.
- A detailed skill allocation, and the reasons why you selected that skill point allocation.
- A gear suggestion. Two would be even better.
I will not sticky sub-par guides. All guide information must be correct, and approved by the forum. Don't write some junk up in 20 minutes and expect it to get stickied.
And give credit where it's deserved. If you're caught stealing someone else's work, you WILL be banned.
- C9
Last edited by c9h13no3; 04-16-2004 at 10:54 AM.
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10-28-2003, 11:38 PM
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#5 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,912
| 1.10 PvP Changes Subject 1.10 PvP Changes
1.10 PvP isn't changed too terribly much. However, there are some changes that you need to be aware of.
1) The Player vs. Player damage penalty is now 0.17 instead of 0.25 like it was in 1.09. This is due mainly to the increase in damage that 1.10 skills recieved.
2) The Physical Damage Resist cap has been reduced to 50% from 75%.
3) Mindblast Assasin Skill no longer stuns players.
4) Mastry Bugs have been fixed. Barbs and Assasins may now want to consider wearing Deadly Strike gear.
5) The Eth bug has been fixed.
The FHR, FBR, IAS, and Cast Rate breakpoints have NOT changed. 1.09 data is still valid for them.
That's all I can think of for now. If you know something that's changed that isn't on this list, PM me, and I'll get it added once I've confirmed it.
Last edited by c9h13no3; 11-05-2003 at 09:24 PM.
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11-19-2003, 06:32 PM
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#6 (permalink)
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Join Date: Mar 2003 Location: ottawa, Canada Posts: 615
| Re: 1.10 Fire//Cold Meph Sorc Guide Quote: Originally posted by ToThePoint(member of www.diabloii.net forums) Submitted by ~Canuck~ How Ed/max jewels work now
if there is ed and also max on a jewel then the max from all other sources won't get the benefit of the ed, only the +max.
blizz say that its a bug fix but really, thats a crock imo.
A rare perfect dual mod jewel being essentially junk compared to a cheap (even non perfect) jewel is a joke.
examples:
weapon 100-200 , 100str 40ed jewel in armor.
min damage = 100*(100+100+40)/100 = 240
max damage 300*(100+100+40) = 720
100-200 weapon, 100str , 40/15 max jewel..
min damage = 100*(100+100+40)/100 = 240
max damage = (300+15)*(100+100)= 630 - wee great!
(before would have been 300+15)*(100+100+40)=756 |
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11-19-2003, 06:34 PM
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#7 (permalink)
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Join Date: Mar 2003 Location: ottawa, Canada Posts: 615
| Quote: Originally posted by c9h13no3 Submitted by c9h13no3
I posted this at another forum, and this is copy & pasted over.
Aight, I was going over my old characters today, and I noticed that my pvp necros had significantly less mana. I thought "how odd", and decided to find out why. So I stripped my nec down to his bare a$$, and ran some tests, which are detailed below:
Test 1:
First I put on white, a caster belt (+28 mana), and one SoJ. This adds 81 mana to my 203 mana that I get from energy & levels, puts me at 284 mana base. Then when multiplyed by 1.25, this should give me 355 mana. I looked at the screen, and I was right, 355. So far so good.
Test 2:
Now time to figure out how + to energy from items works. At first glance, one would think it would add 2 mana, for every energy point, which would then be multiplyed by frostburns & sojs to get your total mana. So I equipt my mara's ammy with my caster belt & white. I came out with 254 mana. So far so good. However, I then equipt an SoJ, which should have added 20 mana to my total, making 274, and then multiplying by 1.25 to get 342.5 mana as my total. However, I looked at my screen, and I had 340 mana instead of 342.5. Odd. So I then deduced that mana from energy adding items was calculated after %max mana mods. For example:
Total Mana = [ X*(1 + Y)] + 2*Z
X = Mana from items & Points into energy & Levels
Y = +Max Mana % Items
Z = + to Energy from items.
So in my case with mara's:
Total Mana = [ 264 * (1 + .25)] + 2*5
Total Mana = 340
Test 3:
Well that's all well and good. I thought I had found the error. BUT NO! I was still coming up short of my total mana. So, I stripped off all my equipment, except for my shako. With just the shako, I had 334 mana. And since:
Total Mana = [340 * (1 + 0)] + 2*2 = 334
That made sense. But then I went and put on an soj, which should have me end up with:
Total Mana = [360 * (1+.25)] + 2*2 = 454
But alas, my mana was not 454, it was 410. Wtf?
So, I came to the conclusion that Shako must be bugged. I thought "maybe, for some reason, it's mana isn't multiplyed by + to max mana% items either". So, I tried doing that. So my formula became:
Total Mana = [ 223 * (1+.25)] + 2*2 + 127 = 409.75 which rounds up to 410.
So then I hypothesized that possibly + to mana per clvl items go after the frostburn & soj modifier as well. So I went and got my lvl 96 nec who can wear a wiz spike.
He's got 215 mana base. With wiz spike, and 2 ravens on, he has 531 mana. So lets see if that fits the new calculations:
Total Mana = [295 * (1+.15)] + 0 + 192 = 531
SOO in conclusion, mana calculations, go like so:
Total Mana = [X*(1+Y)] + 2*E + C
Where,
X = + to mana on items & mana from levels & stat points in energy
Y = % max mana
E = points in energy from items
C = mana from mana per clvl items
So this will effectively bring down the value of items like Shako & Wizardspike when weighing them against others when building characters. I hope this was informative, and I please forgive me if everyone already knows.
Regards,
- CCCCCCCCC
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Last edited by ~Canuck~; 11-19-2003 at 06:50 PM.
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11-24-2003, 12:47 AM
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#8 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,912
| Formulas, Calculators, & Generally Good Information Weapon Speed Calculator: http://diablo2.ingame.de/tips/calcs/...p?lang=english D2 Items's Skill Calculator http://www.d2items.com/skills.php Faster Hit Recovery & Faster Block Rate Breakpoints: http://www.hut.fi/~tgustafs/hitrecovery.html#FHR Runwalk Speed Calculations: http://www.diabloii.net/items/modifiers/fastrw.shtml Official Items Database: http://www.battle.net/diablo2exp/items/ Blocking Formula:
Effective Blocking % = [Blocking on Gear x (Dexterity – 15)] / (Character Level x 2) Chance to Hit Formula:
Chance to Hit for Melee Attacks = 100 * AR / (AR + Defender's defense) * 2 * attacker lvl / (attacker lvl + ddefender lvl) Life Replenish Formula:
life regained per sec = life repl * 25 / 256 Total Mana Formula
Total Mana = [X*(1+Y)] + 2*E + C
Where,
X = + to mana on items & mana from levels & stat points in energy
Y = % max mana
E = points in energy from items
C = mana from mana per clvl items Mana Regeneration Formula
25 * [[256 * max_mana / (25 * 120)] * (100 + %Mana Regeneration) / 100] / 256
From the Arreat Summit. Cast Breakpoints: Cast Breakpoints will be in the format of Fast Cast % -- Frames per Cast
Amazon:
0% -- 19 Frames per Cast
10% -- 18
15% -- 17
25% -- 16
35% -- 15
50% -- 14
70% -- 13
100% -- 12
155% -- 11
Assasin:
0% -- 16 Frames per Cast
10% -- 15
20% -- 14
30% -- 13
45% -- 12
65% -- 11
105% -- 10
175% -- 9
Barbarian:
0% -- 13 Frames per Cast
10% -- 12
20% -- 11
40% -- 10
65% -- 9
105% -- 8
200% -- 7
Druid:
0% -- 18 Frames per Cast
5% -- 17
10% -- 16
20% -- 15
30% -- 14
50% -- 13
70% -- 12
100% -- 11
165% -- 10
Paladin;
0% -- 15 Frames per Cast
10% -- 14
20% -- 13
30% -- 12
50% -- 11
75% -- 10
125% -- 9
Sorceress:
0% -- 13 Frames per Cast
10% -- 12
20% -- 11
40% -- 10
65% -- 9
105% -- 8
200% -- 7
Necromancer:
0% -- 15 Frames per Cast
10% -- 14
20% -- 13
30% -- 12
48% -- 11
75% -- 10
125% -- 9
Last edited by Jason; 08-06-2004 at 03:26 AM.
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12-14-2003, 11:54 PM
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#9 (permalink)
| BattleForums Addict
Join Date: Mar 2003 Location: ottawa, Canada Posts: 615
| Best Places to Magic Find This was originally posted by Lord_Vega @ diabloii.net forums who got the information from Thrugg at some other forums.
It lists all the top places to magic find, and they infact all return very good drops. I've found 15+ Elite Uniques/Sets in say 50 runs. Some of these elites include trangs belt, Grandfather, unique fanged knife, arachinds mesh etc. Quote:
I know I am not allowed to post links to other sites, and I probably shouldn't even copy from their threads, but I am really curious about this, and I also tend to believe that the majority of people here at the SPF are not even aware to this little fact.
This is a quote of one of Thrugg's posts, and I really hope I am doing no harm by quoting him here:
"I'm feeling guilt for not posting some of this stuff here sooner - it has been well discussed on some other boards I read but I forget that not everyone reads everywhere Just for completeness, the highest level areas are as follows:
85 Pit Level 1
85 Pit Level 2
85 Mausoleum
85 Maggot Lair Level 3
85 Ancient Tunnels
85 Sewers Level 2 (Kurast)
85 Forgotten Temple
85 Ruined Fane
85 Disused Reliquary
85 River of Flame
85 Chaos Sanctuary
85 The Worldstone Keep Level 1
85 The Worldstone Keep Level 2
85 The Worldstone Keep Level 3
85 Throne of Destruction
85 The Worldstone Chamber
84 Maggot Lair Level 1
84 Maggot Lair Level 2
84 Sewers Level 1 (Kurast)
84 Ruined Temple
84 Disused Fane
84 Forgotten Reliquary
84 City of the Damned
84 Drifter Cavern
84 Halls of Pain
84 Halls of Vaught
83 Underground Passage Level 2
83 Crypt
83 Claw Viper Temple Level 2
83 Flayer Dungeon Level 3
83 Durance of Hate Level 1
83 Durance of Hate Level 2
83 Durance of Hate Level 3
83 Plains of Despair
83 Frozen River
83 Glacial Trail
83 Icy Cellar
83 Nihlathaks Temple
83 Halls of Anguish
83 Infernal Pit
The 85s are the plums - all monsters will be able to drop from TC87 with a "good" chance, and champions and uniques will be able to drop all items.
84s are not quite as good, all can drop TC87 but with a "small" chance, only uniques can drop all items.
In the 83s, all monsters can still drop TC87 but some unique items cannot be dropped.
The small/good chance at TC87 comes from the fact that since they squashed the TC90s down into TC87, they gave the very top monster TC a pretty good chance at TC87 (even better than the previous TC87 + TC90 chances). The second best monster TC only has an outside chance at TC87. This lower one is the TC Baal used to, and still does, drop from... while Pindle did and does drop from the higher one.
Note, I left Ancient Tunnels, below the Lost City in Act 2, out of my previous post - it also is well worth a run (especially if you are good vs undead)."
The interesting thing is that many people over there have started running the Pit and have found some amazing items, such as IKSC's, Schaeffer's and their like. I've tried it myself and indeed there are alot more high TC items dropping, surely alot more than in the WSK. Could be considence, but you can't really argue with the given facts.
With that cave being filled with champion packs and unique bosses, I truly do believe it's a good place for MFing.
Wonder if any of you skepticals are willing to give it a shot? I know I will do some research of my own on the weekend
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Last edited by Jason; 08-09-2004 at 12:35 AM.
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07-14-2004, 03:40 AM
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#10 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
| Viz's Charged Strike Javazon PvM Charged Strike Javazon Character Description
This character utilizes an all too unused skill called Charged Strike. Charged Strike emits charged bolts exceeding great amounts of lightning damage upon striking. Though it is close ranged melee, it still proves quite effective. It doesn't kill as fast as Lightning Fury does, but it will be doing much more damage once the character is fully built and equipped.
Charged Strike has 4 synergies. These synergies consist of: Power Strike, Lightning Bolt, Lightning Strike, and Lightning Fury. Since maxing all 4 synergies plus the main skill will take up about all of your skill points, we will not be maxing all 4 synergies. I will go more in detail with this and the reasons why later on in the Skill Allocation section of this guide. Skill Point Allocation Main Skills: Max: Charged Strike
Charged Strike will be your main skill along with Lightning Fury. Both Charged Strike and Lightning Fury share the same synergies, so this allows you to utilize both skills. Charged Strike does a great amount of damage per charged bolt released, and it releases 7 at once aloing with your initial jav damage. Max: Lightning Fury
Lightning Fury is an awesome skill for speed killing large groups. While Charged Strike is a group killer at times Lightning Fury proves much more effective. The amount of damage done is significantly less than that done by Charged Strike, but it makes up for it with the multiple hits, etc. Synergy Skills: 20 Points: Lightning Strike 10 Points: Lightning Bolt 10 Points: Power Strike Passive Skills: 1 Point: Dodge 1 Point: Avoid 1 Point: Evade
- All three of these skills are a must. Putting 1 points in them after the +skills from your gear allows for a good amount of dodging, avoiding, and evading attacks. 1 Point: Pre-Reqs Rest into: Critical Strike and Piercing Stat Point Allocation Strength: Enough for Stormshield minus +str from gear. 156 strength is Stormshields requirement, but if you can get good enough +str from your gear you should be fine with about 100 or so. (Will update) Dexterity: 150. I say 150 because it takes a lot of dex to get perfect block at high levels, even with Stormshield. This also will add in damage to your attacks and increase your attack rating. 150. Not too high, but not too low. Vitality: Rest of your points. You can add in a few here and there while leveling, but I encourage you to get your strength and dexterity done with before finishing out your points here. Once strength and dexterity are done, all remaining points go here. Energy: Base. Nuff' said. Gear Selection Weapon: Ethereal Titan's Revenge 
Titans is probably the best all around weapon for this build, unless you're fortunate enough to get a nice rare high damage jav. Upgrade titans' to matriarchal javelin. They have lots of more phys dmg when upgraded. Body Armor: Chains Of Honor 
+Skills, Leech, Damage Reduce, +20 Strength, and Resists. Can't beat it. Shield: Stormshield 
Heh, nuff' said. Gloves:
Rare gloves with 3 ml, +2 java skills, 20 ias + other nice mods (dex, resists, etc.) are a lot better than draculs' for a javazon, but if you can't find them then just use Dracul's Grasps. Dracul's Grasps 
10% life leech, 25% chance open wounds, +14 strength. Very nice gloves. Helm:
If you need the dual leech, use tal mask, but if you don't need the leech, I would suggest to use a better helm, like "Ral" Andy's visage or a Faceted Griffons' to add tons of lit dmg. Griffons Eye
Defense: 150-260 (varies)(Base Defense: 50-60)
Required Level: 76
Durability: 20
+100-200 Defense (varies)
+1 To All Skills
+25% Faster Cast Rate
-15-20% To Enemy Lightning Resistance (varies)
+10-15% To Lightning Skill Damage (varies)
(Ladder Only)
(Only Spawns In Patch 1.10 or later) [[[[[Continued In Next Post ]]]]]
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Last edited by Jason; 08-17-2004 at 07:01 PM.
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07-15-2004, 10:32 PM
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#11 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
| Belt: Thundergod's Vigor 
Nuff' said. Boots: Aldurs Advance 
Hands down, best boots for this zon type. Amulet:
Any godly crafted blood ammy with +skills, leech, life, res, and maybe some str.
Examples:  
If you can't find one of those or make one, I suggest Highlords:  [[[[[Continued In Next Post ]]]]]
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Last edited by Jason; 07-20-2004 at 03:14 AM.
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07-16-2004, 04:05 AM
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#12 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
| Ring #1:
Any godly crafted blood or rare ring with dual leech, life, resists, and maybe some str and/or dex.
Examples:  
If you can't find one of those or make one, I suggest Carrion Wind:  Ring #2: Ravenfrost 
dex, AR, and cannot be frozen. Good ring. [[[[[Continued In Next Post ]]]]]
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Last edited by Jason; 07-16-2004 at 04:18 AM.
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07-16-2004, 04:09 AM
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#13 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
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Last edited by Jason; 07-16-2004 at 04:19 AM.
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07-16-2004, 04:22 AM
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#14 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
| Jewels: 40/15 ias jewel  40/15 max dmg jewel  40/10 min dmg jewel  Rainbow Facet: 5/5 Light Facet
Required Level: 49
100% Chance To Cast Level 41 Nova When You Level-Up
Adds 1-74 Lightning Damage
+3-5% To Lightning Skill Damage (varies)
-(3-5)% To Enemy Lightning Resistance (varies)
(Only Spawns In Patch 1.10 or later) Merc Hireling Info
An act 2 nightmare offensive merc is reccommended to use. It is very ideal for any type of zon. The +dmg added from the might aura will increase your attack damage dramatically, and is very helpful. This merc can also be very helpful if you come into contact with light immunes, ie: Black Souls in Act 5, etc.
Here's a good setup for an act 2 nm off merc: Quote: Originally posted by djnat Desert mercenary. Act 2 Offensive (nightmare). He uses might and increases your melee damage. Equipped as usually, with:
Cheap gear
Eth Gaze [Shael]
Upgraded Shaftstop [Um]
Reaper's toll [Shael]
Expensive gear
Eth Andariel's visage [40ed / 15 ias jew]
"Chains of honor" eth Archon plate
Eth Reaper's toll [40 ed / 15 ias jew] | Guide Conclusion
This guide was made purely for PvM, but can successfully be used in PvP also. I'd post a strat on how to duel certain characters, but since 1.) This guide is intended for PvM and 2.) I haven't dueled all classes of characters, I will not be doing so.
Charged Strike and Light Fury are two of the best skills for any Javazon. I hope you enjoyed this guide. 
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Last edited by Jason; 07-20-2004 at 03:31 AM.
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07-20-2004, 02:31 AM
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#15 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
| Diablo 2: LOD v. 1.10 Hireling Stats Quote:
The information contained in the following post should still apply to the v1.10 release version. I have checked hireling.txt and there is no difference in the data contained therein.
Looking for guidance with merc selection, I decided to compile some information on v1.10 hirelings and see how they have changed. The table below will list some stats for level 98 mercs. There are a couple things to keep in mind before you proceed though:
1): Base defense values listed below include a +1 defense per 4 dexterity bonus. This is the same bonus that players normally receive too.
2): Base AR values include a +5 AR per 1 dexterity bonus to match what players would normally receive. This conversion factor is an educated guess and has not been confirmed in game.
Edit: Changed conversion factor from 4 to 5.
3): The MinD and MaxD values can be regarded as normal +min/max damage modifiers on weapons. Simply add them to a weapon's displayed damage and apply the proper strength, dexterity, or skill bonus to derive the actual damage output of a merc. Rogues receive +1% damage per dexterity, and all the other mercs get +1% damage per strength.
4): The "Max" column shows at what merc level the corresponding skill will be maxed at. An A1 Rogue will finally obtain L31 Inner Sight at level 96 for example.
Some points of interest are:
- A1 Rogues can get impressively high levels of Inner Sight and Fire/Cold Arrow. L31 Inner Sight will lower enemy defenses by 1715 points, although it could take a while before they decide to cast it.
- A2 desert mercs can only use L20 Might instead of the L29 they had in v1.09d.
- The A3 Iron Wolves don't look so wimpy now, but A1 Rogues are still a better source for Fire and Cold damage. L32 Inferno can be quite a show though. I don't think Iron Wolves receive synergy bonuses between their skills, but someone will have to confirm this in game.
- A5 Barbarians will no longer have maxed resists in Hell, so you will have to make other arrangements.
- Rogues have a threat level of 10, whereas all other mercs have a threat level of 11.
- Barbarians have DamageRegen=10 (heals fully in 16.4 seconds), whereas all other mercs have DamageRegen=4 (heals fully in 41 seconds). In contrast to this, Valkyries and Decoys have DamageRegen=12 (heals fully in 13.7 seconds) and 14 (heals fully in 11.7 seconds) respectively.
- The Barbarian merc's entry in monstats.txt mentions a universal 70% resistance to poison. This seems to be applied as a straight bonus to the base resistance of the Barbarian.
Edit 1: Fixed table, AR/Dex info, and added more stuff. Barbarian poison resistance updated too. (Nov 5th)
Edit 2: Yes, the normal difficulty Fire mage does have slightly higher resistances. It's probably the result of a typo in the MPQs, but that's how it is. (Nov 22nd)
| This post has been created by Zath on Nov 23, 2003 @ This forum.
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07-20-2004, 03:40 AM
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#16 (permalink)
| Respected Member
Join Date: May 2003 Age: 21 Posts: 10,991
| Originally posted by djnat
I have "studied" a particular kind of sorc that can be very funny to play and very strong if equipped in a godly way.
The only problem is the cost of her gear: to be very strong, she has to wear very expensive items. So this guide is for all the richest people in Battle.net. Stats
Strength: 156 with gear. 156 is the min str needed for a Stormshield, so this is your final goal. Keep in mind that:
- Andariel's visage gives +25-30 str;
- Thundergod gives +20 str;
- Chains of Honor gives +20 str;
- Annihilus gives +10-20 to str.
So consider this before wasting points in strength.
Dexterity: max block, you are basically a melee sorc. It's a value which varies with lvl. For example, with a Stormshield, @ level 89 (pretty easy to reach) you will need 215 dex to have 75% block.
Vitality: all the remaining points.
Energy: base. Skills
MAX Enchant
MAX Warmth
MAX Fire mastery
MAX Frozen Orb
1 Shiver Armor
1 Cold Mastery
1 Static field
1 Teleport
1 to all pre-requisites
All the remaining points into Ice Bolt (FO's synergy).
Probably you're wondering why I did not put Energy shield in the skills to use. Well, in my opinion ES sucks, cuz this sorc will not have a plenty of mana to absorb enemies' damage, so ES would be defin8ly be worthless. You should be fine withous ES if you are careful. Gear
This is a melee gear. This sorc is not made to teleport. If you want to make her a teleporter, use a Wizardspike+Lidless in switch to have the necessary fcr to teleport very fast. But if you like the "non-teleporter" idea, use the following gear.
- Andariel's Visage [Ral]: I love this helmet. It has IAS, +str, life leech, extra poison resist and good defense. And, awesome mod, +2 skills, simply fantastic for this sorc. Use a Ral to erase the -30% fire resist penalty of this helmet.
- "Chains of honor" Dusk Shroud. Marvellous armor: nice defense, +2 to all skills, +65 to all resists, life leech, extra damage to demons / undead, +20 str, 8% dr... and even 20% magic find. What else has to be written 'bout this armor? It's simply the best.
- "Doom" Berserker Axe. This runeword is very expensive but it has awesome mods: +2 all skills, very good damage, 45% ias, open wounds, deadly strike, and best of all... -40/60% to enemy cold resist, which will be godly with Frozen Orb. It also has Holy freeze aura when equipped. The best choice, imho.
- Stormshield [Um or Perfect Diamond]: 35% dr, extra resists, good defense, high block %, it's TEH Shield.
- Thundergod's vigor: nothing to say. +10% max lit res, +20 str and vita, lit absorb. Great belt.
- Laying of hands: these gloves are very good. 20 ias, extra dmg to demons (+350%) and extra fire resist are great mods. The best for a "melee" sorc, imho. Remember that you don't need the fast cast of Magefists or the mana of Frostburns. You need damage and Speed. And these gloves have both.
- Waterwalk: +5% max fire res, faster run/walk, +dex and +life. And some other nice mods. Great boots.
- Highlord's wrath: +1 to all skills, lit res, deadly strike, 20 ias. No chance for other amulets.
- Ravenfrost: since you are a melee sorc, you need the "cannot be frozen" mod not to loose attack speed. This ring has also good mana, cold absorb, attack rating, and dexterity. Unbeatable.
- Bul kathos' wedding band: +1 to all skills, +life, and life leech. The best choice for the second ring. Switch
"Call to arms" Crystal sword + Lidless. With this switch you can have Battle orders and Battle command, so after war-crying you will have lots of life, mana, stamina, and +1 to all skills.
If you want to teleport a lot, don't use this switch. Use a Wizardspike+Lidless to have teh fast cast, and high resists.
Charms to use:
- Annihilus
- Fire skillers (godly if they have also life)
- Some resist charms (if your gear is not totally perfect you won't have all resists maxed)
- Some max / ar / life small charms
And if you want, some life / mana small charms, but I don't really think you'll need mana unless you're going to teleport like crazy. Hireling
Desert mercenary. Act 2 Offensive (nightmare). He uses might and increases your melee damage. Equipped as usually, with: Cheap gear
Eth Gaze [Shael]
Upgraded Shaftstop [Um]
Reaper's toll [Shael] Expensive gear
Eth Andariel's visage [40ed / 15 ias jew]
"Chains of honor" eth Archon plate
Eth Reaper's toll [40 ed / 15 ias jew]
Some tactics to use this sorc.
1) Always switch to Call to arms + lidless and make BC + BO before casting ANY skill;
2) Always cast Shiver armor to make your defense be higher;
3) Always cast Enchant to both yourself and your merc;
4) Go melee with all kinds of enemies without fear. Remember that you can rely on three different kinds of damages; physical (you / merc), fire (enchant), and cold (orb / holy freeze). So no enemy can be a problem, cuz you and your merc will alyays be able to kill it.
5) Orb is teh crowd skill. When there are lots of non-cold immunes, cast 1-2 orbs and the screen will be empty after. Cuz your orb will pwn all.
6) If you find cold immunes, go melee. With enchant and your weapon, you will make tons of fire damage per hit @ 2.2 attacks per second. And your merc with his thresher will be slowing enemies a lot, cuz he casts continuously Decrepify. With your aura, and Decrepify, enemies will seem extremely slow.
7) If you find cold / fire immunes, use Static field to lower their life, and go melee. You make also physical dmg. Rely on merc, he's very helpful.
8) In bosses' fights, use always Orb. It makes crazy damage with your gear, and is very fast to kill if used in the correct way.
You can kill ALL.
I also want to leave in this thread an attachment of the .d2s file of this sorc (Patagherra.d2s), so you can try it in Single Player. Oh, just keep in mind that in SP fire enchanted enemies are bugged, so don't be surprised if a FE monster is able to kill you in one hit also with full fire resist, it's absolutely normal. It's a bug.
Have fun. .gif)
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Last edited by Jason; 07-20-2004 at 09:45 PM.
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07-20-2004, 05:01 AM
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#17 (permalink)
| BattleForums Senior Member
Join Date: Jun 2003 Location: PA Age: 20 Posts: 3,090
| So you wanna make a light sorc? The light sorc is the best pindle runner ever, can take out most any boss lickety-split. Many people will say "Wah Wah Wah, all the skills have 1 minimum damage." So's your mother. The maximum damage more than makes up for the min.
The light sorc can be used for pvp or mf. Therefore, this guide shall cover both areas. MF Stats
Str : 77(With a +20 all attributes anni.)
Dex : Base(With at least a +17 all attributes anni.)
Vit : Remaining
Eng : Base MF Skills
Place skills as follows:
20 - Charged Bolt
20 - Lightning
20 - Chain Lightning
20 - Nova
20 - Lightning Mastery
1 - Static Field
1 - Telekenesis
1 - Teleport MF Gear Weapons
W1:Eschuta's Temper Eldritch Orb
One-Hand Damage: 18 To 50 (34 Avg)
Required Level: 72
Durability: 30
(Sorceress Only)
+1-3 To Sorceress Skill Levels (varies)
+40% Faster Cast Rate
+10-20% To Fire Skill Damage (varies)
+10-20% To Lightning Skill Damage (varies)
+20-30 To Energy (varies)
W2:Ali Baba Tulwar(Ist Ist)
One-Hand Damage: (25-35) To (56-77) (40.5-56 Avg)
Required Level: 35
Required Strength: 70
Required Dexterity: 42
Durability: 32
+60-120% Enhanced Damage (varies)
+ (2.5 Per Character Level) 2-247 % Extra Gold From Monsters (Based On Character Level)
+ (1 Per Character Level) 1-99 % Better Chance of Getting Magic Items (Based On Character Level)
+15 To Mana
+5-15 To Dexterity (varies)
Socketed (2) Shields
W1:Lidless Wall Grim Shield
Defense: 271-347 (varies)(Base Defense: 50-150)
Required Level: 41
Required Strength: 58
Chance to Block: Dru/Nec/Sor: 40%
Durability: 40
+80-130% Enhanced Defense (varies)
+1 To All Skills
Increase Maximum Mana 10%
20% Faster Cast Rate
+3-5 To Mana After Each Kill (varies)
+10 To Energy
+1 To Light Radius
W2:Runeword Rhyme Grim Shield
2 Socket Shields
Shael + Eth
Required Strength: 58
Durability: 40
20% Increased Chance of Blocking
40% Faster Block Rate
All Resistances +25
Regenerate Mana 15%
Cannot Be Frozen
50% Extra Gold From Monsters
25% Better Chance Of Getting Magic Items Armor Skullder's Ire Russet Armor(Perfect Topaz)
Defense: 634-732 (varies)(Base Defense: 225-243)
Required Level: 42
Required Strength: 97
Durability: 90
+160-200% Enhanced Defense (varies)
Repairs 1 Durability In 5 Seconds
+ (1.25 Per Character Level) 1-123 % Better Chance Of Getting Magic Items (Based On Character Level)
+1 To All Skill Levels
Magic Damage Reduced By 10 Helm Harlequin Crest Shako(Perfect Topaz)
Defense: 98-141 (varies)
Required Level: 62
Required Strength: 50
Durability: 12
+2 To All Skills
+ (1.5 Per Character Level) 1-148 To Life (Based On Character Level)
+ (1.5 Per Character Level) 1-148 To Mana (Based On Character Level)
Damage Reduced By 10%
50% Better Chance of Getting Magic Items
+2 To All Attributes Belt Goldwrap Heavy Belt
Defense: 34-36 (varies)(Base Defense: 6)
Required Level: 27
Required Strength: 45
Durability: 18
12 Boxes
+40-60% Enhanced Defense (varies)
+25 Defense
10% Increased Attack Speed
30% Better Chance Of Getting Magic Items
50-80% Extra Gold From Monsters (varies)
+2 To Light Radius Gloves Chance Guards Chain Gloves
Defense: 27-28 (varies)(Base Defense: 8-9)
Required Level: 15
Required Strength: 25
Durability: 16
+20-30% Enhanced Defense (varies)
+15 Defense
+25 To Attack Rating
25-40% Better Chance of Getting Magic Item (varies)
200% Extra Gold From Monsters
+2 To Light Radius Boots War Traveler Battle Boots
Defense: 120-139 (varies)(Base Defense: 39-47)
Required Level: 42
Required Strength: 95
Durability: 48
Assassin Kick Damage: 37-64
+150-190% Enhanced Defense (varies)
25% Faster Run/Walk
+10 To Vitality
+10 To Strength
Adds 15-25 Damage
40% Slower Stamina Drain
Attacker Takes Damage Of 5-10 (varies)
30-50% Better Chance of Getting Magic Items(varies) Rings Fortuitous Ring of Fortune
40% Better Chance Of Getting Magic Item Fortuitous Ring of Fortune
40% Better Chance Of Getting Magic Item Amulet Fortuitous Amulet of Luck
50% Better Chance Of Getting Magic Item Charms Annihilus Small Charm
Required Level: 70
+1 To All Skills
+10-20 To All Attributes (varies)
All Resistances +10-20 (varies)
+5-10% To Experience Gained (varies)
39xSmall Charm of Good Luck
7% Better Chance Of Getting Magic Items Your Mercenary
A merc is never a bad idea for a MF sorc. The best type of merc is by far an act 2 Holy Freeze(NM Defensive.)
There are 3 sets of gear he could possibly wear: Slow Gear Kelpie Snare Fuscina
Two-Hand Damage: (75-83) To (138-153) (106.5-118 Avg)
Required Level: 33
Required Strength: 77
Required Dexterity: 25
Durability: 35
+140-180% Enhanced Damage (varies)
Adds 30-50 Damage
Slows Target By 75%
+ (1.25 Per Character Level) 1-123 To Life (Based On Character Level)
Fire Resist +50%
+10 To Strength Blackhorn's Face Death Mask
Defense: 243-278 (varies)(Base Defense: 54-86)
Required Level: 41
Required Strength: 55
Durability: 20
+180-220% Enhanced Defense (varies)
Slows Target By 20%
Attacker Takes Lightning Damage of 25
Prevent Monster Heal
+20 Lightning Absorb
Lightning Resist +15% Skullder's Ire Russet Armor(Perfect Topaz)
Defense: 634-732 (varies)(Base Defense: 225-243)
Required Level: 42
Required Strength: 97
Durability: 90
+160-200% Enhanced Defense (varies)
Repairs 1 Durabil | |