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Kijya
07-12-2006, 20:16
I just timed myself rushing a signel mule from act1 normal to act3 hell. Thought it would be cool to post the times, I feel like it was really fast but I'd like to hear how others are doing. The times are baised on a singel run, was a bit lucky sometimes and less at other places (still think blizzard programmed summoner to spawn in the last direction you tele :rant:)

event: time elapsed
Normal finnished: 11:02
new game created: 11:25
nightmare finnished: 25:14
new game created: 25:34
hell finnished: 38:21

38 minutes for finnishing classic rush, then just converting for claming hell forges, and also giving a hell game viable mule in expansion, and socket quests etc :azn:

Build used:
CL/orb with mana shield (allows high mana for tele, but has low life), 90 fcr (know a bit wastefull).

-Tempus-
07-12-2006, 21:32
did you use tomb mules for act 2 or did you just made the staff in each lev?

90%fcr? shard eye fist? why not frost or bloodfist? or do you use good caster rings/amulets.

-Tempus-

Dr Phil
07-12-2006, 21:53
That's REALLY fast considering you don't have MH. Takes me around 45 mins to G Rush LOD (Not including times to glitch baal) With MH. And that's rushing others not myself... Congratz on those times wow lol.

Kijya
07-12-2006, 22:13
I make staff in each game yeah, only 2 copies of diablo so cant have staffmule*+rusher+rushed in same game.
Equipment:
shard and magefists for fcr.
two fcr with bad res, but +40 mana each atleast.
amu is pretty much only 1 sorc and 34% poison res.
Armor is goldskin and shield a 3 pdiamons tower for res.
helm is tarnhelm.

* never even considdered having one, anyone explain how they would be usefull? you still have to get a new staff for the staffmule anyway if he's going to be used multiple times, right?

And Dr Phil true that I don't use MH, never have never will, and you shouldn't either, it's not worth it, as you can see from my example.

If I'm not misstaken the fcr break is I need is 80% for lightning skills right? hmm can't find those fcr tables for classic ...

Kiwi Legend
07-12-2006, 22:43
If you make the game with the Duri mule the Tomb will be opened, after finding the Tomb bring in your rushed char and then kill Duri.

Kijya
07-12-2006, 22:54
If you make the game with the Duri mule the Tomb will be opened, after finding the Tomb bring in your rushed char and then kill Duri.
for normal and nightmare I think it would be too much of a bother to create more new games, but avoiding claw viper temple in hell is tempting ... hmm I'll try it out in normal and see how well it works.

purplelocust
08-12-2006, 01:22
for normal and nightmare I think it would be too much of a bother to create more new games, but avoiding claw viper temple in hell is tempting ... hmm I'll try it out in normal and see how well it works.

I wrote a Durimule creation and use guide in this thread.
(http://forums.diabloii.net/showthread.php?t=410930) which you may find helpful. You can do it with 2 computers- Durimule creates game, rushee joins, Durimule leaves, rusher joins.

IsThisNamePermanent
08-12-2006, 08:53
I've done the rush classic, convert for hellforges. I never got anything good tho, =C.

-Tempus-
08-12-2006, 09:05
Kijya:
here are some things you may or may not know about tomb mules and a few different ways to use/make them.

to finsh the quest in act2 you dont need to kill duriel but you need to talk to Tyrael. so you can have a high lev char kill duriel and then rejoin the game with a mule to pickup the quest. if you are using 2 pc's you can have the rusher leave and you can bring in a 2nd mule that can stay in town and pickup the quest when the first mule talks to Tyrael. this way you can get 2 chars past act2 at the same time.

if you have a tomb mule that has done all but the last quest you just have them make the game and take the last wp then have them dbl check the tomb then have them leave. if you have the last wp on the mule then just go down and kill duriel (i do this since i pickup the wp as i lev mules/new chars)

since the tomb mule has done the quests all you need to do is run the mules down the Harem to the arcane (just keep to the left side) this is faster then looking for the staff/amulet. once they pickup the arcane wp the rusher just teleports untill they find the right patch. then they clear the way for the mules.

something you need to remember is the mules cant take other tps down to the arcane/tombs unless they did the amulet (to get into arcane) or Summoner (to get into tomb) so they each should make their own tp's

some faster ways of doing this is have the tomb mule put the full staff into the hole but they dont finsh the quests. by doing this then you killing the Summoner the mules will pickkup that quest and then can take a tp right to the tomb. but the problem with this is the tomb mule wont know the right tomb when they make the game.

Lightning Sorceress Guide (http://strategy.diabloii.net/news.php?id=563)Author: Soepgroente

page down a little in that thread and you'll see the FCR for normal spells and those for lightning skills

-Tempus-

purplelocust
08-12-2006, 14:42
to finsh the quest in act2 you dont need to kill duriel but you need to talk to Tyrael. so you can have a high lev char kill duriel and then rejoin the game with a mule to pickup the quest. if you are using 2 pc's you can have the rusher leave and you can bring in a 2nd mule that can stay in town and pickup the quest when the first mule talks to Tyrael. this way you can get 2 chars past act2 at the same time.

You don't need each character to talk to Tyrael, you just need the character (standing in town) to be partied with the character who gets the quest when he talks to Tyrael.

WarlockCC
08-12-2006, 14:56
Good times indeed.
Did you use any knowledge of the left and right of maps ?

Kiwi Legend
08-12-2006, 16:11
Ill 2nd the comment of the mules never having to leave town, the tomb picture will be showing and the tomb is already exposed..

Rawly
08-12-2006, 17:01
I've done the rush classic, convert for hellforges. I never got anything good tho, =C.

Think if your going to make this viable you need to be able to rush 7 mules at the same time :wink3:
Then you stand a good chance of getting some good runes.

As regards to duriel mules the first 7 i take make them into hell tomb gate keepers. But then each set i take after that i use one of the gate keepers to go straight to the tomb and then take them on as one of the group leaving one of the 7 behind to make a new gate keeper at a later date. This saves alot of time in hell mode.

IsThisNamePermanent
08-12-2006, 23:24
I don't have the luxury of running more then 1 diablo game at a time, if I did then d2 would be much easier for me to get rich and level up.

Kijya
09-12-2006, 12:09
Good times indeed.
Did you use any knowledge of the left and right of maps ?
you mean if I knew somewhat how the maps spawns? I guess I know a bit about the patterns, most of the ones about following left or right wall and so.

2 copies is find if you ask me, allows safe selfmuling and selfrushing/selfboosting. But ofc more copies would get you more hfdrops per rush ...

purplelocust
11-12-2006, 14:57
Good times indeed.
Did you use any knowledge of the left and right of maps ?

Here's my basic method for choosing left/right choices to cut down on the time to find the connection to the next area. These don't always work, but they can save some time on average. For outdoor areas, I often just zip along the left edge as a default method.


Cat 2: turn right after coming down to the WP and follow the wall
Sewers: sometimes the stairs from level 1 to level 2 are very close to the back door near Meshif
Maggot Lair: turn right on the first level, follow the wall. Level 2 follow the left wall. Level 3 the chamber always has a hallway coming from the lower left direction.
Claw Viper temple: follow the left wall
Palace: always the same, everyone has their preferred route through there
Arcane Sanctuary: no idea, it usually seems to take me three or four tries!
Tomb with the Orifice: bear left
Jungles: I bear left but that doesn't usually seem to help all that much
Durrance 2: bear left from WP, or right from the stairs if you walked down from Travincal and don't want the WP.
Plains of Despair: the exit is either just to the right of the entrance, a short walk away, or on the far side or the left side most of the way to the far side.

There are a few layouts that you just kind of recognize and it isn't so easy to explain why you basically know where to go, but those guidelines may help some. If anyone has other observations or different experiences, I'd love to hear about them!

WarlockCC
11-12-2006, 15:15
Quietus has a different view on it. :)
http://forums.diabloii.net/showthread.php?t=489332

I still think this guide is worth a sticky, since it shows knowledge being far better then maphack and/or other 3rd party cheatprograms like it. (It might deter people from using maphack if they knew these simple facts)

purplelocust
11-12-2006, 15:28
Quietus has a different view on it. :)
http://forums.diabloii.net/showthread.php?t=489332

I still think this guide is worth a sticky, since it shows knowledge being far better then maphack and/or other 3rd party cheatprograms like it. (It might deter people from using maphack if they knew these simple facts)

That's a nice thread started by Quietus. I think he's right about the Maggot Lair, it should be right both levels. And I should have said something about the Countess, but in Classic it's not someplace you go hundreds of times like in LoD!

As a quick summary, it's probably good to say "follow the left wall except in the following places: Cat 2, Maggot Lair 1 and 2. It's worth a little peek off to the right before following the left wall of the Plains of Despair, and don't forget about the back door to the Sewers!"

I can start a new thread with a "map guide" since it sounds like people would find that useful.