View Full Version : rush question
Hi, ive rushed 6 mules on classic till act 2 hell, then converted on lod, and they cant create hell games
wtf ^^?
ale beer two
24-09-2007, 04:36
i thought they had to go to hell act 3 in classic?
i didnt know it
so is act3 a must ?
I would suggest giving it a go and letting us know what happens
i thought they had to go to hell act 3 in classic?
Yeah this is correct.
mr_sQuinty
24-09-2007, 14:22
kill duriel and go act3 then convert to lod
dylanwaters
24-09-2007, 16:24
I rush all the time and convert, yes you have to put them in act 3, then convert. I always make sure to talk to a npc in act 3 as well too.
Just get to act 4 hell in classic and convert = a brand new char in a4 hell LOD, ready to run hell cs runs / take hf quests. 1 act more doesn't make much of a difference anyway at least not to me. Besides the only hard act is a2 hell and even that can be take care of with a "duri-mule".
If you take them across before mephisto it means you only need one classic char, a cold sorc, to rush effectively. If you rush after you'll need a barb, hdin or whatever to help with council. Or a friend ;) So depends whether you have an easier time of council+meph in classic or lod.
ok thz all for help
what did u mean for "duri-mule" ^^?
i wanna no
WarlockCC
25-09-2007, 14:58
ok thz all for help
what did u mean for "duri-mule" ^^?
i wanna no
A character (usually a mule) which has opened Duriel's wall using the staff, but has not completed the Duriel quest. This allows people to complete act 2 with less effort then normal.
mmm interesting so
i create a char in each diff
i cube the staff but no kill duriel
i create the game for act 2 with this mule
i can now skip the 235 quest
right ?
mmm interesting so
i create a char in each diff
i cube the staff but no kill duriel
i create the game for act 2 with this mule
i can now skip the 235 quest
right ?
What you is like this. Get a char to act2 on the difficulty of your choice. Get the staff and amulet and cube together. Complete arcane and get to duriel and insert staff. Then quit. This is now your duri-mule.
Now on to the chars:
Don't go to Far Oasis and Maggot Lair
Take waypoint to lost city, proceed to valley of snakes, then claw viper temple, then lvl2.
Kill Fangskin and all the rest in that room, send tp from middle of room, next to altar, for leechers to break. OR you can sometimes just tele into the middle right beside the altar and make a tp. Your char should be able to get amulet without dying. (not recommended on hc)
Leechers, talk to Drognan and Atma (may not need both, but I forget which give quest).
Take waypoint to Arcane sanctuary, send tp to leechers BEFORE killing summoner.
Take the RED PORTAL from the Summoner to Canyon of the Magi. Get the waypoint.
Leechers talk to Atma again.
Create new game using your Duri-Mule. Everyone joins the new game. When everyone has joined, have your Duri-Mule quit the game and rejoin with your leeching/rushing character.
Take the waypoint to Canyon, leecher's quest dialogues will show the symbol to the true tomb of Tal Rasha. When you get to the tomb, the orifice will be open. (haha, i said orifice).
Kill Duriel, from here leechers talk to tyrael, then go to town, and talk to Jeryhn, and then Meshif to move to Act 3.
Duri mules are a waste of time imo. All it actually saves you having to do is get the shaft which takes barely more time than switching games and repartying and if you're running multiple keys yourself it will probably take longer using a duri mule. AFAIK you should tele clockwise for maggot 1-2, anti for 2-3, and up for 3. Maybe anti for 1-2 as well. On the other hand if rushing multiple chars, it can be convenient for one person to leave their completed staff in a1 and collect it on a char for future rushing later.
There's lots of little things you can do to speed up a rush but you'll pick them up with experience.
WarlockCC
25-09-2007, 19:02
For instance, get free cubes by dropping yours in act 1 (where non-rushed mules can get them) before you kill the council.
For instance, get free cubes by dropping yours in act 1 (where non-rushed mules can get them) before you kill the council.
a cube on a mule can be a handy way to store an extra armor, bo stick, and 3-4 pieces of jewelry. :thumbsup:
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