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zxgaiMz
29-04-2004, 22:43
The ideal play together team?

A godly / fun team could be: (this would only work @ melee :idea: )

barb (bo) a2might merc
druid (oak) a2hf merc
sorc (enchant) a2def merc
pala (salvation) a2blessed aim merc
pala (conviction) a2combat merc
pala (vigor) a3cold merc
pala (concentration) a3fire merc
pala (fantacism) a3 light merc

Now those would give diablo and his m8s a royal b****slapping :winner:

- Your ideas of a playtogether teams are most welcome :thumbsup:

-zxgaiMz

CoonerTheRed
29-04-2004, 23:02
sure, that's nice and all (and would be the more fun team in my opinion) but the best team would be more like this:

conc barb
bear druid
lf zon
fully synergized bliz sorc (cold only)
fully synergized meteor sorc (fire only)
curse b**** necro with lower res
trapassin
conv pali

maybe trade in the trapassin for a salvation/party pali if this were untwinked

Unholy_VI
29-04-2004, 23:04
[QUOTE=zxgaiMz]The ideal play together team?

The Unholy Version:

skellemancer....Act 2 might merc
Enchantress.....Act 2 defiance merc
Zerker barb......Act 3 cold merc
FoH Paladin......Act 3 cold merc
Blizzard sorc.....Act 2 prayer merc
Wind Druid.......Act 2 holy freeze merc
Javazon...........Act 2 thorns merc
Hammerdin.......Act 5 merc

Huge fire damage from the enchanted mercs/skellies, anything that gets close gets frozen and/or zerked, plenty of lightning to go around, oak sage + BO/BC + prayer, lower resist/amp damage + conviction... There may be better possible groups out there but this is definitely all you'd need.

Shadoway
29-04-2004, 23:11
Assuming no lag problem, the strongest team I can think of is:
1 pally with maxed fanatism and maxed conviction
7 necro's with maxed skeleton, mages and mastery
1 might merc/1 BA merc/6 archer mercs (keep the IM effect at a minimum)

rachil0
29-04-2004, 23:45
Assuming no lag problem, the strongest team I can think of is:
1 pally with maxed fanatism and maxed conviction
7 necro's with maxed skeleton, mages and mastery
1 might merc/1 BA merc/6 archer mercs (keep the IM effect at a minimum)

Heh with that many legs walking around, you need to have them all enchanted. Between conviction and LR I would think most monsters fire immunity would be removed. It's double (or 3x-4x) damage for all the other skellies if you remove one necro and fill with an enchantress.

Mr.Bogohossian
30-04-2004, 00:00
Barb--Bo
Druid--Oak
Summonancer-Tank/Curse
Cold Sorc-BLizz
Fire Sorc-Meteor/fire ball
Sin-Trapsin
Pally-Hammerdin with concentrate/Vigor/medication
Pally-Frost Zealot with conviction

Mercs are a2 might, a2 thorns, a2 defiance, a2 blessed aim. the rest all a3 mercs.

xeyloderixed
30-04-2004, 00:42
Assuming no lag problem, the strongest team I can think of is:
1 pally with maxed fanatism and maxed conviction
7 necro's with maxed skeleton, mages and mastery
1 might merc/1 BA merc/6 archer mercs (keep the IM effect at a minimum)

u might as well remove a necro and add a second concentration pally

CoonerTheRed
30-04-2004, 03:27
i really think that with 8 characters, ANY skellies are just obnoxious. It's hard enough to find the bad guys to hit when there are 15 other things running around on your screen, let alone any skellies. I've always found skelliemancers just obnoxious (independent of lag) in any party bigger than 4 or 5.

Shadoway
30-04-2004, 05:02
i really think that with 8 characters, ANY skellies are just obnoxious. It's hard enough to find the bad guys to hit when there are 15 other things running around on your screen, let alone any skellies. I've always found skelliemancers just obnoxious (independent of lag) in any party bigger than 4 or 5.

You don't get the point. With so many skellies, you don't NEED to find the bad guys to hit. Of course, I speak on behalf of the lazier half of the society.

Mecal
30-04-2004, 05:16
I present to you, the Über Mecal Team:

Enchantress/Firewall Sorc
War Cry Barb
Bear Druid w/ oak
Pally w/fanata
Curse/Poison Necro
Freeze Arrow Zon
Martial Arts Sin


i would love to make that team. :drool:

IamTheTest
30-04-2004, 05:40
Ive got it. The Justice League.
Tal Rashas Sorc
Trang-Ouls Necro
Griswolds Pally
Aldurs Druid
IK Barbarian
Nats Assassin
Mavs Amazon

This would be fun because auras are cool.
-7357

ramadash
30-04-2004, 05:56
Actually, this would be my most powerfull team for baal runs, baal runners dream team.

ok first, assume at least one have cta, and a trapsin with hoto for oak, make life around a regular lvl 30+ BO (depending on cta bo level and +skills)

oh and BTW, SCREW THE ENCHANTRESS LOL melee just dosent cut it

-2x hammerdins (assuming that every hammerdin that respect themself have at least 1 point into convic and enough +skills to make it remove lister fire immunity, around lvl 16-18 i dont remember exactly my pally died 2 long ago lol)
so use conc + convic


1 lower res+ corpse explosion necro (NO SKELIES, theyre useless and lag everyone)

1 trapsin with hoto (trapsin can hang back enough to keep oak safe)

1 javazon maxed LF and synergies

1 blizzard sorc

1 STATIC + whatever skill you want sorc (at least that static is high enough to cover the whole minions)

7 players = max exp, no need of a 8th player.

this is what i caal, baalers dream team! this setup = 1min30runs, assuming you have a good porter like me :thumbsup: that can tp throne in 20-30 secs.

Dahkar
30-04-2004, 06:39
Cough map hacker cough.

g1mpy
30-04-2004, 07:05
fast tp to throne doesnt require MH...

MoUsE_WiZ
30-04-2004, 08:58
Best Baal running team:
2x Hammerdins, one with combat charms and high conviction (enough to max out the -% part) the other with offensive charms and conc
1x Orb sorc w/ 110% FCR for tele
1x BO barb
4x max synergy javazons

You don't need hoto, give the sorc a wisp projector.

Trapsins can have nice damage, but really nothing competes with LF for clearing the throne, and the 2 hammerdins should be doing enough to deal with anything that stays LI. For the same reason you don't need a blizzard sorc, just let the telesorc stay nice and safe with her TK/ES/Warmth. The LR from the necro isn't needed, but if you feel it really speeds things up, then give your sorc an LR wand on switch. Standing back casting LR she should be safe without her wizzy for resists, everything will die too quick to hurt anyone, except perhaps the palas in their death throws.

Bunnz
30-04-2004, 09:44
fast tp to throne doesnt require MH...

Agreed.

The figure quoted was 20-30 seconds for a TP to throne. Thats easy to achieve reliably without MH.

Bunnz

MoUsE_WiZ
30-04-2004, 10:24
The BO barb needs to be the creator runs and drops a TP from the WP. The sorc needs to be a quick joiner, then pops down the TP catches his BO and starts porting. This is where I'd start the timer. The sorc doesn't worry about "1" and only says "2" if it's stupidly bad. This is where I'd end the timer. Barb takes the TP and howls everything, everyone else follows 1-2 seconds after the barb (they don't necessarily need to wait, but it won't hurt your times too much if they do) and start clearing...None of that TP from WS3 or at the stairs up to WS3 crap either. Not that I have anything against anyone who does that, or even anyone who refuses to tele, but don't expect to do much teleporting for drops with any really serious party after they find a sorc who WILL tele right to the throne.

Based on where I start/end the teleport timing 20-30 seconds is perfectly reasonable as an average with no MH for someone with enough experience to have a feel for the layouts of the random map generation. Gear of course plays a role here, if you're enough of a tank to go 100% blind with 8fpc teleport you're going to be a lot quicker than someone who looks at more than just the minimap while teleporting at 9fpc.